{"id":191649,"date":"2017-05-07T23:45:54","date_gmt":"2017-05-08T03:45:54","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/20000-year-old-artifacts-21st-century-technology-the-verge\/"},"modified":"2017-05-07T23:45:54","modified_gmt":"2017-05-08T03:45:54","slug":"20000-year-old-artifacts-21st-century-technology-the-verge","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/technology\/20000-year-old-artifacts-21st-century-technology-the-verge\/","title":{"rendered":"20000-year-old artifacts, 21st century technology &#8211; The Verge"},"content":{"rendered":"<p><p>    Im standing in the admissions line at a museum in New York    when I overhear a surprising claim: Its like going to the    dentist, a man declares. Id rather go the dentist than go to    a museum.  <\/p>\n<p>    We can go somewhere else if you want, his partner offers.  <\/p>\n<p>    No, its fine. He pauses. I strongly believe that people    arent interested in museums. They just go because its a    must.  <\/p>\n<p>    This man isnt alone in his skepticism. Recent reports from the    National Endowment for the Arts recorded an     eight percent drop in the number of US adults who visited    art museums in the past two decades, as well as a particularly    sharp     decline in museum-going rates among millennials in their    twenties and thirties. In response to the findings, Sunil    Iyengar, director of research and analysis at the NEA,     told Pacific Standard in 2015 that theres no    tidy answer as to why this is happening, but added that    theres a lot of competition for leisure activities.  <\/p>\n<p>    Museums must find new ways to engage and excite visitors. The    growing slew of digital entertainment options wrestling for our    attention may be part of the problem for museums, but for many    institutions, digital technology also offers a potential    solution. Charged with the crucial task of preserving our past,    museums must now navigate the future.  <\/p>\n<p>    Catherine Devine, chief digital officer at the American Museum    of Natural History, sees the task at hand as keeping the    museum relevant for a number of different audiences, and she    has spent the past five years working to really get [the    museum] into the 21st century. That means rethinking the way    visitors experience museums to better match the way they lead    their daily lives, where tasks as varied as ordering food or    finding a date can be accomplished with just a click or a    swipe.  <\/p>\n<p>    Visitors expect their digital experiences to follow them    into the museum  <\/p>\n<p>    A lot of peoples expectations are framed in the rest of their    lives, and then when they come to the museum, [] they expect    that experience to continue, Devine says.  <\/p>\n<p>    One step in that direction has been the launch and ensuing    redesign of the museums smartphone app, called Explorer. Originally    developed in 2010, the museum officially relaunched the app    last November, filled with reimagined content like    behind-the-scenes trivia and virtual games. When I open    Explorer inside the Hall of Ocean Lifewhere the museums    famous 94-foot-long model of a blue whale presidesthe app    promptly informs me that a blue whale weighs as much as five    subway cars, and lets me listen to an underwater recording of    whale songs.  <\/p>\n<p>    The app uses a network of 800 beacons placed throughout the    museum to pinpoint visitors locations and show content related    to your immediate surroundings, as well as provide relevant    logistical information, like directions. According to Scott    Rohan, the museums senior publicist, Explorer has been    downloaded more than a million times since July 2010.  <\/p>\n<p>    In nearly two decades working at the American Museum of Natural    History, Vivian Trakinski, director of the museums Science    Bulletins, has witnessed the evolution of visitor experiences    firsthand. Originally hired to produce short science    documentaries, Trakinski now spends most of her time working on    data visualizations in a variety of digital formats.  <\/p>\n<p>    When I came here [in 1999], we were focused on video, she    says. She still produces videos, but says that now, we are    focusing on more immersive and interactive platforms [...]    People want to be able to curate their own content. People want    to be engaged in the creation of it.  <\/p>\n<p>    Trakinskis team is currently working on a number of augmented    reality prototypes that will allow visitors to more actively    engage with the museums specimens and datasets, including an    immersive AR experience of what it would be like to play golf    on Mars, using data from the Mars Reconnaissance Orbiters    Context Camera. Her team also took a CT scan of a Mako shark    and created an AR experience in which visitors can look through    a Google Tango tablet or a stereoscopic AR headset, see the    scanned skeleton overlaid on top of the museums actual shark    model, and make the shark swim or bite.  <\/p>\n<p>    Its not a passive experience where were telling you    something, says Trakinski. [Visitors] are actually creating    the learning through the interaction with this real artifact of    science.  <\/p>\n<p>    As the Museum of Natural History tests out its AR prototypes,    just a few miles uptown at the Met Cloisters, the Metropolitan    Museum of Art has collaborated with the Canadian Film Centres    Media Lab, Senecas School of Creative Arts and Animation, and    the Art Gallery of Ontario to showcase their experiment with    virtual reality. This spring, the Met launched an exhibit    Small    Wonders: The VR Experience, inviting visitors to don a VR    headset and explore the detailing on a 16th century Gothic    prayer bead up close. Lisa Ellis, a conservator at the Art    Gallery of Ontario, spearheaded the original micro-CT scanning    of the miniature beads. She recalls that her team was blown    away when they saw the intricacies of the beads designs and    wanted to share them with a wider audience. The immersive    experience provided by the     HTC Vive headset was the perfect vehicle for this object.  <\/p>\n<p>    Immersion and interaction are also key elements in the visitor    experience at the     Cooper Hewitt Smithsonian Design Museum. The museum    reopened in late 2014 after a three-year renovation. (Check out    The Verges 2015 interview with the museums former    head of engineering     here.) Technological upgrades included the introduction of    an electronic Pen that allows visitors to draw on digital    display tables and to download and save items throughout the    museum to a personal web account linked to their Pen.  <\/p>\n<p>    Caroline Baumann, the director of Cooper Hewitt, recalls that    the museum confronted many skeptics when first floating the    concept of the electronic stylus, with some critics assuming    that no visitors would put down their smartphone for long    enough to use the Pen. Today, she proudly notes that 97 percent    of visitors actually take the Pen upon entering the gallery and    that 21 million objects have been downloaded to visitors    accounts using the gadget. Baumann hoped that the tool would be    accessible to all and would cut across education, class,    privilege, and she believes that the digital redesign of the    museum has succeeded in drawing both museum connoisseurs and    first-timers. Were seeing people that have never been to a    museum, she says.  <\/p>\n<p>    For many institutions, the digital revolution has required a    complete rethinking of the museum model and a new digital    mindset that filters through the entire operation.  <\/p>\n<p>    I feel that digital is not something that sits to the side,    says Devine. It has to be really integrated into the physical    experience. It has to augment it and add a layer that you dont    have with the physical space.  <\/p>\n<p>    The shift to digital is beginning to permeate museum    culture  <\/p>\n<p>    Pamela Horn, acting director of digital and emerging media at    Cooper Hewitt, acknowledges the pervasive change that has taken    shape since the museums digital revamp. Something very    interesting has been happening in the last three years since we    have reopened, and thats that we've had an internal cultural    shift of everybody adapting to this way of working, she    reflects. Digital isn't just an appendage on top, it has    infiltrated all of the departments.  <\/p>\n<p>    And so far, museum leaders are pleased with the results.  <\/p>\n<p>    Though Devine does not believe that the Explorer app on its own    is responsible for attracting more visitors, she says that the    museums research on the apps effectiveness revealed that    visitors who used the app found the whole museum experience    more thought-provoking, on average, than those who did not use    the app.  <\/p>\n<p>    Ellis similarly cites internal research which found that 90    percent of people who used the VR headset to explore the prayer    bead at the Met thought it was highly successful (including a    group of visiting nuns who reportedly got a big kick out of    it). Perhaps most striking of all, Horn notes that Cooper    Hewitts digital redesign has attracted younger visitors at a    time when the coveted demographic seems to have reduced its    museum attendance overall. Before the museum closed for    renovations in 2011, the average age of Cooper Hewitt visitors    hovered around 60 years old. After its reopening in December    2014, the average age has dropped precipitously to 27.  <\/p>\n<p>    But success like this requires significant commitment.  <\/p>\n<p>    The key is having a digital person as part of the senior    management team and a digital team thats really, really    strong, says Baumann. And a funder.  <\/p>\n<p>    Financing these projects is a crucial challenge, and many of    the museums have relied on outside donations to fund their    experiments. Support from Bloomberg Philanthropies, for    example, facilitated both the Cooper Hewitt renovations and the    development of the Museum of Natural Historys Explorer app.  <\/p>\n<p>    Museum staff also emphasized the necessary balance between    embracing the digital and preserving the analog features of    museums.  <\/p>\n<p>    We are the museum of the future. Despite being in [Andrew]    Carnegies mansion, which was built in 1899, finished in 1902,    you come in and you know immediately that its a digital    experience, Baumann explains. Still, her team had to be    careful not to overdo it: We didnt want to put digital all    over the walls, ceiling, ground. The fifteen new tables with    touch-screen digital displays are scattered spaciously    throughout the museums multiple floors.  <\/p>\n<p>    Technology should serve to enhance a visitors understanding    of a museums collection  <\/p>\n<p>    For Ellis, the original artifacts must remain a priority, and    technology should serve to enhance the visitors understanding    of the physical objects. With the 16th century prayer beads,    you get in [the VR headset] and youre just blown away, she    says, leading many visitors to return for a second look at the    art in person.  <\/p>\n<p>    Our primary focus is bringing people to the art and giving    them access to the art, so we would only use a technology that    allowed us to do that, she adds. Were not in it for the    bells and the whistles or to show off.  <\/p>\n<p>    Museum leaders expect upcoming years to bring a number of    changes, including deeper immersion, more communal creation,    and greater personalization.  <\/p>\n<p>    Devine predicts that in a few years we will see a shift away    from smartphone-focused tech and towards more wearables and    updated versions of smart glasses. Though museums like the Met    have already experimented with forays into virtual reality,    Devine says shes excited about future experiences that will    likely immerse all of the senses.  <\/p>\n<p>    Baumann cautions, however, that technologies like VR and AR are    changing so rapidly that it is hard to know how museums will    eventually take advantage of their capabilities. Where are we    going to be six months from now? she asks. I dont want to    unveil something unless its right-on.  <\/p>\n<p>    For Trakinski and her work on data visualization, the future    revolves around communal creativity, like open source    projects that elicit involvement from partner institutions and    outside developers. She cites the Museum of Natural Historys    current involvement in the NASA-funded project OpenSpacean open source data    visualization software to communicate space exploration to the    general publicas an example of a growing movement.  <\/p>\n<p>    I think sharing resources, sharing knowledge, open source    software development, customization, [and] using common tools    is something of a trend that I would see driving all of our    work forward in a communal context, she says.  <\/p>\n<p>    The Met has similarly chosen to share more of its resources and    encourage communal creativity. In February, the museum     released a collection of more than 375,000 images for    public use under a Creative Commons license.  <\/p>\n<p>    How can we take one physical space and present it    differently to different people?  <\/p>\n<p>    One element receives nearly unanimous support from museum    leaders: personalizing the experiences of future museum-goers.    Devine adds that such customization is one of the key    opportunities of digital technology, allowing designers to ask,    How can we take one physical space and present it differently    to different people?  <\/p>\n<p>    She expects that future iterations of the Explorer app will    feature multiple languages and new capacities to promote    relevant content based on the time of day, like where to find    an afternoon coffee or how to exit the building after 5 p.m.    The idea is to try and anticipate what you need in that    momentand then thats different for different peopleand then    provide that to you without you having to navigate to it, she    explains.  <\/p>\n<p>    She also envisions personalization of the museums website,    where different visitors will see different content: Museum    members wouldnt need to be shown information on how to become    a member, mobile visitors in New York might see ticketing    services first, and teachers would find educational materials    upfront.  <\/p>\n<p>    Baumann likewise reflects on her goals for a customizable    future. She thinks about a group of visitors surrounding one of    the digital tables, each drawing or researching individually    with their Pens, and would love it if a 7-year-old can have    his experience, and then the Pratt student studying industrial    design can have a slightly more advanced experience.  <\/p>\n<p>    The most popular spot in the Cooper Hewitt museum is the    second-floor Immersion Room. Inside, two of the walls are    covered by giant screens where a variety of patterns and    wallpapers flash on rotation. Using the touch-screen table in    the center of the room, visitors can choose their preferred    wall dcor from among several hundred samples shown on the    screen, or they can use their electronic pen to draw their own    design and then project it all around them. The same space can    be uniquely personalized based on individual taste.  <\/p>\n<p>    The future of museums sounds a lot like the Immersion Room, as    a single museum may eventually provide customized experiences    for each person who enters. Knowing the digital platforms that    exist out there, Baumann says, the opportunity is huge.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Excerpt from:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.theverge.com\/2017\/5\/6\/15563922\/museums-vr-ar-apps-digital-technology\" title=\"20000-year-old artifacts, 21st century technology - The Verge\">20000-year-old artifacts, 21st century technology - The Verge<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Im standing in the admissions line at a museum in New York when I overhear a surprising claim: Its like going to the dentist, a man declares. Id rather go the dentist than go to a museum <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/technology\/20000-year-old-artifacts-21st-century-technology-the-verge\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":6,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187726],"tags":[],"class_list":["post-191649","post","type-post","status-publish","format-standard","hentry","category-technology"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/191649"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=191649"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/191649\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=191649"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=191649"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=191649"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}