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University of Groningen

From cinematograph to 3D model

Harkema, Gert Jan; Rosendaal, Andre

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Early Popular Visual Culture DOI:

10.1080/17460654.2020.1761598

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Harkema, G. J., & Rosendaal, A. (2020). From cinematograph to 3D model: How can virtual reality support film education hands-on? Early Popular Visual Culture , 18(1), 70-81.

https://doi.org/10.1080/17460654.2020.1761598

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From cinematograph to 3D model: how can virtual

reality support film education hands-on?

Gert Jan Harkema & André Rosendaal

To cite this article: Gert Jan Harkema & André Rosendaal (2020) From cinematograph to 3D model: how can virtual reality support film education hands-on?, Early Popular Visual Culture, 18:1, 70-81, DOI: 10.1080/17460654.2020.1761598

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From cinematograph to 3D model: how can virtual reality

support

film education hands-on?

Gert Jan Harkemaa,band André Rosendaala

aUniversity of Groningen, Groningen, The Netherlands;bStockholm University, Stockholm, Sweden

ABSTRACT

Experimental media archaeology is a hands-on approach imple-mented at the Film Archive & Media Archaeology Lab, embedded at the University of Groningen, the Netherlands. Inspired by Huhtamo’s concept of ‘thinkering’, the aim of this approach is to let students experiment with the different possibilities and the diverse usages of (old and new) technological objects of recording and projection, and other forms of (pre-cinematic) representation. Experimental media archaeology is thus used as a practice to let students develop a more critical stance on media heritage, media transition, and media curating. Several years ago, we started experi-menting with 3D modelling and Virtual Reality (VR) as complemen-tary strategies to our educational program. As Pantelidis (2009) concludes, VR can add a playfulness to the learning process, encouraging active participation by students, while other studies demonstrate that simulated environments can increase student motivation and stimulate learning. To discover the potential of VR as a tool for thinkering, we recently started an initiative to create an interactive 3D learning environment, designed by a team of Film Study teachers and educational and VR experts of the University. Centered around a 3D model of the Lumière Cinématographe, the application will be realized on a zSpace, a hardware solution that offers a 3D interactive, spatial simulation in which viewers wearing 3D glasses can interact in various ways with simulated objects. This article explores some of the didactic potentials andflaws of Virtual Reality in the classroom setting.

KEYWORDS Experimental media archaeology; thinkering; virtual reality; hands-on; 3D

Introduction

One by one, the students enter the room, some individual, some in small groups. The students are acquainted with this room; it is where all seminars onfilm theory and history are hosted at the University of Groningen. This time, however, the tables are arranged in a square, and there are various objects positioned on them. One recognizes cameras, a viewmaster, a zoetrope, various optical toys, a multiplex box with a plastic lens holder and a nameplate with the word‘Lumière’. A magic lantern stands in the corner of the room, next to afilm projector. We have taught this hands-on course in media archae-ology before, but this semester we added another object to our collection. This new object is two-fold: onfirst sight, it is a so-called zSpace, a large 45-degree tilted screen which, CONTACTGert Jan Harkema gjharkema@hotmail.com

EARLY POPULAR VISUAL CULTURE 2020, VOL. 18, NO. 1, 70–81

https://doi.org/10.1080/17460654.2020.1761598

© 2020 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.

This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any med-ium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way.

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when paired with glasses and an operating pencil, allows for interactive, virtual 3D projection. Meanwhile, this zSpace screen virtually presents students a rather unique object: an interactive 3D model of the Lumière cinématographe.

During this class, we ask the students to touch and inspect the media objects presented in a sort of circuit where they go around individually or in couples. They are invited to answer basic yet fundamental questions: What can this device be? How does it work? What kinds of pictures would it present? Where would you historically locate it? The zSpace computer is the most novel device integrated in this circuit while the cinématographe object represented on it is a historically distinct object. Students take place, individually or in couples, behind the tilted screen. The student puts on the 3D glasses– we have two pairs of glasses available per device – picks up the operating pencil and a 3D image of the Lumière cinématographe appears in front of a blue worksheet. First, they are welcome to experiment with the virtual object and they walk through a scenario of questions and tasks, allowing them to engage with the virtual cinématographe both in a playful and in a cognitive, evaluative manner. Toward the end of the class, we evaluate our experiences in a class discussion, which often runs into a subsequent session. In doing so, we as teachers in these seminars are constantly experimenting with ways to situate the student learning process on sensuous experience and playfulness, bridgingfilm history with media futures.

