more
focused
eye
on
the
possibilities
of
digital
2D
content
within
the
Peabody,
there
are
significant
opportunities
to
increase
visitor
interaction,
both
directly
in
the
functionality
of
existing
exhibits
and
also
by
streamlining
exhibit
cycling,
making
the
museum’s
content
equally
engaging
each
visit.
Though
traditional
screens
are
by
no
means
always
the
answer
to
conventional
signage,
digital
paper
can
combine
the
best
of
both
worlds
in
certain
situations.
Virtual
Reality
and
Augmented
Reality
Discussions
on
museums
adapting
modern
technologies
would
not
be
complete
without
referencing
Virtual
Reality
(VR)
and
Augmented
Reality
(AR).
These
technologies
have
been
in
use
by
museums
at
least
as
early
as
2010,
but
it
is
only
within
the
last
five
years
that
the
advent
of
lighter,
cheaper
headsets,
tools
and
software
have
unlocked
the
promise
of
these
technologies.
VR
refers
to
a
purely
simulated
or
virtual
environment.
Whether
by
donning
a
headset
or
stepping
into
a
simulated
space,
the
reality
shown
is
distinct
from
the
real
world.
On
the
other
hand,
AR
techniques
‘augment’
the
world
around
us,
for
instance
by
melding
it
with
virtual
objects.
Both
AR
and
VR
have
the
ability
to
alter
our
perception
of
the
world.
Cognisant
of
the
Peabody’s
needs
and
challenges,
this
discussion
will
consider
use
cases
for:
1.
Adding
interactivity
to
exhibits
2.
Navigating
through
the
museum
space
For
each
use
case,
it
will
reference
AR
and
VR
solutions
that
tend
to
fall
into
(often
a
mix
of)
two
categories:
1.
Consumer
technology
a.
Smartphones
b.
Special
hardware
e.g.
headsets
2.
Immersive
spaces
Exhibit
interaction
The Night
at
the
Museum franchise
played
with
the
idea
of
museums
come
to
life.
There
is
something
exciting
and
immensely
educational
about
an
exhibit
(such
as
a
Neanderthal),
volunteering
a
first-hand
account
of
its
life
and
experience.
AR/VR
can
bring
us
ever
closer
to
such
a
fantasy,
transforming
static
exhibits
to
dynamic
ones.
Consumer
technology
Smartphones
(AR)
Figures
2.1
and
2.2
are
representative
examples
of
consumer
AR
experiences
offered
in
museums
today.
The
first
figure
shows
a
proof-of-concept
by
the
UK-based
company,
RiseAR.6 When
a
special
code
(similar
to
a
QR
code)
is
viewed
through
a
smartphone
camera,
the
encased
specimen
appears
as
a
high-resolution
3D
model,
which
can
be
freely
magnified
or
rotated.
The
motivation
behind
the
AR
app
is
to
encourage
visitors
to
closely
inspect
the
physical
characteristics
of
a
specimen
as
it
lived.
The
second
figure—somewhat
related—shows
visitors
at
the
Natural
History
Museum,
London
looking
through
their
screens
at
an
animated
dinosaur
model.
The
animation
communicates
aspects
about
dinosaur
appearance
and
behavior
that
is
inadequately
described
by
fossils
and
illustrations
alone.
In
contrast
to
a
video
playing
on
a
flat
screen,
the
AR
experience
lets
viewers
walk
‘around’
the
specimen
and
focus
on
parts
they
want
to
see.
The
experience
is
packaged
into
an
app
so
that
visitors
can
use
their
personal
devices,
but
for
those
without
smartphones,
a
limited
number
of
museum
iPads
are
available
for
use.
Just
five
years
ago,
developing
such
interactions
would
have
been
time-consuming
and
expensive,
requiring
proprietary
tools
or
experimental
open-source
software.
Today,
with
the
advent
of
ARKit
and
ARCore
(available
on
the
iOS
and
Android
platforms
respectively),
as
well
as
free,
cross-platform
tools
like
the
Unity
game
engine,
it
has
become
inexpensive
and
simpler
to
develop
such
applications.
At
Yale’s
Tsai
Center
for
Innovative
Thinking,
for
instance,
Blended
Reality
workshops
instruct
students
how
to
create
AR
worlds
in
half
an
hour,
with
no
code.7 Part
of
the
reason
building
AR
(and
VR)
has
become
easier
is
because
modern
tools
abstract
away
the
technical
difficulties
of
anchoring
perspective,
identifying
planes,
and
interfacing
with
headsets.
The
bulk
of
a
developer’s
time
is
spent
modelling
and
animating
objects.
This
means
that
modern
AR/VR
is
closer
to
an
art
form
than
an
engineering
problem,
which
takes
time
to
get
right
for
each
specimen.
Having
considered
these
canonical
examples,
we
might
consider
how
AR
experiences
may
integrate
with
current
Peabody
exhibits.
It
is
unfortunate
that
the
Peabody
is
rich
with
history
about
the
origins
of
specimens,
scientific
rivalries
and
controversies,
but
there
is
not
enough
room
to
fit
all
this
information
onto
a
few
displays.
The
addition
of
unique
QR-like
codes
to
each
display
case
could
allow
a
smartphone
app
to
serve
up
any
number
of
3D
specimen
models,
virtual
avatars
for
guidance,
trivia
and
anecdotal
information.
A
mockup
is
provided
in
Figure
2.3.
This
pop-up
information
may
be
curated
and
refreshed
just
like
physical
displays
(while
arguably
consuming
less
resources),
adding
an
element
of
dynamism
that
incentivizes
users
to
keep
coming
back
and
try
the
experience.
Used
to
its
full
potential,
AR
can
mimic
an
existing
Peabody
exhibit
that
morphs
skull
to
flesh
(shown
in
Figure
2.4),
and
make
the
museum’s
monumental
specimens
come
alive.
Figure
2.5
shows
the
Natural
History
Museum
of
London’s
attempt
at
playing
with
such
resurrection.8
Scientific
consensus
on
how
creatures
behaved
or
looked
can
also
change.
The
pre-21st
century
conception
of
dinosaurs—when
Brontosaurus
was
mounted
in
the
Great
Hall—was
that
they
dragged
their
tails
on
the
ground.
More
recently,
it
was
shown
that
dinosaurs
are
closely
related
to
birds
and
had
feathers.
Rather
than
carrying
out
costly
remounts
of
fragile
bones,
or
commissioning
revised
illustrations,
curators
can
instead
use
AR
as
a
medium
to
showcase
the
new
while
preserving
the
old.
Headsets
(VR)
Though
not
all
headsets
are
VR
headsets,
substantially
more
resources
have
been
poured
into
VR
over
AR
headset
development.9 Although
AR
headsets
do
exist,
such
as
Google
Glass,
Microsoft
HoloLens
and
(more
recently)
Magic
Leap
One,
they
are
either
defunct
or
not
yet
available
to
consumers.
In
contrast,
VR
headsets
have
already
been
brought
to
market
by
manufacturers
such
as
HTC,
Oculus,
PlayStation
and
Samsung,
and
sales
are
thriving.
Prices
range
from
approximately
$500
to
$1000,
although
cheaper
headsets,
like
the
$20
Google
Cardboard,
are
nothing
more
than
a
pair
of
lenses
that
make
use
of
a
smartphone
to
power
a
VR-like
experience.10 Where
high-end
headsets
excel
is
their
ability
to
render
high-quality
graphics,
reduce
game
latency
and
provide
more
options
for
interaction,
such
as