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Stuff and Nonsense
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Sometimes art's just not
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enough. There's a new fashion in museum exhibitions: Accessorize. We're seeing
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fewer shows like the Cezanne retrospective at the Philadelphia Museum of Art, which
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merely assemble great pictures, unembellished by catchy themes, related
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objects, documentary materials, or voluminous explanatory texts. Today's
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curators increasingly feel the itch to interpret, not only with words but with
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objects and illustrations that "explain" the art and give it "context."
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A few recent examples:
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The Metropolitan Museum of
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Art's "Rembrandt/Not Rembrandt," displaying drawing materials and printmaking
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tools of the type used by Rembrandt, as well as photos and bios of Rembrandt
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scholars and radiographs showing the underpainting in real Rembrandts and
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Rembrandt wannabes.
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The Met's and Boston Museum
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of Fine Arts' "John Singleton Copley in America" (at the Milwaukee Art Museum
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through Aug. 25) intersperses the art with colonial furniture, silver
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(including a Paul Revere teapot similar to the one in Copley's famous
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portrait), and costumed mannequins "suggesting the coherence of Copley's work
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in the cultural environment of pre-Revolutionary Boston and New York."
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The Florida International
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Museum's "Splendors of Ancient Egypt" (through July 7), recreating a
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pharaoh's burial chamber and providing "a taste of the actual Karnak
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experience--using mirrors and two dozen massive columns to completely surround
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the visitor with the magnificence of the temple." To add an authentic desert
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touch, real sand was dumped on the floor along one wall.
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People used to visit art
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museums to look at art. Great paintings on the walls, superb sculptures on
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their pedestals--what more could you ask? The thirst for detailed information
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on the art's significance or the artist's life and times was best slaked before
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or after. Outside intervention just interfered with the intimate communication
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between artwork and art lover.
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Not any
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more. From the Metropolitan Museum of Art to the Mississippi Arts Pavilion,
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there's a growing sense that art can't communicate on its own. A new
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buzzword--"interpretive design"--means that art exhibitions must be laden with
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text and context. Curators divert us from art with an array of related
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artifacts or documents from the period, as if too much aesthetic concentration
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might tax our attention span. The creative process itself is demystified
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through displays of artists' working tools and illustrations of artistic
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technique, as in the National Gallery of Art's Winslow Homer
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show. (The show has traveled to the Met, where it will stay until Sept. 22,
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without these supplementary materials.)
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Is there a problem here? Not if you think an art museum
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should be like a history museum, treating art as a cultural artifact that
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illustrates the story of a particular person, period, and place. But for those
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of us who cherish art for art's sake, gussying it up with photos, paint
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samples, and teapots merely trivializes and distracts.
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The trend
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toward interpretive installation, aimed at broadening art's appeal by expanding
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public understanding, paralleled the transformation of museum-going from
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serious cultural pursuit to highbrow entertainment. Efforts to make information
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about art (as well as art itself) more accessible were strongly encouraged by
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funding policies of the National Endowment for the Humanities. NEH-supported
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exhibitions were distinguished by their elaborate wall panels--educational
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maps, photomurals, stenciled treatises--which competed with the objects
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themselves for space and attention. One early critic of this trend, Sherman
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Lee, then director of the Cleveland Museum of Art, complained 20 years ago that
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NEH "tends to lose sight of the fundamental purpose of an art exhibition, which
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is not to illustrate history but to allow an art work to be understood and
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enjoyed as a work of art."
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Next came the burble of taped audio guides,
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filling our heads with instructions on what to see and think, while inhibiting
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personal response. This also suppressed civilized conversation with our
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companions, who were similarly encased in electronic earmuffs. The latest audio
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guides have gone Hollywood and digital: "Art authorities" electronically beamed
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up by recent museum-goers include Leonard Nimoy, Steve Martin, Charlton Heston,
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and Morgan Freeman. The newest curators-in-your-pocket are lightweight CD-ROM
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based systems on which visitors can punch in the numbers on wall labels,
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accessing commentary on whatever interests them.
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People enjoy these
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cybertoys: Some exhibitions where visitors tote around the latest electronic
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gadgetry are beginning to resemble cellular-phone-users' conventions. People
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also enjoy shows that make them feel they are not just gazing at the products
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of a distant culture but, for a brief time, are actually a part of that milieu,
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roaming about an Egyptian pyramid, a Chinese tomb, or a Russian palace. Such
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cultural tourism has become the specialty of a new breed of insta-museum, built
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solely to imbue foreign masterpieces with glitz and mystique. In addition to
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the Florida International Museum, other such blockbuster mills include the
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Wonders exhibition series in Memphis and the Mississippi Arts Pavilion in
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Jackson. Before the opening of the "Palaces of St. Petersburg" exhibition
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(through Aug. 31), Russian and American artisans painstakingly transformed the
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Mississippi Arts Pavilion into lavishly appointed rooms adapted from the homes
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of the czars, fitted out with authentic paintings and furnishings.
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Virtual-reality exhibitions
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go one step further: They attempt to create the you-are-there sensation without
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the objects. The Getty Conservation Institute in California recently sponsored
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a virtual-reality recreation of Queen Nefertari's tomb in Egypt, which purports
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to let cyberexplorers "look at the 3200-year-old wall paintings ... without
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fear of damaging the fragile artwork." This cartoonish cultural video game can
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now be navigated at the Guggenheim Museum SoHo, and, perhaps more fittingly, at
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Epcot Center in Disney World. "Virtual Pompeii" recently had a glitch-ridden
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run at the M.H. de Young Museum, San Francisco; and a new company, Atlantic
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Networks, plans to work with major museums to produce a "Great Civilizations"
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series, which will display "the finest archaeological works of art, together
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with reconstructions and virtual reality visits to ancient sites."
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All of this surely will draw
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the curious hoards, a benefit that few museums can ignore given the
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unreliability of outside funding sources. Museums must rely increasingly on
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self-generated income--the kind that comes from admissions, memberships,
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restaurants, and shops. But as the seductive trappings gain prominence,
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something else is obscured. It's the art.
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