Under theflag of media archaeology and under the rubric of the material turn in the humanities,film-historical research witnessed a renewed interest in technological objects of recording and projection, and other forms of (pre-cinematic) representation. It remains a challenge, however, to translate this laboratory attitude of experimenting with old and new media in order to uncover their complex dynamics to (large groups of) students. It presents the teacher with elementary questions inherent to the challenges of media archaeology as defined by Jussi Parikka among others (2012, 5). Should we, for example, start with‘old’ media and work our way to the present or can we mix pasts and futures in a classroom setting? And how do we balance guidance, analysis, historical knowledge and playfulness? Meanwhile, a proper hands-on approach to media archae-ological education in film studies should equally avoid romanticizing matter and machines in absence of their users and socio-technological contexts (Goddard 2015, 1773). Rather, one of the promises of the hands-on approach is to let students experiment with the different possibilities and the diverse usages that these technologies enable.

At the Film Archive & Media Archaeology Lab embedded at the University of Groningen we have implemented a hands-on approach defined as experimental media archaeology (Fickers and van den Oever2014,2019; Fossati and van den Oever2016). Recently, we have experimented with 3D modelling and virtual reality as complementary strategies to our educational program. Within a largely ‘traditional’ undergraduate degree onfilm history, we have one or two seminars reserved for an experimental session on media technology. Meanwhile, our interdisciplinary Masters degree includes a course on‘New Film History’ in which we use experimental media archaeology as a practice to let students develop a more critical stance on media heritage, media transition, and media curating. Within this course, the VR model of the cinématographe can help students to critically rethink media technology.

This article explores some of the didactic potentials andflaws of virtual reality in the classroom setting. We will do so by outlining our experiments in constructing and

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implementing the 3D model presented in the zSpace digital environment, as well as its execution in the actual lessons. Thefirst section details some theoretical considerations on experimental media archaeology and the hands-on approach. Subsequently, we will sketch the institutional and historical background of this project before moving to a description of the choices and challenges in constructing a 3D model. The last section details our teaching experiences with the virtual, interactive Lumière cinématographe model.

Theoretical considerations and institutional background

Whereas media archaeology is notoriously hard to define, it is by any means a historical reorientation emerging from the practice of working with technological objects. In his seminal 1995 article Siegfried Zielinski describes media archaeology as‘a form of activity/ tatigkeit’ (Zielinski1996, para 9). More than a doctrine, media archaeology is a practice, it is a way of doing. Erkki Huhtamo, in a similar manner, repeatedly encourages a hands-on approach tofilm and media history. Central to Huhtamo’s approach is the activity of ‘thinkering’ (Huhtamo 2010). Thinkering is a concept that Huhtamo develops in his discussion of Paul DeMarinis’ artistic work. While we do not demand that students become artist-inventors like DeMarinis (although we would welcome them taking up the challenge)‘thinkering’, in this manner, moves between experimentation and analytical understanding. It aims at developing a deep understanding of a technology and its socio-technological consequences by practicing it.‘Thinkering’ as we understand it is about twisting and tweaking old media technologies and dispositifs by recreating them experi-mentally. The scholar or artist has, in this respect, a certain freedom to diverge from historically accurate materials in order to restage the old in the new. This process of experimental (and not necessarily historical) restaging and recreating enables media archaeologists and artists to discover the contemporary novelties and limitations of bygone media. Meanwhile, DeMarinis’ artistic practice aspires to not aim for a perfect historical recreation of a viewing situation, but to work with all (limited) means available. Huhtamo’s concept of ‘thinkering’ inspired the institution of our Film Archive & Media Archaeology Lab as an ‘experimental space where it is possible to experiment either with communication and media originals or with replicas in a creative and playful manner’ (Fickers and van den Oever2019, 55). Correspondingly, our objective is not to replicate complete and accurate historical viewing experiences in full detail. For us, at the University of Groningen, that means experimenting with 3D-printed replicas of cine-matographs, working with miniature models, and presenting students VR/AR models of the Lumière cinématographe. Although this is a legitimate objective in terms of film-historical research, our approach is aimed at appending a dimension of‘sensing the past’ in a playful and experimental manner.

