Immersion In Museums: AR, VR, Or Just Plain R?

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American Alliance of Museums2018Immersion in Museums:AR, VR, or Just Plain R?a primer for attendeesPrepared by the American Alliance of MuseumsFunded by Knight Foundation with additional support provided by GuidiGO

American Alliance of Museums20180able of ContentsIntroduction to this Convening1Introduction to Immersive Experiences2Key Terms3Contemporary Readings and Resources5AcknowledgementsAAM would like to express our very great appreciation to the Media & TechnologyNetwork for lending their expertise, specifically Angie Judge, Seema Rao, Ed Rodley andCorey Timpson . They played a crucial role in developing the meeting program and thisprimer.We are also grateful for the funding provided by Knight Foundation and the support forthe meeting provided by GuidiGO.

American Alliance of Museums2018Introduction to this Con eningSome ha e said that it’s possible to tra el the world in an afternoon without e erlea ing the galleries of our fa orite museum. Certainl , man of us ha e e periencedlosing oursel es amidst fantastic objects and stories that transport us to other placesand times.With the maturation of digital technologies like augmented and irtual realitAR,VR , museums are on the cusp of creating increasingl compelling irtual e periencesthat e tend the reach and possibilities of what a museum might become. 0heseirtual e periences can refresh and personalize the museum space, as well as e tendmuseums’ reach be ond their ph sical walls to reach and engage new audiences. Anew class of born digital AR and VR art challenges museum staff to de elop newpractices for collection, preser ation and rights management.At the same time, our isitors are increasingl concerned about the dangers ofpri ileging digitall mediated e periences o er real time spent with friends andfamil . We obser e that the social e perience of museum-going is fre uentl cited asamong the top moti ations for isiting at all. We know that museum isitors alue theauthenticit of the real thing and despite the influences of a isuall -laden socialmedia culture, the interest and dedication of audiences to h per-local, artisanal, anddelicatel 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 ee periences like Meow Wolf in Santa Fe, the Cit Museum in St. Louis, and e hibitionslike Wonder at the Renwick Galler . What are the potential futures of digital andph sical immersion in museums and how can we begin to think strategicall aboutthe nuances that define the boundar between the ph sical and the irtual? How canmuseums create compelling e periences for isitors that effecti el engage themwith the subject, while creating compelling and memorable e periences that can beshared with friends and famil ?0his primer presents an o er iew of the terminolog , histor , and current practice inimmersion. We look forward to e ploring these uestions with ou at the DetroitInstitute 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.1

American Alliance of Museums2018Introduction to Immersi e E periencesIn the past decade we ha e seen the maturation of a number of digital technologiesthat pro ide immersi e e periences. Augmented realitAR adds digital informationto the real sensor input from the world around us—pasting content and informationon top of what we see or hear, and at its most sophisticated, interacting with andadapting to the user. Mi ed realitreal world.Virtual realitMR o erla s but anchors irtual objects to theVR 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 IRLwithout the use of digital technologies. Man place-based immersi e projects simplco-opt the sensor landscape where the take place. One trending form of IRLe perience is immersi e theater, in which the audience mo es through a stageden ironment at their own pace, choosing their own path and se uence for obser ingpieces of the performance. 0he current popularit of immersi e theater was sparkedin, when Punchdrunk 0heater premiered Sleep No More, an award-winningadaptation of Macbeth staged in a warehouse comple in Chelsea. A growingnumber of museums documented in this Google Spreadsheet are partnering withtheatrical companies to create immersi e presentations designed for their ownuni ue spaces.Augmented RealitFor a timeline detailing the histor of augmented realit , please see "0heMainstreaming of Augmented Realit : A Brief Histor " b Ana Ja ornik from Har ardBusiness Re it -a-brief-historVirtual RealitFor a more conte t about the histor of irtual realit , please see "Histor of VirtualRealit " from the Virtual Realit Societ :www. rs.org.uk/ irtual-realit /histor .html2

American Alliance of Museums2018Ke 0ermsAll Ke terms ha e been pulled from the VR Glossar . 0he selection below includesthe terms that are most likel to be referenced during the meeting. For more AR andVR ocabular , please isit www. rglossar .org.Anal tics0he information resulting from the s stematic anal sis of both e ents occurringwithin the artificial realit and of the de ice being used to create the artificial realit .Augmented realitARIn augmented realitAR the isible natural world is o erlaid with a la er of digitalcontentA atarA irtual representation of the e periencer within the irtual worldData glo eAn interacti e de ice – often resembling a glo e worn on the hand – which connectsto a computer s stem and facilitates fine-motion control within irtual realitEmbodied presenceAcknowledging the e istence of our bod within a irtual realit VR e perienceE e tracking0he abilit for ahead mounted displaHMD to read the position of thee periencer’se 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 isfocused on in a specific scene or iew.GestureForm 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 beinterpreted as mo ement and mirrored in irtual realit .HapticsHaptic technolog simulates the sense of touch through the sensation of pressureusuall on the hands ia a glo e3

