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Immersion in Museums:
Prepared by the American Alliance of Museums
American Alliance of Museums2018
a primer for attendees
AR, VR, or Just Plain R?
Funded by Knight Foundation with additional support provided by GuidiGO
Introduction to this Convening
Introduction to Immersive Experiences
Key Terms
Contemporary Readings and Resources
0able of Contents1
2
3
5
American Alliance of Museums2018
AAM would like to express our very great appreciation to the Media & Technology Network for lending their expertise, specifically Angie Judge, Seema Rao, Ed Rodley and Corey Timpson . They played a crucial role in developing the meeting program and this primer.
We are also grateful for the funding provided by Knight Foundation and the support for the meeting provided by GuidiGO.
Acknowledgements
Introduction to this Con ening Some ha e said that it’s possible to tra el the world in an afternoon without e er
lea ing the galleries of our fa orite museum. Certainl , man of us ha e e perienced
losing oursel es amidst fantastic objects and stories that transport us to other places
and times.
With the maturation of digital technologies like augmented and irtual realit AR,
VR , museums are on the cusp of creating increasingl compelling irtual e periences
that e tend the reach and possibilities of what a museum might become. 0hese
irtual e periences can refresh and personalize the museum space, as well as e tend
museums’ reach be ond their ph sical walls to reach and engage new audiences. A
new class of born digital AR and VR art challenges museum staff to de elop new
practices for collection, preser ation and rights management.
At the same time, our isitors are increasingl concerned about the dangers of
pri ileging digitall mediated e periences o er real time spent with friends and
famil . We obser e that the social e perience of museum-going is fre uentl cited as
among the top moti ations for isiting at all. We know that museum isitors alue the
authenticit of the real thing and despite the influences of a isuall -laden social
media culture, the interest and dedication of audiences to h per-local, artisanal, and
delicatel nuanced ph sical e periences hints at a desire for the real o er the irtual.
Witness the contemporaneous popularit of ph sicall constructed immersi e
e periences like Meow Wolf in Santa Fe, the Cit Museum in St. Louis, and e hibitions
like Wonder at the Renwick Galler . What are the potential futures of digital and
ph sical immersion in museums and how can we begin to think strategicall about
the nuances that define the boundar between the ph sical and the irtual? How can
museums create compelling e periences for isitors that effecti el engage them
with the subject, while creating compelling and memorable e periences that can be
shared with friends and famil ?
0his primer presents an o er iew of the terminolog , histor , and current practice in
immersion. We look forward to e ploring these uestions with ou at the Detroit
Institute of Arts on September 6- , . Please bring our own, thoughts, uestions,
and pro ocations to share with our colleagues at this d namic con ening.
American Alliance of Museums2018
1
Introduction to Immersi e E periences
In the past decade we ha e seen the maturation of a number of digital technologies
that pro ide immersi e e periences. Augmented realit AR adds digital information
to the real sensor input from the world around us—pasting content and information
on top of what we see or hear, and at its most sophisticated, interacting with and
adapting to the user. Mi ed realit MR o erla s but anchors irtual objects to the
real world.Virtual realit VR refers to media that transport a user to a wholl digital,
simulated en ironment—an imaginar world, or a recreation of the real world,
present or past.
Of course, there are man wa s to create immersi e e periences In Real Life IRL
without the use of digital technologies. Man place-based immersi e projects simpl
co-opt the sensor landscape where the take place. One trending form of IRL
e perience is immersi e theater, in which the audience mo es through a staged
en ironment at their own pace, choosing their own path and se uence for obser ing
pieces of the performance. 0he current popularit of immersi e theater was sparked
in , when Punchdrunk 0heater premiered Sleep No More, an award-winning
adaptation of Macbeth staged in a warehouse comple in Chelsea. A growing
number of museums documented in this Google Spreadsheet are partnering with
theatrical companies to create immersi e presentations designed for their own
uni ue spaces.
