Technology

reshaping our planet

One of the projects we are working on here at the studio is a film that will explore engineering and the amazing achievements we can as a species succeed at, as well as the challenges that we face from what we do and the solutions engineering may provide. As part of our work we are always on the look for great ways to visualize what we now call the Anthropocene epoch. The geologic age of human influence. Here is a dramatic one  ’Welcome to the Anthropocene’

This is the work of Globaia, a organization that attempts to educate people on understanding the modern world and the issues our environment and planet faces. Here are some stills

An image dramatically showing how our civilization networks (transportaion, power, cities)  fade into the norther wilds of Canada.

 

 

The transportation, power and cities of Europe and Asia

 

Flight between North America and Europe

 

A map of energy: pipelines are orange, power lines are white, underwater cables are blue

 

These images present the yin and yang of our civilization.

 

The way we are becoming a networked planet and species and at the same time how we  are impacting every single square mile of the planet. Too often the conversations that seem to revolve around the issues we face are one sided. Rather we look at these amazing images and see on one hand the amazing achievement of how we can connect ourselves both physically and electronically sharing information and materials, building and creating incredible works. We also see the issues and impacts that this endeavor makes on our planet and realize that the price we are paying is at times too much for our world to sustain. Only together with our ingenuity and innovation can we improve on what will always be an eternal dilemma.

Feel free to send us any links that you know of or come across that depict the two sides of the coin that these images show.

Posted in: Experiences and Museums

Tags: , , , ,

7 Responses

wonderful web play

These days here at the studio, we are always on the hunt for innovative and engaging ways to interact with the digital environment. This certainly applies to how visitors might interact with something that has a screen. After all, resorting back to traditional interfaces and imagery seems pointless in a world where our home digital world is complex.

A recent source of inspiration is the developing portal/palate of experience created by Jongmin Kim of Form Follow FunctionOne note: From video this site appears to be designed first for the iOS. Try you iPad if you have one. We found at times that our Chrome browser had problems working the site. You might need to use IE or Safari. It’s a little wonky at times.

form follows function

While we suggest you spend some time experimenting and exploring these (all of which we found to be great fun), there are certain ones that felt instantly transferable to some of the content we are often trying to portray.

 

Surface Waves

Triangulation

 

 

 

 

 

 

 

 

Try “Color Pixelated,” “Surface Waves,” and “Ripples on the Green” to name a few. And as you will see, there are more experiences coming!

We were instantly struck by how interesting some of these might be if projected in a large format, or represented so visitors could interact with their whole bodies rather than just a mouse or finger. What this also goes to show is that, often, we try to use computers in exhibits to cram in lots of information while, instead,

these make the interactivity laser-like in focus – a nod to the idea that simplicity can make for better and more engaging experiences.

 

We suggest you also look at Jongmin’s other work on his site.

One note: We found at times that our Chrome browser had problems working the site. You might need to use IE or Safari.

Let us know your thoughts and reactions!

 

Posted in: Experiences and Museums

Tags: , , ,

Leave a comment

non-gravity gravity well : weekly inspiration

The interface between the digital data and modeling world and the 3D world will certainly be one of the richest areas of innovation – in our everyday lives and, as a result, in exhibition design, too. The latest inspiring effort that we found is Zero N by from the Tangible Media Group at MIT’s Media Lab, created by Jinha Lee in collaboration with Rehmi Post and Hiroshi Ishii

What struck us immediately is the almost magical but realistic-looking modeling of gravity and other physical aspects such as the progression of the sun around the earth. While certainly in its early stages, the technology found here offers the ability to model other aspects of physics in a new way that may, in fact, be more effective for visitors. I’m sure others out there can come up with an exciting list of possible uses.

True to our name as ALCHEMY studio, we are continually trying to document, think about, use, and riff on new developments such as these. As home entertainment systems, computers and mobile devices rapidly evolve, the digital information and digital interfaces that museums employ will need to change.

Certainly, one direction that museums must explore is making experiences (exhibits, events, special installations, programs) that utilize new ways in which the actual physical world interacts with the digital world.

So, whether it is an interface/model such as ZeroN made possible by computers, or the interplay of projection, data and spandex in Firewall, our efforts to engage visitors will need to stretch to create experiences that aren’t possible at home.

 

Posted in: Experiences and Museums

Tags: , , ,

1 Response

Inspiration – Water Light Graffiti

Having been a part of doing a digital “graffiti” wall in an earlier project for the Liberty Science Center, this new form of a digital “graffiti” wall that uses water is a new source of inspiration.  This is the Water Light Graffiti system

 

Check out the video

This project was project done under the Digitalarti Artlab by the artist Antonin Fourneau in Paris.  This graffiti wall uses a large wall of LEDs that are activated by moisture sensitive sensors. Participants can use a variety of tools to participate. We love the way this could add a bit of art/digital to water spaces in museums and science centers.

