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ICOM International Council of Museums - International Institute for ...

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will use to show our museum narration, such as the traditional panels with 3D pictures,video, interactive activities and computer games. Finally, we have to remark theconceptual design in which to enclose the basic ideas <strong>of</strong> the narration we want to tell,such as the general aspects <strong>of</strong> museums, the environmental features, and all thoseelements useful <strong>for</strong> creating the model in the computer or in the project on paper.Nevertheless, we must realize that the real main characters <strong>of</strong> the museum discourseare the objects and equipment preserved in museums. This does not mean that wecould not stress the relevance <strong>of</strong> the scenic resources available with new technologies,because these can be useful to articulate a discourse with a well founded historicalcontent, and their visual contents and sequential language make easy <strong>for</strong> public theaccess to past time, when only several signs remain, signs we must analyse andinvestigate in order to improve their understanding and make interpretation easier.Keywords <strong>for</strong> the making <strong>of</strong> a museum discourse.When we want to analyse what is the most important to make a museum discourse, wefind the problem <strong>of</strong> choosing the right narration, able to show the society the messageinside the objects in museums, in a clear and accurate approach. Museology ought tomake different kinds <strong>of</strong> discourse, expressions <strong>of</strong> an exhaustive analysis <strong>of</strong> theirsignificant works, and the knowledge that make them possible. So, it is necessary tomake and describe the specifications <strong>of</strong> museology and museographical discoursefrom an enunciatively point <strong>of</strong> view <strong>of</strong> the texts, having in mind at the same time thedifferent textual competence involved in the making <strong>of</strong> discourse.That is the reason why museology needs building a theory and methodology on theanalysis <strong>of</strong> narrative inside museums. We must not <strong>for</strong>get, as Roland Barthes pointsout (1993: 163), that the narration is present in all periods <strong>of</strong> time, places and societiesin different ways, whether they be myths, legends, fables, tales, short novels, epics,stories, tragedies, dramas, comedies, pantomimes, paintings, glass windows, cinema,comics, pieces <strong>of</strong> newspaper or conversations; so, we may assert that narrations areborn at the same time as history <strong>of</strong> mankind, and that there is no people or civilizationwithout their own tales, even the most different.Chatman himself (1990: 11) agrees with Barthes, and complains that critics only think<strong>of</strong> traditional writing, when practically they use every day stories from movies, paintingsand sculptures, so there is a common substratum that links all media. That authorreaches this conclusion from the narrative analysis <strong>of</strong> novels and movies, and does nothesitate to follow the French structuralists, such as Roland Barthes, Tzvetan Todorovand Gérad Genette, and he wonders what the narration must tell (that is, the story) andhow (the discourse). Consequently, in order to have a narration, there must be twoessential components: the story and the discourse.The place where the facts happen is an important point <strong>of</strong> the narration, as well as theactions <strong>of</strong> the characters. Every story we want to tell needs a physical space to situateit, whether it be the real place (sites museum) or build specifically to tell the story(museum, temporal exhibition). It is evident that the election <strong>of</strong> the place will determinethe other elements <strong>of</strong> the story, because the facts will happen there and the objects willbe shown in the same place. The senses <strong>of</strong> sight, hearing, touch, and sometimes smellare very important in the perception <strong>of</strong> the place. A visitor who goes to a museum feelsshapes, colours and volumes, listens to sound, music and messages that stimulate theimagination; this visitor experiments tactile sensations that let him to get in touch withobjects and detect different smells. Sometimes, the location is the main character <strong>of</strong>the exposition, as Guggenheim in Bilbao, where the most important is the buildingitself, and the pieces and messages shown remain in the background.Time is another important element. For Chatman (1990: 103) time is the dimension <strong>of</strong>facts <strong>of</strong> the story. Any story has a time dimension where the facts related to the plot <strong>of</strong>the narration develop. When visitors go into museums they have a specific time tocontemplate the paintings, and they must schedule and calculate this time to get theiraim: seeing a specific exhibition or a special piece <strong>of</strong> art. But, according to Moreno(2002: 164), the audiovisual discourse develops and makes a reality the temporal307

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