Jonathan Westin
Biographic Data
| ID | 104044 |
|---|---|
| NAME | Jonathan Westin |
| GIVEN NAMES | Jonathan |
| FAMILY NAME | Westin |
| SIGNATURE | WESTIN J |
| AFFILIATIONS | University of Gothenburg |
| ORCID | 0000-0003-3901-2650 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 26 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1970 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
AI Definitions in Flux: Authenticity and Holocaust Testimony in Focus
The museum, as an institution, has a long-standing tradition of presenting the public with seemingly authentic and evidence-based narratives. Recent surveys indicate that museums are widely regarded as highly trustworthy across various countries. However, as museum practices increasingly intersect with marginalised and contested politics, this trust can no longer be assumed.This article offers an in-depth process study of the development of the S…
Writing's on the wall: Visual archaeology techniques to elicit the historical graffiti in Saint Sophia Cathedral in Kyiv
Saint Sophia Cathedral in Kyiv is a UNESCO World Heritage Site of exceptional significance, housing more than 7,000 graffiti inscriptions carved over a millennium. These shallow markings, etched into frescoes and architectural elements, constitute a vast and layered source of knowledge on religious practices, language development, cultural exchange, and everyday life. In light of the ongoing war in Ukraine and the acute risk of cultural heritage …
The edutainment scan: Immersive Media and Its Deployment in Museums
This article addresses the usage of immersive media in museum exhibitions, departing from the conviction that to maintain their credibility, museums need to work systematically with source criticism and evidence in mediation based on experiences and involving empathy, affect and sensory aspects of history. The purpose of this article is twofold. First, the article serves as a literature review of research informing the use of this immersive media…
Augmenting the Stone: Rock Art and Augmented Reality in a Nordic Climate
Sweden has some of the best-preserved Bronze Age rock art in the world, with more than 20,000 rock art sites. While there is no clear evidence indicating the origin of this tradition, in the World Heritage area of Tanum some of the rock art is enhanced with red colour. However, the practice flattens the more complex time-depth of the engravings and cements faulty interpretations, thus alternative ways for visualising the rock art are being consid…
Arosenius Translated. Digitisation as a Rephrasing of Meaning
To analyse and discuss the procedures through which a digital copy is brought into being as a representation of the physical original, this study offers an in-depth exploration of a single digitisation effort, that of the Ivar Arosenius Archive. Using Actor-Network Theory as a theoretical framework, this article argues that to digitise is to translate, a work that demands expert knowledge in a series of disciplines such as information science, im…
Assembling Arosenius - staging a digital archive
Starting from the theoretical literature on narratives in archives and exhibitions this article investigates pedagogical approaches to letting museum visitors establish meaningful narratives through digitised archive material. The aspect of activating the audience in a museum exhibition is tightly linked to the curatorial approach and aims with an exhibition, but also to the possibilities that arise from the archival material and its digital form…
Humanising places: Exposing Histories of the Disenfranchised Through Augmented Reality
New Philadelphia: Using Augmented Reality to Interpret Slavery and Reconstruction Era Historical Sites
Does a historical site lose its significance or become less worthy of interpretation if there are no surviving buildings? Can technology help present the stories of disadvantaged and disenfranchised groups whose heritage lacks well-preserved architecture or material culture? The emerging technology of augmented reality (AR) offers new ways of designing and shaping the public’s experience when visiting landmarks by enabling an unprecedented means …
Introduction: What is historical game studies
Keywords: Historical game studieshistorygamesvideogamespopular historyChallenge the Past/Diversify the Future conference
Inking a Past; Visualization as a Shedding of Uncertainty
This article explores how an idea about the past enters a visualization studio, and the processes by which it is transformed by the techniques of visual representation put in place to make possible the creation of inscriptions and sketches. It focuses on the formation of a fact around a series of inscriptions, as the idea is moved between a number of actants and in the process sheds all traces of uncertainty. The actions of the artists, as they i…
Towards a vocabulary of limitations: The Translation of a Painted Goddess Into a Symbol of Classical Education
This paper discusses how ties with society are accumulated and interpreted as the ‘culture’ of an artefact. Following the reinterpretation of a painted statue into a white museum artefact, I argue that the rules we have to follow in approaching an artefact create a series of unrelated socio-cultural connotations which shape our perception of the object. The culture of the artefact is therefore largely the culture of the context through which it i…
A virtual diorama. Mapping archives in situ at places of cultural significance
Using the wooden church of Södra Råda as a case study, this article concerns new applications of technology to contextualise and activate archive material in situ at places of cultural significance. Using a combination of augmented reality and virtual reality, we describe a process of turning historical photographs and two-dimensional reconstruction drawings into three-dimensional virtual models that can be lined up to a physical space. The leadi…
The interactive museum and its non-human actants
This explorative study highlights the different strands of interactive learning technologies available to museums and educational institutions, and analyzes their function as non-human actants from a perspective of power and discipline. Through a generalized symmetry I describe a specific technology – the interactive display – as an actant exercising the same autonomy as the other actants. This raises the non-human actant to the same level as the…
Introduction: What is historical game studies
Keywords: Historical game studieshistorygamesvideogamespopular historyChallenge the Past/Diversify the Future conference
Inking a Past; Visualization as a Shedding of Uncertainty
This article explores how an idea about the past enters a visualization studio, and the processes by which it is transformed by the techniques of visual representation put in place to make possible the creation of inscriptions and sketches. It focuses on the formation of a fact around a series of inscriptions, as the idea is moved between a number of actants and in the process sheds all traces of uncertainty. The actions of the artists, as they i…
Humanising places: Exposing Histories of the Disenfranchised Through Augmented Reality
New Philadelphia: Using Augmented Reality to Interpret Slavery and Reconstruction Era Historical Sites
