This month was Esquire Magazine’s Augmented Reality Issue. On the cover and throughout the magazine, picture codes known as Augmented Reality software were placed next to the featured articles. For example, Robert Downey Jr. had a code on the cover that he was selling. A male supermodel had a code next to the clothes he was wearing. Readers simply download AR Software to their computers and hold up the AR code to their webcam. Once the webcam registers the code, a video of Robert Downey Jr. in his interview pops up. A video of the Model modeling clothes pops up. These are not short clips. They run for a good three – five minutes. High –tech animations and graphics are of course included and by rotating the magazine at different angles, i.e. facing north instead of south, a different video pops up to talk to, entertain, and educate the reader.
The ease at which Esquire introduced Augmented Reality to the public struck me as something that Museums; particularly Natural History Museums can use to make their visitors more engaged. If they were to place these codes next to their still objects suck as earthen vases, traditional wedding costumes, or even primeval weapons, visitors can beep the codes located next to the objects and immediately watch a video of how they were used. For example, the Natural History Museum in NYC has a traditional Chinese Wedding Costume for a bride along with the Sedan Chair that she sits in. As accurate as those two items are, if I weren’t from Chinese heritage, I wouldn’t know the tradition and importance of the logic behind how the bride gets brought into the carriage. If a video can pop up immediately after scanning the adjacent AR code, visitors can be brought back to ancient China and see that the veiled bride has to be piggy-backed over a brazier on to the carriage by an older woman known as the matron of honor, that the bride was always sheltered with a red parasol and kerchief, and that the door of the Sedan Chair was always kicked open to chase away bad spirits that may have latched on the to bride before.
As these Augmented Reality codes can be beeped on any digital device, the Museum won’t have to worry about introducing a vast amount of technology into their actual exhibits. People can simply view these on their phones. Augmented Reality Codes and software can enhance the experience of viewing still objects!
Kelly Lo
Categories: brand · emergent · interactive · media · natural history · technology · web
November 24, 2009 · 1 Comment

Hans Rosling's Data Graphics at TED Conference
Edward Tufte is fantastic. If I had a log cabin I would go and read his books for days. After purchasing a film projector last week, I have immersed myself in watching TED talks projected large scale in my home. Also fantastic. Hans Rosling’s 20 minute lecture on being able to visualize statistics is simple phenomenal. Countries are represented in circles of different sizes relating to population and are placed on an X,Y axis of health and wealth and Rosling animates the graph moving the placement of those countries on the graph as time progresses. We see countries evolving or failing. Reassigning the X,Y values, we see life expectancy rise up in most countries but literally see sub Saharan countries fall back with HIV-related deaths. Who know that watching moving circles could be an emotional experience – but it is. The bottom line is that so many types organizations have access to this data, but Rosling makes the point that this data is sitting in databases not being comprehended.
While so many major global organizations can benefit from this instigating initiatives, museums can simply play the role of projecting this information for the public.
Thanks TED.
HC Smith
Categories: economics · history · interactive · media · research · technology · theater
Tagged: graphics, statistics, visualization

Charlotte Klonk's "Spaces of Experience"
The latest word in display theory was just released by Yale University Press. As in two weeks ago. Charlotte Klonk’s Spaces of Experience: Art Gallery Interiors from 1800 to 2000 locates the development of art gallery interiors in the broader history of experience and perception. It looks like an interesting read, and may be helpful in guessing what comes next!
Jenny F.
Categories: aesthetics · architecture · archive · art · audience · aura · collections · curator · design · exhibition · experience · fun · history · interactive · knowledge · senses · society · trends
Last night I attended the School of Visual Arts Design Criticism lecture series featuring Jake Barton, the founder of Local Projects. The lecture was on “Collaborative Storytelling and the Dissolution of Technology” and focus largely on the Local Projects process of storytelling and use of technology through their project.
A common theme throughout his lecture was the humanness that connects people, thus the question of how to engage people in a museum. A recent study that he addressed concluded that the average person spend eight and a half hours looking at screens, therefore his studio has the difficult task of keeping peoples attention to more screen (which they commonly use in their designs). Some of the ways in which Local Projects addresses these issues is using seamlessness in their design, humanness to connect people, and simplicity in the technology. Barton states that they did not want the technology they used to be overly complicated, because they are not focusing their designs on a tech-savvy group, it must be generally accessible.
I found this issue of the use of technology in the museum space very interesting and the discussion after the lecture brought up many questions about its present and future placement within our society that I found relevant to the class. There will be many technology advancements within the future, which will directly affect the museum, but I think that in many ways the function of technology in museums will stay very similar to today use of them. I thought that Barton’s idea that technology should be seamlessly woven into the museum so that one forgets about it even being there very important. People do not want technology thrown in their faces, technology should be used to enhance the experience not distract from it. In addition, the technology should be simplicity in its nature, this way it can be accessed by a wide ranged audience without difficulty. Finally, museums are about human experiences and learning and the technology should reflect that in its design and function. An example of that humanness is in Local Projects’ exhibition in China with the theme of caring. There are screens with people discussing their views and ideas about what it means to care, but the people are full sized looking the viewer straight in the eye as if the viewer was talking to a real person.
Technology is consistently around us and has the potential to engage the museum visitor in new ways. Yet, the goal should promote human interaction and discussion about the topics it raised in the museum space. I think that the idea that technology needs to be seamlessly integrated into the museum (so that the visitor forgets about it) and uncomplicated would greatly benefit museums in the future. In addition, that the first goal of the museums in its use of technology should be to create better human interaction and discussion in the museum space, not to isolate people even more. Technology has great potential in the museum if it is used correctly and effectively.
Miranda Elston
Categories: audience · design · exhibition · experience · interactive · storytelling
Our readings this week, including one by Ontario artist David Rokeby, reminded me that I’ve meant to write about the work of a pair of Canadian artists who use immersive media. Janet Cardiff and George Bures-Miller are best known for creating interactive and highly engaging art installations and “walks”. The gallery I worked for in Toronto exhibited two of their installations – 2001’s Paradise Institute (which won the major prize at that year’s Venice Biennale) and the Forty-Part Motet – so I’ve had some first-hand experience with their work. While I’m sometimes iffy about the artistic value of their installations, there’s no doubt that they can usually provide remarkable experiences for participants and visitors.