Higher education is usually organized around historical narratives distilled from books and sources. Learning, in this manner, is an intellectual, text-based process. Letting our students toy around with actual technological objects, however, invites them to touch, hear, smell, and sense the materiality of the past. In an age of immateri-ality and media immanence (Hagener 2008), a hands-on approach to media history resensitizes students. It encourages them to experience and sense sometimes banal yet complex technological procedures behind the illusion on the screen. Letting students 72 G. J. HARKEMA AND A. ROSENDAAL

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experiment with objects thereby activates a different kind of learning, one that is more based on imagination, eventfulness, and creativity (Figure 1). Very often, students become very active and vocal, posing all kinds of questions.‘But what about this handle?’ ‘Why does it turn this way, and not the other way around?’ ‘Is it supposed to make this noise?’ This process should, of course, not replace traditional lectures and corresponding readings, but rather complement them. This attitude of media-archaeological thinkering lets student experiment with the functionalities and different uses of media technologies (Fickers and van den Oever 2019, 62). Aiming toward a higher epistemological and reflective dimension, it demonstrates to students that media objects can be tweaked and turned, that these technologies sometime break and can be fixed, and that there are multiple ways to use a media object.

It is from this idea of thinkering as an epistemological mode that we started to build models of technologies that were not available at the Film Archive & Media Archaeology Lab. Archiving, as is widely known, is based on a thin balance between preservation, restoration, exhibiting, and providing access (Fossati 2011; Wengström2013). Next to film, this is equally true for historical objects. This means that early cinematic technol-ogies such as the Lumière cinématographe would, under normal circumstances, not be available to students to experiment with.

As part of the research pilot project‘Media Heritage’, conducted at the University of Groningen in 2015–2016, we explored different forms of representation through open platforms (van den Oever, Rosendaal, and Wanders 2016). Various technologies for creating 3D objects were tested, including photogrammetry, 360-degree photography

Figure 1.In thefilm archive at the University of Groningen, students are allowed to open the cabinets and take out the apparatuses.

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and 3D modelling. Thefirst two techniques are based on photographs. Photogrammetry uses pictures taken from all sides of an object to create a 3D object. 360-degree photo-graphy also uses many pictures, but the effective representation of the object is still 2D: the illusion of realism is created because the object can be rotated and viewed from all sides, but in fact one looks at one of a set of 2D photographs, each taken from a different angle. 3D modelling, in turn, requires the object to be digitally re-created from scratch. Every single part must be measured and drawn in a 3D modelling program. This is the most time-consuming, and thereby most expensive, of the three techniques. However, it is the only technique that allows for digital decomposition of the object, which also allows the user to make new animations from the content. By way of 3D modelling and representation we can, for example, demonstrate the cinématographe’s mechanisms without the wooden case in which the actual device was situated. Within this pilot project, three 3D models were constructed: a magic lantern, a Sony Portapak, and a Lumière cinématographe. The 3D model of the latter is based on a cinématographe that is part of the apparatus collection of the EYE Film Museum, Amsterdam, the Netherlands. In addition, since we had a 3D model of all parts of the cinématographe, we also constructed a replica of it using a combination of 3D printing and plywood (Figure 2).1The 3D model was initially presented in an online environment, available in any web browser.2 Although the user can move the device around and inspect the cinématographe from various angles, the model is still presented in 2D while interaction with the device is limited: it is a static model that cannot be disseminated.

From 3D to VR

Whereas 3D modelling allows a larger, virtual availability of the Lumière cinématographe outside the archive, it does not really allow for‘thinkering’. Neither does it facilitate a rich sensuous experience. We therefore subsequently searched for a method to engage the model in a more interactive manner in our educational programme. Therefore, we turned to virtual reality (VR). Together with the Reality Center at the University of Groningen, where a group of developers experiment with all kinds of innovative AR and VR technologies, the 3D model was turned into a virtual simulated model that could be operated in a VR environment.