Does a historical site lose its significance or become less worthy of interpretation if there are no surviving buildings? Can technology help present the stories of disadvantaged and disenfranchised groups whose heritage lacks well-preserved architecture or material culture? The emerging technology of augmented reality (AR) offers new ways of designing and shaping the public’s experience when visiting landmarks by enabling an unprecedented means …
Arosenius Translated. Digitisation as a Rephrasing of Meaning
To analyse and discuss the procedures through which a digital copy is brought into being as a representation of the physical original, this study offers an in-depth exploration of a single digitisation effort, that of the Ivar Arosenius Archive. Using Actor-Network Theory as a theoretical framework, this article argues that to digitise is to translate, a work that demands expert knowledge in a series of disciplines such as information science, im…
A virtual diorama. Mapping archives in situ at places of cultural significance
Using the wooden church of Södra Råda as a case study, this article concerns new applications of technology to contextualise and activate archive material in situ at places of cultural significance. Using a combination of augmented reality and virtual reality, we describe a process of turning historical photographs and two-dimensional reconstruction drawings into three-dimensional virtual models that can be lined up to a physical space. The leadi…
The interactive museum and its non-human actants
This explorative study highlights the different strands of interactive learning technologies available to museums and educational institutions, and analyzes their function as non-human actants from a perspective of power and discipline. Through a generalized symmetry I describe a specific technology – the interactive display – as an actant exercising the same autonomy as the other actants. This raises the non-human actant to the same level as the…
Towards a vocabulary of limitations: The Translation of a Painted Goddess Into a Symbol of Classical Education
This paper discusses how ties with society are accumulated and interpreted as the ‘culture’ of an artefact. Following the reinterpretation of a painted statue into a white museum artefact, I argue that the rules we have to follow in approaching an artefact create a series of unrelated socio-cultural connotations which shape our perception of the object. The culture of the artefact is therefore largely the culture of the context through which it i…
Inking a Past; Visualization as a Shedding of Uncertainty
This article explores how an idea about the past enters a visualization studio, and the processes by which it is transformed by the techniques of visual representation put in place to make possible the creation of inscriptions and sketches. It focuses on the formation of a fact around a series of inscriptions, as the idea is moved between a number of actants and in the process sheds all traces of uncertainty. The actions of the artists, as they i…
Introduction: What is historical game studies
Keywords: Historical game studieshistorygamesvideogamespopular historyChallenge the Past/Diversify the Future conference
Assembling Arosenius - staging a digital archive
Starting from the theoretical literature on narratives in archives and exhibitions this article investigates pedagogical approaches to letting museum visitors establish meaningful narratives through digitised archive material. The aspect of activating the audience in a museum exhibition is tightly linked to the curatorial approach and aims with an exhibition, but also to the possibilities that arise from the archival material and its digital form…
Humanising places: Exposing Histories of the Disenfranchised Through Augmented Reality
New Philadelphia: Using Augmented Reality to Interpret Slavery and Reconstruction Era Historical Sites
Does a historical site lose its significance or become less worthy of interpretation if there are no surviving buildings? Can technology help present the stories of disadvantaged and disenfranchised groups whose heritage lacks well-preserved architecture or material culture? The emerging technology of augmented reality (AR) offers new ways of designing and shaping the public’s experience when visiting landmarks by enabling an unprecedented means …
Augmenting the Stone: Rock Art and Augmented Reality in a Nordic Climate
Sweden has some of the best-preserved Bronze Age rock art in the world, with more than 20,000 rock art sites. While there is no clear evidence indicating the origin of this tradition, in the World Heritage area of Tanum some of the rock art is enhanced with red colour. However, the practice flattens the more complex time-depth of the engravings and cements faulty interpretations, thus alternative ways for visualising the rock art are being consid…
Arosenius Translated. Digitisation as a Rephrasing of Meaning
To analyse and discuss the procedures through which a digital copy is brought into being as a representation of the physical original, this study offers an in-depth exploration of a single digitisation effort, that of the Ivar Arosenius Archive. Using Actor-Network Theory as a theoretical framework, this article argues that to digitise is to translate, a work that demands expert knowledge in a series of disciplines such as information science, im…
The edutainment scan: Immersive Media and Its Deployment in Museums
This article addresses the usage of immersive media in museum exhibitions, departing from the conviction that to maintain their credibility, museums need to work systematically with source criticism and evidence in mediation based on experiences and involving empathy, affect and sensory aspects of history. The purpose of this article is twofold. First, the article serves as a literature review of research informing the use of this immersive media…
AI Definitions in Flux: Authenticity and Holocaust Testimony in Focus
The museum, as an institution, has a long-standing tradition of presenting the public with seemingly authentic and evidence-based narratives. Recent surveys indicate that museums are widely regarded as highly trustworthy across various countries. However, as museum practices increasingly intersect with marginalised and contested politics, this trust can no longer be assumed.This article offers an in-depth process study of the development of the S…
Writing's on the wall: Visual archaeology techniques to elicit the historical graffiti in Saint Sophia Cathedral in Kyiv
Saint Sophia Cathedral in Kyiv is a UNESCO World Heritage Site of exceptional significance, housing more than 7,000 graffiti inscriptions carved over a millennium. These shallow markings, etched into frescoes and architectural elements, constitute a vast and layered source of knowledge on religious practices, language development, cultural exchange, and everyday life. In light of the ongoing war in Ukraine and the acute risk of cultural heritage …
Art (9 works) · Computer Science (9 works) · Museums and Cultural Heritage (7 works) · Visual arts (7 works) · 3D Surveying and Cultural Heritage (6 works) · History (5 works) · Aesthetics (4 works) · Augmented reality (4 works) · Human–computer interaction (4 works) · Sociology (4 works)