American Alliance of Museums2018
Augmented Realit
For a timeline detailing the histor of augmented realit , please see "0he
Mainstreaming of Augmented Realit : A Brief Histor " b Ana Ja ornik from Har ard
Business Re iew:
hbr.org/ 6/ /the-mainstreaming-of-augmented-realit -a-brief-histor
Virtual Realit
For a more conte t about the histor of irtual realit , please see "Histor of Virtual
Realit " from the Virtual Realit Societ :
www. rs.org.uk/ irtual-realit /histor .html
2
All Ke terms ha e been pulled from the VR Glossar . 0he selection below includes
the terms that are most likel to be referenced during the meeting. For more AR and
VR ocabular , please isit www. rglossar .org.
Anal tics
0he information resulting from the s stematic anal sis of both e ents occurring
within the artificial realit and of the de ice being used to create the artificial realit .
Augmented realit AR
In augmented realit AR the isible natural world is o erlaid with a la er of digital
content
A atar
A irtual representation of the e periencer within the irtual world
Data glo e
An interacti e de ice – often resembling a glo e worn on the hand – which connects
to a computer s stem and facilitates fine-motion control within irtual realit
Embodied presence
Acknowledging the e istence of our bod within a irtual realit VR e perience
E e tracking
0he abilit for ahead mounted displa HMD to read the position of thee periencer’s
e es ersus theirhead. E e tracking is particularl useful for informingVR anal tics,
where the de eloper wants to better understand what content thee periencer is
focused on in a specific scene or iew.
Gesture
Form of non- erbal communication through the bod – t picall the hands or head –
that, when tracked b a motion sensing camera attached to a computer, can be
interpreted as mo ement and mirrored in irtual realit .
Haptics
Haptic technolog simulates the sense of touch through the sensation of pressure
usuall on the hands ia a glo e
Ke 0erms
American Alliance of Museums2018
3
Head mounted displa HMD
A set of goggles or a helmet with tin monitors in front of each e e to generate
images seen b the wearer as three-dimensional
Mi ed realit MR
Mi ed realit is similar to augmented realit AR e cept irtual objects are integrated
into the natural world
Peripheral
A de ice that helps enhance a irtual realit e perience b enabling greater
immersion within the irtual world
Positional audio
Audio that is triggered based on the position of the headset
Signposts signposting
En ironment cues with the added purpose of helping the user to interpret the irtual
en ironment
Virtual realit VR
Virtual realit places the e periencer in another location entirel . Whether that
location has been generated b a computer or captured b ideo, it entirel occludes
the e periencer’s natural surroundings.
Virtual realit sickness
Also known as: motion sickness’ or simulation sickness’
is the feeling of general discomfort caused b e periencing irtual realit . S mptoms
can include: headache, nausea, omiting, drowsiness, and disorientation.
For related infographics please see "Virtual Realit Infographics" b the Virtual Realit
Glossar :
www. rglossar .org/infographic
Ke 0erms Continued
American Alliance of Museums2018
4
American Alliance of Museums2018
MuseoPunks 2-part podcast on VR, 'Virtually Yours'
0o listen or download the podcasts, please use the links below.
Part : soundcloud.com/museopunks/episode- - irtuall - ours-part-
Part : soundcloud.com/museopunks/episode- 9- irtuall - ours-part-
For additional information about each podcast including the co-hosts' bios, podcast
notes, and links to additional information, please isit: labs.aam-us.org/museopunks/
Contemporar Readings and Resources
MuseoPunks
0rendsWatch 6
CFM and Alliance Blog Posts
Me/We/Here/There: museums and the matri of place-based augmented
devices, Pages - 9
www.aam-us.org/ 6/ / /meweherethere-museums-and-the-matri -of-place-
based-augmented-de ices/
Si Tips for Making Virtual Reality a Reality,
www.aam-us.org/ / / /what-we-learned-6-tips-for-making- irtual-realit -a-realit /
E periments in Virtual Reality at The Museum of Flight, 6
www.aam-us.org/ 6/ / /e periments-in- irtual-realit -at-the-museum-of-flight/
Playing in the Museum Sandbo Australian Museum of the Mo ing Image , 6
www.aam-us.org/ 6/ 9/ /pla ing-in-the-museum-sandbo /
E ploring the Si th E tinction through Immersive Theater Carnegie Museums of
Pittsburgh ,
www.aam-us.org/ / / 9/e ploring-the-si th-e tinction-through-immersi e-theater/
For additional resources please see the abstracts and links listed below. 0hese
articles are not inde ed in the appendices.