One can hardly escape the steep increase of VR technologies publicly available in the pastfive years. Virtuality, immersion into virtual environments, has been an object of fascination for audiences for centuries, as evident in the important studies of Anne Friedberg, Oliver Grau, and Allison Griffiths amongst others (Grau 2002; Friedberg 2006; Griffiths2008). Following Friedberg’s distinction between ‘the virtual’ as having a materiality of a different order, and ‘virtual reality’ as an immersive, unframed and artificially created reality, we can say that our cinématographe is more of a virtual object in a space of augmented reality.

There are advantages to the use of virtual reality in the classroom that overlap with the ambition of experimental media archaeology. Veronica Pantelidis, a pioneer when it comes to the implication of VR in education, writes:

Virtual reality provides new forms and methods of visualization, drawing on the strengths of visual representations. It provides an alternate method for presentation of material. In some 74 G. J. HARKEMA AND A. ROSENDAAL

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instances, VR can more accurately illustrate some features, processes, and so forth than by other means, allowing extreme close-up examination of an object, observation from a great distance, and observation and examination of areas and events unavailable by other means. (Pantelidis2009, 62)

Moreover, as Pantelidis concludes, VR can add a playfulness to the learning process, encouraging active participation by students. Meanwhile, studies have demonstrated that simulated environments increase student motivation and stimulate the learning process (Lui et al.2017). While VR and virtual or simulated objects should, in our view, never

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replace actual technological objects, these technologies allow students to engage with unique historical artefacts. And they do so in a fairly accessible and engaging manner. As a result, we stated a series of requirements for our virtual environment:

● The model should be interactive; students should be able to ‘thinker’ with the simulated object.

● Operation of the device should be easy and accessible.

● It should be possible to pick up (a selection of) individual components of the 3D model while viewing them separately.

● Several people should be able to view the model at the same time.

● There should be the possibility to offer the educational content in a sequential order. ● An option should be available for assignments and multiple-choice questions. With these requirements in mind, we opted to use the zSpace (Figure 3). The zSpace is a 3D monitor connected to a powerful computer running specific software (current models of the zSpace are all-in-one computers). Located somewhere between augmented reality and virtual reality, the zSpace offers a 3D interactive, spatial simulation in which viewers wearing 3D glasses can interact in various ways with simulated objects. Although it is a screen medium, it simulates an interactive space that is within one’s reach. The monitor is placed on a table and one or more students are seated behind the tilted screen. A stylus is used to grasp and drop objects, and to move or rotate them, or to bring them closer. The stylus is also used to navigate

Figure 3. Impression of viewing and handling the virtual cinématographe on a zSpace device (photoshopped image to represent 3D effect).

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through the application, e.g. by clicking on icons or buttons in order to answer questions. One of the viewers has a special version of the glasses that is used to track her head movement, which is then used to update the display and show the correct perspective (this feature distinguishes the zSpace from other 3D displays). The fact that multiple viewers can watch the display in 3D allows for discussion and collaboration.

For the software we used VeLight, a programming framework originally developed by the university’s Reality Center for medical students to learn in an interactive VR environment about anatomy and the human skeleton. The medical students had to drag and drop bones, putting them in the right positions, while being quizzed about anatomy and terminology. We were thefirst to experiment with this framework and the zSpace device outside the medial sciences (Figure 4).

Although the zSpace facilitates a complete disassembly of 3D models, the VeLight software framework is more restrictive and dictates that only a single part can be taken out– or added to – the virtual Lumière cinèmatographe in each scene. We therefore designed a semi-structured learning environment in which the student is invited to play and‘thinker’ around with the device at any moment, while interaction with it is organized around a script. The script consists of several steps, animations, and questions. We consider the script the educational backbone of the VR installation, since it allows students to learn semi-autonomously about the cinématographe as a technological object. However, as Pantelidis and Lui et.al. equally stress, it is important to outline with what specific objective VR is employed in an educational setting. We decided, therefore, not to focus on detailed technological,‘expert’ knowledge of the device. Rather, as outlined above, we wanted students

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to gain a sense of the usually hidden technological materiality behind the screen images. More specifically, it is our objective that the VR version of the cinématographe helps students to understand the movement mechanism of the apparatus. It should be noted that unless the teacher has special programming skills plus an enormous amount of time on his hands (two very unlikely circumstances in humanity departments), adjusting the script is up to the developers. This makes experimenting with the device a somewhat costly endeavour and, above all, one that requires teamwork.

