Augmented and Virtual Reality Exhibitions

Museums and exhibitions aim to bring their collections to live. Since the ongoing development of augmented and virtual reality technologies it seems obvious to integrate them in the classical exhibitions. Through the usage of AR and VR technologies, museums can add a virtual layer to their exhibitions and create immersive experiences. Some areas of application could, for example be, allowing users to explore Egyptian burial chambers, meet historical characters or find out more about an artist by virtually visiting their hometown.

As part of a study, the Research Centre of Excellence in Cyprus (RISE) has interviewed 15 global museums about their experience in including AR and VR technologies in their exhibitions. Around 50% of them stated, that they made use of these technologies in order to create an augmented spaces for visitors to experience the exhibition, for example in form of a virtual time travel. They integrated VR and AR experiences in their exhibitions as an extension to the classic exhibitions, instead of outclassing them.

Another possibility to create a virtual exhibition can be done by scan exhibitions and arrange them in a virtual space. In this way, exhibitions can be accessible from all around the world. It could also enable a larger audience, for example disabled people, to visit exhibitions they could not visit in the real life.

Examples

Mona Lisa: Beyond Glass

Source: https://www.viveport.com/18d91af1-9fa5-4ec2-959b-4f8161064796

The Virtual Reality experience “Mona Lisa: Beyond Glass” was part of the Leonardo da Vinci blockbuster exhibition taken place at the Louvre in Paris, in October 2019. Through the use of animated images, interactive design and sound, it allowed the users to explore it’s details, the wood panel texture and how it has changed over the time.

Source: https://www.gmw3.com/2018/02/national-museum-of-finland-offers-virtual-time-travel/

The National Museum of Finland enabled their visiters a virtual time travel back to the year 1863, by letting the users walking inside the painting “The Opening of he Diet 1863 by Alexander II” by R. W. Ekman. In this VR experience the visitors could speak with the emperor and representatives of the different social classes or visit historical places.

References

Kids and Interaction (I): Beauty and practicality. Does interactive design work in interactive exhibits for children as well?

There is a lot of articles and books that try explain what are the principles of interaction design. These show to us the “correct” way of designing but the big questions are: do these principles prioritise beauty or practicality? Does interactive design work in the same way for different age groups?

The main objective of this project is to analyse and break down the 100 basic principles of interactive design in order to find which of these are applied in interactive installations for children. It is also intended to take into account the concept of “Design for All” but in a more closed way and trying to address age differences.

The exhaustive study of the principles and the analysis of similar works in the field of children’s education based on interaction, will help us to generate a small guide to interactive design aimed at children in installations in order to be able to apply it to future projects.

This will also highlight the importance of the interactive method of education, which helps children to better absorb and apply the concepts they learn. Above all, highlighting the idea of “gamification” as a central point of interaction and learning.


ARS Electronica – Kid’s research laboratory https://ars.electronica.art/center/en/exhibitions/kids/

Potion Design – MelaB https://www.potiondesign.com/project/melaB/

REFERENCES

Hanna, M (2021). UX Crash and Burn: UX brought down the 737 Max and it is UX that can save lives. [World Usability Congress]. https://bit.ly/3AMMAgm

Lidwell, W., Holden, K., & Butler, J. (2010). Universal principles of design, revised and updated: 125 ways to enhance usability, influence perception, increase appeal, make better design decisions, and teach through design. Rockport Pub.

Montero, Y. H. (2006). Factores del diseño web orientado a la satisfacción y no-frustración de uso. Revista española de documentación científica, 29(2), 239-257.

Norman, Donald. (2002). Emotion & design: attractive things work better. Interactions, 9(4), 36-42.

Paterno, F. User Interface Design Adaptation. https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nded/user-interface-design-adaptation

Prensky, Marc. (2001) Digital Natives, Digital Immigrants. On the Horizon

Sanford, Kathy, and Leanna Madill (2007). Understanding the Power of New Literacies through Video Game Play and Design. Canadian Journal of Education.

Schaaf, Ryan (2012). Does digital game. based learning improve student time-on-task behavior and engagement in comparison to alternative instructional strategies? Canadian Journal of Action Research.

Stephanidis, C. Design for all. https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/design-4-all