Part of the Wayne LaBar, ALCHEMY studio inspiration set at the ASTC session “Design Inspiration” being presented Tuesday.

Posted in: Alchemy Today, Experiences and Museums

Tags: , , ,

Leave a comment

web of engagement

Recently, at the Giant Screen Cinema Association conference, we here at ALCHEMY studio were asked to speak on how to maximize the educational impact of giant screen films while still reserving the entertainment aspect of this impressive medium. The thinking we shared is one that we feel is applicable to exhibitions as well as films, since we work in both mediums. While there clearly are differences between large screen films and exhibitions, there are some similarities that tie them together in terms of impact and entertainment.

  1. They both try to be impact-driven as well as meet  leisure time entertainment goals.
  2. They are mass communication mediums – they are for the general public, taken in by large numbers at the same time.
  3. Increasingly, there is a desire by either the medium or the institutions exhibiting these experiences to impact not only  the mass public but some very targeted groups including policy makers, and even those who don’t usually interact with these mediums.
  4. To various degrees, the experience is determined by the designer/producer, not by the visitor/viewer.
  5. And finally, perhaps most importantly, exhibitions and giant screen films are both storytelling mediums.

  But in our world these mediums and the stories they tell no longer sit in a vacuum. With the rise of social media and the ever-growing sophistication of the devices that we use while on the move – ipods, smart phones, eyeglass interfaces, etc. – the audience expectations of  who, how , when and with whom interactions occur is changing.   This means that, to be successful in both in impact and storytelling (entertainment):

we as designers and producers must incorporate all mediums – the “web of engagement” – that now surround us.

This clearly comes through in the recent research being done by Latitude Research. We really recommend reading their short summary. Their recent work in the future of storytelling is a clear sign that as we develop our stories in either exhibitions or films, we need to use this web of engagement if we are to meet the desires and the place where our visitors and viewers are. They target four ”I’s” to think about: Immersion- instant access to deeper information, provide context, different viewpoints, heighten the sensory experience, extend the story Interactivity – change the plot, interact with virtual and real characters and ideas, interact with others taking in the story, heighten the sensory experiences Integration – integrate the real/my world into the story, seamless interaction between media, use location, time, environment Impact – empowering action from the audience, self-improvement, commercial and philanthropic All of these require using the ubiquitous web of information and the anytime, anyplace technology.  Imagine these scenarios (taken, in this instance, from upcoming giant screen films):

  • What was/is school like for a Muslim in Jerusalem?
  • Can we direct where the tornado hunters go today?
  • Can you give me live “news updates” on the wildebeest migration?
  • Can we use Kickstarter to start a sequel?
  • When is the cosplay Dragon gala ball across the country?

These are just a few examples of the kinds of things the new generations are asking for from their stories. And, again, it’s not just films on the receiving end of this need – it will include exhibitions and other storytelling mediums (transmedia) as time moves forward.

                                                                                                Flow Media

We need to break out of our model of thinking of siloed one media projects when we start on a subject from the beginning.

We should let the story tell us what media to use to create which impacts.  This is the future of film and exhibitions that really make a difference. 

Clearly, as we design experiences, all of us must think across multiple mediums and determine which impacts and what parts of the story should be told where and how. These modes should be synced from the start because our audiences will be looking for that seamless coherence and alignment.

illustration from Latitude

Posted in: Experiences and Museums, Uncategorized

Tags: , , ,

Leave a comment

AAM 2012 Final Thoughts

 

 

So the AAM conference has come and gone. The museums, science center, and cultural organizations of Minneapolis and St. Paul were gracious and wonderful hosts. Now that the dust has settled and we have recovered from the last of the all night parties, here are some observations in no particular order.

-          Walker Art Center with its Open Field Initiative – Awesome! Where else can I get a hula hoop and give it whirl at a moment’s notice on a sea of grass. A model for community engagement.

-          Art in science centers – a growing trend. And this is not just science based art but that certainly will be its major theme. Juried show opening at the NYSci upcoming

-          National Association for Museum Exhibition (N.A.M.E.) threw a great party at the Foshay Tower. Beautiful art deco space at the top and the most hidden with interesting museum at the top of the tower. Minneapolis style Empire State Building observation deck at the very top.

“Science centers are often scared to say what we must do concerning issues facing our planet, artists and art have no fear.”