Janet Cardiff and George Bures-Millers "In Real Time"
Many of Cardiff and Bures-Millers’s installations, and all of their “walks”, use binaural audio (usually implemented through headphones)and video to animate a space in support of a narrative. That the narrative is obscure and open-ended doesn’t really matter. For a few minutes you are completely drawn in: the narrator addresses you directly, guiding your movements; invisible presences seem to whisper so closely that you can’t help but turn around to see whether someone’s there; the space around you is transformed by the atmospheric sounds. The technology seems fairly simple, but the artists use it in a way that is unparalleled. Their “walks” absolutely transform existing environments, even those already imbued with notions, from Central Park to abandoned prisons to historic sites. Even their simplest-seeming installations can be moving.

Janet Cardiff and George Bures Miller's "Forty Part Motet"
The Forty-Part Motet, which assigns a speaker to each voice in a choir, offers an emotional and strangely intimate experience. It was amazing listening to the beautiful choral music emitted by the installation, but once I found the speakers that “belonged” to the choir’s sopranos, a group of little boys that would whisper and joke between sections, I loved the piece even more.
When Cardiff and Bures-Miller are successful, their work is incredibly immersive, powerful and evocative. It leaves a lasting impression. I would love to see how this example could be translated by museums to generate learning experiences.
Jenny F.
Categories: art · audience · exhibition · experience · interactive · public space · senses · stories · storytelling · technology
A Museum’s brand is a vital part to its future. Today, when museums exist as multiple personalities—virtual, physical, and then in people’s memories—the brand of a museum acts as a necessary tool for the museum to assert and maintain these diverse personalities. From the actual look of the logo to the acronym or shortened name—MoMA, The Met, WHITNEY, DIA, etc.—to the location, to the subject matter to the architecture, every aspect of a museum works to establish a brand identity for a museum. Branding not only to defines and establish identity, but also acts as a mutli-tooled and multi-modal perpetuation of advertisement of that identity.
The development of design firms which design museum identities in entirety—from the exhibition to the logo to the letterhead—reveals how the branding process has changed from a graphic designer creating a logo to a large production team that works to create a full-packaged deal. Though this format may be appealing—buy everything at once and in one place—I question such a formatting of identity. When one firm works to develop every detail and feature of a museum, do we risk these places becoming sites of over-design?
And here is another question—how do you brand the Museum of Brands?
kmcaleer
Categories: architecture · art · authorship · collections · design · economics · exhibition · form · iconic · identity · media · technology

Virtual Shipreck Explorer (photo by University of Hull)
Have you ever wanted to explore shipwreck without slipping on your wetsuit? This soon could be a reality not so far away.
The Black Sea holds the potential for a new form of experimental museum. This museum will not be any museum that has ever been imagined due to the fact that this museum could be 7,238 ft below sea level. This museum would allow people to virtually navigate a submersible that could allow people to investigate the site, as well as building a showcase of objects that could give greater insight into the past. The reasons for this museum to be imaged at such a depth is due to the fact that as objects are brought to the surface the pressure, oxygen, and UV cause them to change colour and become fragile. The current count for shipwrecks in this area are in the double digits and for explorers this means solving questions to the diverse nature of this region, but at the same time, this means that this type of museum could take decades before being realized and experienced.
Around The Black Sea region is an incredible enclave of various cultures, languages and traditions. It is this particular region for centuries that has made the Black Sea a crossroads for cultural movements and trade movements. The Black Sea is significantly different than any other ocean because of the harsh weather conditions that keeps the anoxic water (without oxygen) moving around at a depth closer to the surface creating a protective barrier for the shipwrecks. This preserves anything and everything that descends to that layer including wood, clay, the cargo, and potentially the crews of the ships. The shipwrecks are from the 13th to 15th century B.C. surrounding the Greek Empire which gives the significant of what these finding could mean, seeing that there are only a few manuscripts depicting this period but little insight as to what some objects were actually used for without speculation.
Currently, the majority of the findings are on exhibition at The National Museum of History in Bulgaria and at the Mystic Aquarium in Connecticut. The exhibitions at the Mystic Aquarium allow participants to dig for fossils and interact with animals on a more personal level.
Currently, virtual shipwreck exploration is becoming a reality through the Venus Project by the Dept of Computer Science at the University of Hull. The aim of this project is to digitally recreate Europe’s shipwrecks before they become eroded and therefore impossible to explore for real. As the project progresses, archaeologists and the public will be able to explore many more shipwrecks in this fashion. The participant interacts with a remote handset that enables the person to control the submarine. This form of application is perfect for the Black Sea due to the lack of decay that exists at these shipwrecks.
Stephen Kaye
Categories: collections · design · exhibition · experience · history · natural history · science · technology · treasure