Page 123 - Museums, Media and Cultural Theory In Cultural and Media Studies
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                  kind of mastery of trauma through repetition, which is how Freud (1984) char-
                  acterizes the infant’s game of Fort-da. Benjamin writes of how narrative film,
                  for instance, marshals a chopped and repetitive structure into a coherent repre-
                  sentation. In doing so, it achieves what older cultural forms (such as the epic,
                  the bourgeois novel, oral storytelling) could no longer achieve: the translation
                  of lived experience (Erlebnis) into an aesthetic form appropriate to a distracted
                  and intoxicated audience (Benjamin 2002). Perhaps the unintelligibility of
                  ethnographic museums was related to the outmoding of the narrative forms
                  they deployed. Yet curiously, in their illegible state, they actually come to cor-
                  respond to everyday urban experience – in their excess of stimuli, their collaps-
                  ing of geographical distance, the juxtapositions and jumps between apparently
                  disconnected things, the sudden encounters with the different and the ‘other’.
                  This kind of overcrowded museum mirrors the experience of modernity but
                  does not allow for mastery. By contrast, Hornsey reads the popular Furnished
                  Rooms of the Britain Can Make It exhibition as a Fort-da game, in which the
                  trauma of the Blitz – when homes were literally ripped open by the bombing – is
                  re-enacted and domesticated through the public display of domestic interiors
                  viewed through a missing fourth wall (Hornsey 2004: 62–3).
                    One way the history of museum display techniques could be told is in terms
                  of a turn to visitor choreography, and to an increasingly bodily and affective
                  address. This is a process of uneven development, happening earlier in some
                  countries and some types of museums than others. Other kinds of exhibitions
                  and exhibitionary spaces, such as world’s fairs, though they have a different
                  relationship to popular culture and commerce, also develop exhibitionary tech-
                  nologies which control the movement of visitors. Indeed, the display techniques
                  used in twentieth-century world’s fairs are often much more obviously
                  addressed to the bodies of visitors, transporting them on moving walkways and
                  seats, and producing affects and sensations close to those of the ride and the
                  roller-coaster (Highmore 2003). A common thread emerges across Sandberg’s
                  notion of the folk museum refiguring the experience of modern mobility, dis-
                  cussed in Chapter 2, through Highmore’s reading of the IBM  Information
                  Machine as recoding traumatic experiences of machinic modernity into a thrill-
                  ing taste of what it might be like to be processed by a machine (see Chapter 3),
                  through Hornsey’s reading of Britain Can Make It as reworking the trauma of
                  war and anticipating the social-spatial control in the post-war reconstruction
                  plans. In each of these examples, the affective content goes beyond the narrative
                  content of the exhibit. They show us how increasingly controlled and affective
                  exhibitionary environments are more than a means to hammer home ‘museum
                  messages’. Instead these environments work to resolve and make coherent
                  everyday experiences of technology, which take different forms at different
                  historical moments, through the production and reproduction of new forms of
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