5
American Alliance of Museums2018
0hese are links and abstracts to additional articles from CFM’s weekl e-newsletter
Dispatches from the Future of Museums. 0hese articles are not inde ed in the
appendices.
PEMCast podcasts on Immersion
www.pem.org/e plore-art/pemcast
PEMcast : Immersi e e periences | Part
Museums and artists ha e long pla ed on people's sense of empath and wonder. But
now, more than e er, museums are incorporating all the senses in e hibition design
and in the design of the whole museum. Inter iews include Deborah Vankin of the LA
0imes, and curator Dais Wang discussing ph sical immersi e e periences, like
historic houses.
PEMcast : Immersi e e periences | Part
How can museums heighten a sense of empath and wonder? Increasingl
immersi e en ironments and multi-sensor e periences are coming into pla . 0une
into the most recent installment of the PEMcast as we e plore the immersi e
e perience with D sound designer Jason Reinier, designers and users of the VR
game Be ond Solitar , and li e action role pla LARP designer Johanna Koljonen.
MoMA R&D Salon 5: Immersion and Participation
momarnd.moma.org/salons/immersion-and-participation/
Immersion and Participation dissected the interpla of immersion, interaction,
participation, technolog , and inno ati e communication, especiall as the pertain to
museums. Immersion e okes total en elopment, the plunge into a separate, all-
encompassing ph sical or mental space. Artistic practice is deepl connected to this
idea, and so too can be the e perience of engaging with art. Viewers can be
transported b their e posure to a work, e en o ercome b a Stendhal S ndrome–like
ertigo. Museum galleries can similarl be concei ed as immersi e e periences that
transport the isitor out of e er da life.
Contemporar Readings and Resources Continued
Dispatches from the Center for Museums
6
American Alliance of Museums2018
Ne Virtual Reality Art E hibit Brings Sea Level Rise to Times S uare
Earther, - -
earther.com/new- irtual-realit -art-e hibit-brings-sea-le el-rise-t- 6
0imes S uare now contains a new art e hibit—featuring irtual realit elements and a
6 -foot ph sical installation—dedicated to climate change. Launched Wednesda ,
the e hibit titled Wake and 7nmoored, was born from artist Mel Chin’s ision. All
O er the Place, a ri eting and contemplati e e hibit of his, is currentl on displa at
the yueens Museum in New York Cit . Wake, [is] a shipwreck that features the
skeletal remains of a large marine mammal resembling a whale alongside -foot tall
robot-like object inspired b an opera singer’s figurehead that was once mounted on
the 7SS Nightingale, a 9th centur sla e ship that could once be found in the waters
surrounding New York Cit . 7nmoored, [is a] irtual realit component that throws
participants into a bleak future where humanit has lost the battle against climate
change.
Denver Museum of Nature & Science Opens Virtual Reality Arcade
Westword, - -
www.westword.com/arts/den er-museum-of-nature-and-science-opens- irtual-
realit -arcade-
On Jul 9, the Den er Museum of Nature & Science un eiled its latest addition, a
irtual-realit arcade that will transport people of all ages around the world and e en
to Mars without e er actuall lea ing the museum. 0he museum built the facilit
Contemporar Readings and Resources Continued
Recent Stories in the News
Participation, howe er—e change, interacti it , commitment—has become the Hol
Grail for most museums and for man designers, architects, and artists. 0he concept
is not new, but recent technological inno ations ha e enabled e periments with
enhanced stor telling techni ues, and ha e also introduced a demand for more
comple , in ol ing, and multi-sensorial e periences on the part of the audience.
7
American Alliance of Museums2018
itself, while the ten games a ailable come from outside companies. At each station in
the arcade, a user wears audio-e uipped goggles and holds two controllers, then
takes off into a new realit . 0he arcade is open dail from a.m. to p.m.; after pa ing
museum admission, adults can pa $ and junior guests ten and up $9 for ten
minutes of gaming time.