A brief summary of the script now reads as follows: the applications starts with a continuous animation of the internal mechanism (including afilm reel but without projection). Students are asked to closely observe the mechanism. On the next screen, the main parts of the mechanism– the claws, winding ramp, eccentric wheel and shutter – have been removed. For each of these parts a task was designed. For example, the students are asked to place the claws in the correct position in the body of the cinématographe; given three images of eccentric wheels, they have to choose the correct one. After these tasks, the animation is shown again, but now the different parts are removed one by one, thus revealing the parts of the mechanism that were previously obscured. After an explanation of the need to make a copy of the recordedfilm reel, the animation is shown again, but now thefilm is also projected.

Whereas the VR installation invites students to play around with the cinématographe and its individual parts, it also encourages them to experience that fundamentally the moving picture is built on stillness. The tasks that the students perform in the script are aimed to let the student witness the challenge of shifting from stillness to movement and back, 16 frames per second. As of yet, we are still experimenting with this script, so we are not yet really sure if, from a purely pedagogical perspective, the VR environment creates a more effective learning experience than traditional textbook/lecture/seminar learning. The zSpace, however, is a relatively low-cost AR/VR technology uniquely developed for educational purposes. This made the zSpace relatively easy to implement in our classroom. Yet, as an educational tool in a cinema and media studies degree, it also comes with a few challenges. The zSpace, for one thing, is particularly built to train and test factual knowledge. It runs on scripts and scenarios based around questions and answers. Instead, in an ideal world, we want students to play, deconstruct, and experiment with the virtual device. Hence it takes some inventiveness to develop scripts that teach for understanding rather than knowledge.

At the same time, however, we believe that VR is very promising when it comes to cross-disciplinary learning. It invites students from computer science, engineering, and digital humanities to relate to the social or artistic dimension of technology, and tofilm history in particular. These students, in turn, ask new questions and bring in new perspectives that are stimulating for teachers. Moreover, it lets students reflect upon the curational possibilities that contemporary and future media offer in relation to past technologies.

This cross-disciplinary perspective has also been one of the main benefits on an institutional level: it encouragedfilm scholars to collaborate with archivists, e-learning specialists, computer scientists, and programmers. In doing so, we learned a great deal from each other and we gained from each other’s expertise.

Conclusion

Experimental media archaeology is above all a sensuous enterprise. It allows students to learn and experiencefilm history by engaging in the sensuous event that occurs when one is in 78 G. J. HARKEMA AND A. ROSENDAAL

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contact with the materiality of the past. Moreover, as an educational practice the experimental media archaeological approach is organized around playfulness, creativity, and‘thinkering’. VR and AR can contribute to some of these core objectives. As explained above, it is our experience that the students who have encountered our 3D model in its virtual presentation become more active while it encourages a playful and inventive way of learning. Students tend to come in with a form of technophobia. They hardly dare to touch apparatuses as they are conditioned not to touch archival objects. Moreover, many students are not used to encounter the technology behind the screen or inside the black box or a wooden box. It is our duty as teachers to bring the technological dimension of film and media history as close to the students as possible.

The practice of touching, tweaking, thinkering, and sensing allows for a more creative and experimental attitude among students. It is through this thinkering attitude to‘old media’ that the students learn to critically engage with contemporary or ‘new’ media. Suddenly, an old medium that students know from pictures in text books, and have thereby located at a historical distance, gains actuality. It is this interplay between newness and familiarity, akin to the uncanny feeling that comes with the renewing of old technologies as described by Tom Gunning (2003), that allows students to critically engage on both an epistemological and ontological level with the temporality of media.

The aim of this thinkering attitude that the VR cinématographe enables is a critical engagement withfilm and media history. Throughout their years of education at university, they learn to critically evaluate theory while constructing their own arguments and research in a thesis. Yet students tend to hesitate in‘touching’ and critiquing film or media history. The historical narratives presented in the libraries written onfilm history are not easily challenged. We, the teachers, certainly do not want to downplay the laborious scholarship that is necessary to develop an historical argument. Simply playing with an object, physical or virtual, cannot replace archival work. However, the thinkering attitude of experimental media archaeology does invite students to come up with original question, and to get their hands dirty and start digging into media history.