American Alliance of Museums2018Ke 0erms ContinuedHead mounted displaHMDA set of goggles or a helmet with tin monitors in front of each e e to generateimages seen b the wearer as three-dimensionalMi ed realitMRMi ed realit is similar to augmented realitAR e cept irtual objects are integratedinto the natural worldPeripheralA de ice that helps enhance a irtual realit e perience b enabling greaterimmersion within the irtual worldPositional audioAudio that is triggered based on the position of the headsetSignposts signpostingEn ironment cues with the added purpose of helping the user to interpret the irtualen ironmentVirtual realitVRVirtual realit places the e periencer in another location entirel . Whether thatlocation has been generated b a computer or captured bideo, it entirel occludesthe e periencer’s natural surroundings.Virtual realit sicknessAlso known as: motion sickness’ or simulation sickness’is the feeling of general discomfort caused b e periencing irtual realit . S mptomscan include: headache, nausea, omiting, drowsiness, and disorientation.For related infographics please see "Virtual Realit Infographics" b the Virtual RealitGlossar :www. rglossar .org/infographic4

American Alliance of Museums2018Contemporar Readings andResourcesFor additional resources please see the abstracts and links listed below. 0hesearticles are not inde ed in the appendices.MuseoPunksMuseoPunks 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-partFor additional information about each podcast including the co-hosts' bios, podcastnotes, and links to additional information, please isit: There: museums and the matri of place-based augmenteddevices, Pageswww.aam-us.org/- 96///meweherethere-museums-and-the-matri -of-place-based-augmented-de ices/CFM and Alliance Blog PostsSi 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,www.aam-us.org/6///e periments-in- irtual-realit -at-the-museum-of-flight/Playing in the Museum Sandbowww.aam-us.org/6/ 9/6Australian Museum of the Mo ing Image ,6/pla ing-in-the-museum-sandbo /E ploring the Si th E tinction through Immersive Theater Carnegie Museums ofPittsburgh ,www.aam-us.org// / 9/e ploring-the-si th-e tinction-through-immersi e-theater/5

American Alliance of Museums2018Contemporar Readings andResources ContinuedDispatches from the Center for Museums0hese are links and abstracts to additional articles from CFM’s weekl e-newsletterDispatches from the Future of Museums. 0hese articles are not inde ed in theappendices.PEMCast podcasts on Immersionwww.pem.org/e plore-art/pemcastPEMcast: Immersi e e periences PartMuseums and artists ha e long pla ed on people's sense of empath and wonder. Butnow, more than e er, museums are incorporating all the senses in e hibition designand in the design of the whole museum. Inter iews include Deborah Vankin of the LA0imes, and curator Dais Wang discussing ph sical immersi e e periences, likehistoric houses.PEMcast: Immersi e e periences PartHow can museums heighten a sense of empath and wonder? Increasinglimmersi e en ironments and multi-sensor e periences are coming into pla . 0uneinto the most recent installment of the PEMcast as we e plore the immersi ee perience with D sound designer Jason Reinier, designers and users of the VRgame Be ond Solitar , and li e action role plaLARP designer Johanna Koljonen.MoMA R&D Salon 5: Immersion and -participation/Immersion and Participation dissected the interpla of immersion, interaction,participation, technolog , and inno ati e communication, especiall as the pertain tomuseums. Immersion e okes total en elopment, the plunge into a separate, allencompassing ph sical or mental space. Artistic practice is deepl connected to thisidea, and so too can be the e perience of engaging with art. Viewers can betransported b their e posure to a work, e en o ercome b a Stendhal S ndrome–likeertigo. Museum galleries can similarl be concei ed as immersi e e periences thattransport the isitor out of e er da life.6

