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VR at ScM - going back to the mid 90’s
Silicon Graphics
VR at ScM - going back to the mid 90’s
Silicon Graphics
Why are we interested in VR & AR
and why now
The Digital Lab
The Digital Lab explores how museums can fulfil
their missions in the digital age.
Operating at the intersection of design, technology and content, the
Digital Lab explores the new forms of audience experience that are
enabled through emerging digital technologies.
The Digital Lab’s initiatives will:
• explore and test emerging technologies and establish their suitability for longer term initiatives;
• be agile and rapidly respond to new technologies and opportunities;
• deliver prototypes products that can be trailed with audiences;
• lab projects will have a short lifetime, unencumbered by the needs of long-term sustainability;
• engage audiences, providing them new experiences;
• share findings and insights widely both within the museum and with the culture/heritage sector;
• form partnerships with technologists, companies, researchers and others who share our interests;
• build a community of creative technologists and researchers who will build on the museum’s open data
platforms.
Areas of interest
• Digital storytelling
• How might digital media allow us to more effectively foreground objects in stories?
• How might we use digital to layer information for different audiences, Is it possible to dynamically
reorder content driven by user interest?
• How do you signal links to deeper content online from the museum?
• What new technologies are on the cusp of being useful?
• VR & AR
• How might VR & AR enable audiences to explore collection objects and the stories around them in
new, more immersive ways?
• How might VR & AR enable audiences to explore collection objects when combined with locationon
aware technologies?
• Location aware services
• How might location-aware mobile technologies enable audiences to experience collection objects in
the places where those objects have significance?
• How might we use WiFi triangulation and access points to deliver new experiences to visitors such as
layering of content and context?
• Gaming
• What new kinds of games might engage new audiences with the museums and their collection?
• How might a game be developed that enveloped the whole museum experience?
HP VR experience
What do we hope from the future
Digital Lab
lab.sciencemuseum.org.uk

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AR & VR at the Science Museum - REMIX 2017

  • 1. VR at ScM - going back to the mid 90’s Silicon Graphics
  • 2. VR at ScM - going back to the mid 90’s Silicon Graphics
  • 3.
  • 4.
  • 5. Why are we interested in VR & AR and why now
  • 7. The Digital Lab explores how museums can fulfil their missions in the digital age. Operating at the intersection of design, technology and content, the Digital Lab explores the new forms of audience experience that are enabled through emerging digital technologies.
  • 8. The Digital Lab’s initiatives will: • explore and test emerging technologies and establish their suitability for longer term initiatives; • be agile and rapidly respond to new technologies and opportunities; • deliver prototypes products that can be trailed with audiences; • lab projects will have a short lifetime, unencumbered by the needs of long-term sustainability; • engage audiences, providing them new experiences; • share findings and insights widely both within the museum and with the culture/heritage sector; • form partnerships with technologists, companies, researchers and others who share our interests; • build a community of creative technologists and researchers who will build on the museum’s open data platforms.
  • 9. Areas of interest • Digital storytelling • How might digital media allow us to more effectively foreground objects in stories? • How might we use digital to layer information for different audiences, Is it possible to dynamically reorder content driven by user interest? • How do you signal links to deeper content online from the museum? • What new technologies are on the cusp of being useful? • VR & AR • How might VR & AR enable audiences to explore collection objects and the stories around them in new, more immersive ways? • How might VR & AR enable audiences to explore collection objects when combined with locationon aware technologies? • Location aware services • How might location-aware mobile technologies enable audiences to experience collection objects in the places where those objects have significance? • How might we use WiFi triangulation and access points to deliver new experiences to visitors such as layering of content and context? • Gaming • What new kinds of games might engage new audiences with the museums and their collection? • How might a game be developed that enveloped the whole museum experience?
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16. What do we hope from the future

Editor's Notes

  1. We are currently working on a commercial VR experience which will take visitors on the exhilarating journey in a Soyuz capsule from the ISS to the steps of Kazakhstan. This will debut in the museum in early March.