-          Generational discussion continued at the conference it still feels that there are some tensions between Generation X and “grey beards” in the museum field or perhaps just miscommunication.

-          Speaking of generations it was great to see all of the students who came to the show. It’s nice to see that working in the museum field is of interest to so many.

-          The game experience theme is another experience thread weaving itself through a variety of medium. It may be a key way portables are used in museums. Shout out to Minnesota’s Historical Society’s “Reinventing the Field Trip for the 21st Century.”

-         The above  great quote (from hastily written notes) from Walter Staveloz of ASTC

 

 

Posted in: Experiences and Museums

Tags: , , ,

Leave a comment

Gaming in the Museum

Gaming in the Museum Monday, the session titled Gaming: Creating Connections to the Collection offered some fascinating and intriguing in sights to the use of gaming to add an entire another dimension to the how to interact with the museum.

Primarily what was of interest was what is possible in the museum. The institutions that spoke were the Minnesota Historical Society, The Getty and the Smithsonian. Here are some high level observations that came out of this session:

  • Interactions within the game can include everything from scavenger hunts, performing for staff, to recording one’s impressions. There appears to be a wide range of possibilities of what can be included in the overall “storyline” of the game.
  • Games offer an engaging way for school trips to share a visit and for what happens in the museum to be brought back literally to the classroom and even the home – Requires portable technology (iOS devices the preferred choice due to open source software) which allows for the large variety of interactions. People, including kids are comfortable with it.
  • Gaming in the museum appears to point out, highlight or make apparent new needs and well as short comings in the wayfinding of an institution.

 It breaks down the traditional meaning making of the physical space.

  • Gaming also causes tensions within staffs at times between more traditional or comfortable ways of imaging how visitors should use the museum
  • 21st Century skills appear to be fostered through the use of gaming, skills such as stalking to strangers and teamwork that at times are hard at a singular exhibit in an exhibition
  • Kids like to record audio

Posted in: Experiences and Museums

Tags: , ,

Leave a comment

Augmented Reality – AAM 2012 review

Today one of the very first sessions at the 2012 AAM conference focused on the emerging use of augmented reality in the museum setting. This was both in inside facilities as well as outside locations including parks, historical sites and zoos.

 

 

 

 

 

 

 

 

Several observations from the presentations today:

-          When you think of AR don’t be focused only on 3D models that appear on a screen (mobile, tablet or monitor) which can be rotated in three dimensions. Rather think models, video, data and other information provided from either gps and or visual sensing location determination.

It’s the info cloud that is accessible at a certain place.

-          Today programming across multiple platform iOS and Android is problematic. The holy grail is to make it BYOD (bring your own device) so this is important. It poses the question of equal access of content to all. What if you don’t have a device? What it the content doesn’t work on your device?

-          It appears the major “nut to crack” is how to have AR not remove you from the real object or process. How does it really augment it? No one wants people just staring at more screens. A great deal of work remains to solve this issue. Not mentioned today was did people learn more or improve their experience emotionally or in other qualitative ways.

-          Something to consider is where and how the visitor acquires the app to use the AR if they are using their own device. You can’t depend on them downloading it before they arrive. It appears that having wifi is critical – not just or only cellular service.

-          Finally already the move is to match AR with game experiences.

 

Turkletom via Flickr

Posted in: Experiences and Museums

Tags: , ,

Leave a comment

Observed Trends

 

So, as we approach the annual AAM conference, we see several trends and themes emerging across the field. These observations are based on meetings and visits with funding authorities,  museums, summits and other professional conversations. It will be interesting to see if these themes come up at the conference and what news and updates we’ll add afterward in our postmortem after the conference.

  • There is an increase in the creation of “maker” and DYI spaces in both science centers AND children’s museums.
  • Linked with 1 above is the move in the children’s museum to aggressively target STEM content.

Where does this leave the science center field?

  • In the museum world, there seems to be a prevalent belief that if you build a mobile app you will attract (fill in the blank): teens, young adults, tech savvy, new visitors, money. But do these audiences want and respond to these new apps?
  • Children’s museums are attempting to up the age range of their visitorship. They are looking to add new experiences and environmental contexts that will attract kids who may have thought the museum was only for their younger siblings.
  • Museums anticipate that augmented reality will be a new technology in the toolbox of experiences. However, we’ve yet to discover how to use it well to achieve the intended impacts.
  • Overseas, there are still many countries looking for a museum experience similar to the ones in North America. One trend these new overseas initiatives have in common: They are willing to try different funding models to make it happen.

 

Posted in: Experiences and Museums

Tags: ,

Leave a comment