American Alliance of Museums2018Contemporar Readings andResources ContinuedParticipation, howe er—e change, interacti it , commitment—has become the HolGrail for most museums and for man designers, architects, and artists. 0he conceptis not new, but recent technological inno ations ha e enabled e periments withenhanced stor telling techni ues, and ha e also introduced a demand for morecomple , in ol ing, and multi-sensorial e periences on the part of the audience.Recent Stories in the NewsNeVirtual Reality Art E hibit Brings Sea Level Rise to Times S uareEarther, - earther.com/new- irtual-realit -art-e hibit-brings-sea-le el-rise-t-60imes S uare now contains a new art e hibit—featuring irtual realit elements and a6 -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. AllO er the Place, a ri eting and contemplati e e hibit of his, is currentl on displa atthe yueens Museum in New York Cit . Wake, [is] a shipwreck that features theskeletal remains of a large marine mammal resembling a whale alongside-foot tallrobot-like object inspired b an opera singer’s figurehead that was once mounted onthe 7SS Nightingale, a 9th centur sla e ship that could once be found in the waterssurrounding New York Cit . 7nmoored, [is a] irtual realit component that throwsparticipants into a bleak future where humanit has lost the battle against climatechange.Denver Museum of Nature & Science Opens Virtual Reality ArcadeWestword, --www.westword.com/arts/den er-museum-of-nature-and-science-opens- irtualrealit -arcadeOn Jul 9, the Den er Museum of Nature & Science un eiled its latest addition, airtual-realit arcade that will transport people of all ages around the world and e ento Mars without e er actuall lea ing the museum. 0he museum built the facilit7

American Alliance of Museums2018Contemporar Readings andResources Continueditself, while the ten games a ailable come from outside companies. At each station inthe arcade, a user wears audio-e uipped goggles and holds two controllers, thentakes off into a new realit . 0he arcade is open dail frommuseum admission, adults can pa a.m. top.m.; after pa ingand junior guests ten and up 9 for tenminutes of gaming time.Snapchat Lenses bring coral reefs to your neighborhoodEngadget, 6- 9www.engadget.com// 6/ 9/coral-reef-snapchat-lenses/How do ou make nature e citing to a generation growing up with Snapchat andInstagram? 0he California Academ of Sciences has an idea: bring the nature to theapps that generation is using. It just trotted out a series of augmented realitSnapchat Lenses the first of their kind, CAS said that show reef life in our owncorner of the world. You can get up close to creatures like sea turtles, nudibranchesand mora eels without ha ing to put on some di ing gear or incurring the wrath ofconser ationists.Anne Frank House museum unveils virtual reality tourStar 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 tourof the cramped uarters where the Jewish diarist and her famil hid from Nazisduring World War II, marking what would ha e been her 9th birthda 0uesda . 0heAnne Frank House said the-minute tour means people won't ha e to isit themuseum to see the anne where the Franks and four other Jews hid from Juluntil the were disco ered in August 99and deported to concentration camps.People with restricted mobilit who isit the Amsterdam museum but cannot tourthe small rooms will now be able to e perience them in irtual realit . 0he VRe perience will be rolled out to Anne Frank centers in Berlin and New York later thisear.8

American Alliance of Museums2018Contemporar Readings andResources ContinuedThe death of the art gallery? Japan's nedigital museum may offer a glimpse ofthe future0he 0elegraph, 6- www.telegraph.co.uk/tra el/destinations/asia/japan/articles/tok o-digital-artmuseum-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 digitalmuseum 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-calledultra technologists . It’s home toartworks loosel di ided into fi e areas,orchestrated b a comple network ofcomputers andhigh-tech projectors.7pstairs is a space guaranteed to become children’s nir ana: Athletics Forest , asprawling, stimulating D ha en which, according to Inoko, was scientificalldesigned to promote the growth of the brain’s hippocampus.A NeBreed of Immersive Art E periences Offers a Gate ay to AlternativeRealitiesArts , - www.arts .net/article/arts -editorial-new-breed-immersi e-art-e periences-offersgatewa -alternati e-realities[Vince] Kadlubek is the CEO of Meow Wolf, an artist collecti e and productioncompan 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 moreuni ue spaces in the ne t two ears, in Las Vegas and Den er. 0his momentumspeaks to the broad appetite for e periential art at present—from immersi ee hibitions, like those of Ya oi Kusama, to Instagram-friendlmuseums, like theMuseum of Ice Cream—particularl among e perience-hungr , selfie-lo ingmillennials. 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.9

American Alliance of Museums2018Contemporar Readings andResources ContinuedModigliani VR: The Ochre Atelierwww.tate.org.uk/whats-on/tate-modern/e hibition/modigliani/modigliani- r-ochreatelierGo behind-the-scenes and disco er how we recreated the artist's final Parisian studioin irtual realit . 0he Modigliani VR: 0he Ochre Atelier reimagines Modigliani's finalParisian studio, where he li ed and worked in the final months of his life in 9 9 and9. A pre iousl undocumented space, the artist's studio has been brought back tolife through more than 6 objects, artworks and materials.10

historic houses. PEMcast : Immersie eperiences Part How can museums heighten a sense of empath and wonder? Increasingl immersie enironments and multi-sensor eperiences are coming into pla. 0une into the most recent installment of the PEMcast as we eplore the immersie eperience with D sound designer Jason Reinier, designers and users of the VR

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