Our VR version of the antique cinématographe thereby symbolizes the acts of ‘rethinking temporal structures of newness and opening up, through a variety of appa-ratus, the question of what the new is and how we should incorporate historical knowl-edge into thinking about current media’ (Parikka2012, 11). In doing so the students are challenged to reflect on film and media heritage and on innovation in the field of contemporary curatorial practice.

VR and AR, however inventive and beautifully constructed, can never replace the actual object. The sensation of history is different when one encounters or operates a real Lumière cinématographe. This is why the 3D model in VR is part of a series of seminars that otherwise focuses on the historical apparatus that are part of our collection. Nothing beats the real thing, as the saying goes, but VR nevertheless brings an extra dimension to the equation. It allows students to engage with a highly original apparatus in a novel way. Whereas the sensuous dimension of the original object is mainly lost, virtual reality brings another sensuous and embodied experience. As Friedberg reminds us, ‘[v]irtual images have a materiality and a reality, but of a different kind, a second-order materiality, liminally immaterial’ (Friedberg 2006, 11). Hence the process of working with the cinématographe in VR on our zSpace screen gives a novel sensuous experience which is nevertheless historical. In terms of experimental media archaeology, the VR installation

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brings in an experience that is not so much authentic as it is a form of virtual re-enactment of the cinématographe that re-sensitizes students to the cinematic technique.

From a media-archaeological perspective, it would be ideal to establish an interna-tional library of 3D models of all sorts of historical antique devices that we can have students work on in VR environments. Having only the cinématographe available might further increase the mythic status of this single device withinfilm history. The opposite is true, as we want to think of media history in what Zielinski labels a‘variantology’. Thus, as Zielinski explains, ‘[i]nstead of looking for obligatory trends, master media, or imperative vanishing points, one should be able to discover individual variations’ (Zielinski 2006, 7). By thinking in technological and transhistorical variations, and in terms of interdisciplinary connections, the students learn the media-archaeological veracity, namely that history could have taken a different route all along. VR, in turn, would be ideal to experiment with obscure or lost apparatuses. We can deconstruct and experiment with them virtually, leaving the originals intact. It is our experience, so far, that in this manner VR has, despite its shortcomings, a lot to offer. Thereby, a proper media archaeological education encourages us and students alike in terms of ‘anarchaeol-ogy’, that is, a rupture within media historical narratives (Goddard2015, 1762). Letting students encounter multiple devices encourages them to critically rethink the central position of the cinématographe and its inventors infilm.

Notes

1. The building instructions and 3D printing files are available athttps://www.thingiverse. com/thing:1557789.

2. Currently hosted by Sketchfab at https://sketchfab.com/realitycenter/collections/

cinematograph.

Disclosure statement

No potential conflict of interest was reported by the author(s).

Notes on contributors

Gert Jan Harkemataughtfilm at the University of Groningen. He received his PhD at Stockholm University with a dissertation titled “Aesthetic Experiences of Presence: Case Studies in Film Exhibition, 1896-1898.” His current research focuses on the representation of ecology, disaster, and the mechanized mediation of nature in 19th-century media performances.

André Rosendaalis Project Manager at ICTOL, the Centre for ICT in Education of the Faculty of Arts of the University of Groningen. Since his graduation as MSc in Applied Mathematics at the University of Twente, the Netherlands, Rosendaal has been active in thefield of IT in Education. He worked at several Dutch universities, including the Dutch Open University and Delft University, before continuing his career at the Faculty of Arts of the University of Groningen. There he is currently appointed as Project Manager for IT in Education. In this role, he is responsible for various eLearning projects, ranging from the use of online audiovisual databases in education, digital testing, lecture recording and Virtual Exchange, to using Virtual Reality in Media Archaeology. He was editor-in chief of Davideon– A World 80 G. J. HARKEMA AND A. ROSENDAAL

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in Sound and Vision (2005) and contributed to the Handbook on Digital Video and Audio in Education (2007). He is also a member of the Virtual Reality Hub of the University of Groningen.

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