Snapchat Lenses bring coral reefs to your neighborhood
Engadget, 6- 9-
www.engadget.com/ / 6/ 9/coral-reef-snapchat-lenses/
How do ou make nature e citing to a generation growing up with Snapchat and
Instagram? 0he California Academ of Sciences has an idea: bring the nature to the
apps that generation is using. It just trotted out a series of augmented realit
Snapchat Lenses the first of their kind, CAS said that show reef life in our own
corner of the world. You can get up close to creatures like sea turtles, nudibranches
and mora eels without ha ing to put on some di ing gear or incurring the wrath of
conser ationists.
Anne Frank House museum unveils virtual reality tour
Star 0ribune, 6- -
www.startribune.com/anne-frank-house-museum-un eils- irtual-realit -
tour/ 9 /
0he Amsterdam museum dedicated to Anne Frank's life launched a irtual realit tour
of the cramped uarters where the Jewish diarist and her famil hid from Nazis
during World War II, marking what would ha e been her 9th birthda 0uesda . 0he
Anne Frank House said the -minute tour means people won't ha e to isit the
museum to see the anne where the Franks and four other Jews hid from Jul 9
until the were disco ered in August 9 and deported to concentration camps.
People with restricted mobilit who isit the Amsterdam museum but cannot tour
the small rooms will now be able to e perience them in irtual realit . 0he VR
e perience will be rolled out to Anne Frank centers in Berlin and New York later this
ear.
Contemporar Readings and Resources Continued
8
American Alliance of Museums2018
The death of the art gallery? Japan's ne digital museum may offer a glimpse of
the future
0he 0elegraph, 6- -
www.telegraph.co.uk/tra el/destinations/asia/japan/articles/tok o-digital-art-
museum-re iew/
Mori Building Digital Art Museum: teamLab Borderless, which opens June ,
fortunatel has a concept which is a bit catchier than its name: the world’s first digital
museum of its scope and scale, it's a new generation showcase of immersi e,
interacti e digital art created b teamLab, a fast-growing 0ok o collecti e of so-called
ultra technologists . It’s home to artworks loosel di ided into fi e areas,
orchestrated b a comple network of computers and high-tech projectors.
7pstairs is a space guaranteed to become children’s nir ana: Athletics Forest , a
sprawling, stimulating D ha en which, according to Inoko, was scientificall
designed to promote the growth of the brain’s hippocampus.
A Ne Breed of Immersive Art E periences Offers a Gate ay to Alternative
Realities
Arts , - -
www.arts .net/article/arts -editorial-new-breed-immersi e-art-e periences-offers-
gatewa -alternati e-realities
[Vince] Kadlubek is the CEO of Meow Wolf, an artist collecti e and production
compan that creates large-scale, interacti e, multimedia installations. It brought in
$6 million in re enue during its first ear; Meow Wolf has plans to build two more
uni ue spaces in the ne t two ears, in Las Vegas and Den er. 0his momentum
speaks to the broad appetite for e periential art at present—from immersi e
e hibitions, like those of Ya oi Kusama, to Instagram-friendl museums, like the
Museum of Ice Cream—particularl among e perience-hungr , selfie-lo ing
millennials. Meow Wolf, howe er, aims to offer more than just photo ops. Rather,
Kadlubek and his colleagues are working towards a future where high- ualit ,
thought-pro oking art en ironments are the norm.
Contemporar Readings and Resources Continued
9
American Alliance of Museums2018
Modigliani VR: The Ochre Atelier
www.tate.org.uk/whats-on/tate-modern/e hibition/modigliani/modigliani- r-ochre-
atelier
Go behind-the-scenes and disco er how we recreated the artist's final Parisian studio
in irtual realit . 0he Modigliani VR: 0he Ochre Atelier reimagines Modigliani's final
Parisian studio, where he li ed and worked in the final months of his life in 9 9 and
9 . A pre iousl undocumented space, the artist's studio has been brought back to
life through more than 6 objects, artworks and materials.
Contemporar Readings and Resources Continued
10