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Beyond Cool: Making Mobile Augmented Reality Work for Museum Education
Shelley Mannion, Samsung Digital Discovery Centre at The British Museum, United Kingdom
http://www.britishmuseum.org/samsungcentre
Abstract
In fall 2010, the British Museum’s education team embarked on a multi-year plan to explore the potential of Augmented Reality (AR) in our galleries. We have since run four AR projects for young people, each of which focused on a different aspect of the technology. Our first project focused on revealing content on markers; the second on creating alternative views on the collection; the third on location-based AR for navigation; and the fourth on exhibiting virtual art in the galleries. These projects have both challenged and surprised us. Technical problems like the instability of compasses for positioning and poor 3G reception have challenged us to find workable solutions. Working with different age groups in formal and informal education settings led to discoveries about AR’s ability to delight and engage young learners and to teach fine motor skills. Shoestring budgets forced us to be creative and resourceful in our approach to mobile app development. Here, we share our experiences and lessons learned in integrating AR into museum and gallery learning programs.
If mobile is the answer, what was the question?
Hugh Wallace, National Museums Scotland; Loic Tallon, Pocket-Proof; and Dafydd James, Amgueddfa Cymru – National Museum Wales, United Kingdom
Abstract
Despite an ever-increasing urgency within institutions to deliver a mobile project, in the experience of National Museums Scotland and National Museum Wales, significant challenges exist in securing cross-departmental teams for these projects, managing internal expectations, and ensuring that the project is aligned with the institution’s core mission. To overcome these challenges, these two institutions each adopted an approach based on design briefs, cross-departmental collaboration, internal creative workshops, and downplaying the emphasis on technology. The following paper explores the resulting challenges, decisions and outcomes with a view to identifying a framework for planning digital projects more generally.
Multi-channel communication
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Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914
Description
Delightfully Lost: A New Kind of Wayfinding at Kew
Natasha Waterson and Mike Saunders, Royal Botanic Gardens, Kew, United Kingdom
www.kew.org
Abstract
In October 2010, Kew Gardens commissioned an in-depth study of visitors’ motivations and information needs around its 300-acre site, with the express aim that it should guide the development of new mobile apps. The work involved over 1,500 visitor-tracking observations, 350 mini-interviews, 200 detailed exit interviews, and 85 fulfilment maps; and gave Kew an incredibly useful insight into its visitors’ wants, needs, and resulting behaviours.
It turns out that most Kew visitors have social, emotional, and spiritual, rather than intellectual, motivations during their time here. They do not come hoping to find out more, and they don’t want or need to know precisely where they are all the time. In fact, they love the sense of unguided exploration and the serendipitous discoveries they make at Kew—they want to become “delightfully lost.”
Augmented Reality—What Reality Can We Learn From It?
Cherry Thian, Asian Civilisations Museum, Singapore
www.acm.org.sg
Abstract
In June 2011, the Asian Civilisations Museum launched an integrated iPhone app—the world’s first museum app to combine augmented reality (AR), location-based gaming, and interactive features—in its special exhibition Terracotta Warriors: The First Emperor and His Legacy. Specially designed to tell a story that complements the content and flow of the exhibition in seven interactive chapters, each chapter highlights at least one object in the exhibition and attempts to engage visitors on a more personal level. As the story progresses, visitors respond to image markers that launch augmented reality and gaming experiences that breathe life into the objects.
What's new about the Museum of Old and New Art (MONA)?
From their beginning, museums have adopted a wide range of approaches and business models for collecting and exhibiting, from non-profit to for-profit, from public to private, and from community to individual visions.
DAM_SCOUT: A mobile experience platform at the Denver Art Museum
This presentation will be a demonstration of the capabilities of the DAM_SCOUT mobile application platform, developed in 2011 at the Denver Art Museum. Visitors to the demonstration will be taken through a number of the possible scenarios enabled by the platform, including traditional tours, sharing, long-term narratives, person-based content triggering, and others.
Quick and dirty AR for mobile devices: A workshop
The British Museum, Exploratorium and several other cultural institutions have built AR applications on Juanio, a free, cross-platform Augmented Reality browser. Juanio has an open API for developers which makes the creation of new apps (or “channels”) a quick and simple process for any competent programmer.
You’ve Gone Mobile, Now What?
This paper and presentation uses the experiences and research underway at both an art museum and a science museum to build on last year’s presentation, Getting On (Not Under) the Mobile 2.0 Bus.
Perils and Opportunity: Going Virtual, Mobile, and Toying with Reality.
Creating strategies and opportunities for storytelling and sharing in an increasingly networked, mobile, and interactive social and built environment, is a complex challenge facing museums of all sizes.
Creating a mobile app ecosystem - the Genera project for iOS
At the start of 2011, Australia’s Museum Victoria (MV), published a Field Guide for Victorian Animals for iOS devices: iPhone, iPad and iPod Touch. The app currently contains information for approximately 650 Victorian animal species, including birds, mammals, snakes, lizards and frogs, as well as butterflies, snails, spiders and other invertebrates.
Interface content: it's not the size, but how you use it
Museums are increasingly looking for ways to connect to people on their own devices inside and outside of the museum space. Smartphones and tablets have helped drive the popular use of apps, traditional websites often don’t translate well to mobile devices, and increasingly, people are looking for a more immersive and creative online experience.
Mini-workshop:Drop-In Clinic for Building Better Mobile Projects, From Processes toOutcomes
The leaders of this workshop have worked across museums of every kind in theUS and the UK, helping client museums develop frameworks for technology,experience design, and content in mobile projects. This mini-workshop will runas a drop-in clinic; bring your mobile “aches and pains,” whether you’re part ofa mobile project team, or looking for insights into the process.
Delivering mobile from the ground-up: exploring the approach
The challenges of delivering a meaningful ‘mobile’ experience for an institution are not always technology-related. Securing cross-departmental stakeholder investment and ensuring alignment with the institution’s core mission have been key for National Museums Scotland and National Museum Wales in developing a framework for their mobile programme.
Delightfully lost: a new kind of wayfinding at Kew
In October 2010, Kew Gardens commissioned an in-depth study of visitors’ motivations and information needs around its 300 acre site, with the express aim that it should guide the development of new mobile apps.