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How has new technology transformed the experience of the modern day museum visitor

2021-10-28 来源: 51Due教员组 类别: Essay范文

各位留学生大家好!今天100Due教员组给大家分享的是一篇艺术essay代写范文,主要内容是讲:新技术是如何改变现代博物馆游客的体验的?

在至少三个案例研究中,将注意力集中在访客和画廊空间内新技术的使用上。

How has new technology transformed the experience of the modern day museum visitor?

Focus your attention on the use of new technologies within the visitor and gallery spaces of at least three case studies.

1. Cooper Hewitt Museum: Interactive Pen

The Cooper Hewitt Museum has brought to its audience a new product – the Interactive Pen. It aims to enhance the audiences’ experience by enabling them to save the information on objects they are interested in.

The Pen is a small, convenient device that the Cooper Hewitt Museum distributes together with admission tickets to its audiences. The Pen contains a dedicated internet address corresponding to their visits and the audiences can use the wrist strap to tether the Pen. The specific instructions to using the Pen are as follows:

1. When viewing certain objects in display, simply press the flat end of the Pen aiming at the label to save.

2. When creating objects, use the end to freely draw or build things on interactive tables, and then press the flat end to save.

3. Both moves can record the objects he/she is interested in or created and transfer them to interactive tables.

4. Return the Pen to the museum collection box and leave.

5. After returning home or accessing mobile device, go to cooperhewitt.org/you and enter the printed code on the admission ticket.

6. View and share your creation or collection from the museum visit.

The collected/created objects can be viewed on the interactive tables for audiences to fully explore their details. What is more, the information will be stored in the server and the audiences can always come back to continue their creation. This visitor technology emphasizes the specific details and interactions of the Cooper Hewitt museum as a design museum. The concept of the Pen comes from the combination of Scofidio and Renfro in Local Projects, which was originally designed to allow visitors and audiences to create their own designs in order to better learn about the displays in the museum.

The main technology of the Interactive Pen is incorporated into two aspects. Firstly, the interactive tables have interfaces to provide touch screen experiences for visitors, which allow them to touch and swipe on the conductive materials. Secondly, the flat end of the Pen contains a sensor that recognizes the information in the tags beside certain displays, which applies the near-field technology. When audiences go to the interactive tables, the stored memory will be released for them to read.

Such emotion-driven experiences as the Pen offered by the museum not only shows people the exhibitions, but also encourage visitors to proactively connect to the exciting environment.The Pen is a great example for new technologies which transforms the experiences of museum visitors and exhibition audiences.

For visitors, the Pen is a tool beyond drawing, for it allows visitors to better engage with art on exhibition from the perspective of the museum instead of their own. What is more, visitors can see and feel the designs on a big interactive screen rather than the common app on the mobile device. The former can bring much joy and curiosity to the visitors without failing to attract audiences. In such a way, the experience of visitors will be levelled up to greater expectations of the next exhibition of the museum, creating more engagement and opportunities.  By actually exploring and manipulating things they collect and design, visitors are given the opportunity to discover the contextual concepts of designs and stimulate their creativity.

For the museum, the Pen generates and collects visitors’ data for management to further evaluate and analyze specific exhibitions. In our current age of information, the use of big data is so important that even museums are applying it. The visitors’ data not only reveals the volume to a certain exhibition, but also their individual preferences. Therefore, successful analysis of the data can enable the museum to learn about the popularity of exhibitions, while providing solid market research grounds for following exhibitions. By integrating the Pen into a full user environment, the museum applies operational logistics to create better exhibitions and custom shows for visitors to enjoy. The Pen is a product that combines advanced industrial design, problem solving thinking, and the very core concepts that Cooper Hewitt want to convey to its guests.

2. National Gallery of Victoria (NGV) Tech Heads

When people are enjoying an exhibition, they usually focus on the exhibits or the surrounding environment instead of themselves. What are they thinking when they see a certain exhibit? How about learning more of their mood pattern? Recently, the National Gallery of Victoria (NGV) has developed a unique device that can help realize this hypothesis for art lovers and tech nerds together with its learning partner, La Trobe University.

The NGV is holding a summer exhibition of Andy Warhol and Ai Weiwei, and the interactive device can help researchers explore the brain reaction when they see and feel art through ‘thoughtography’. La Trobe University aims to conduct experiments and researches about how people’s brains react when they see art, and a research team developed this wearable device to measure brainwaves.  When people are watching four images of art, their brainwaves are detected by a headset with electrodes that sense electrical impulses coming from frontal lobe which transport it to computers. An algorithm is encoded in the electroencephalogram end which translates their brainwaves into a photograph. Among the reaction to four images, each image is represented by a colour and a white line. If the person is interested in the certain image, his/her brain will think harder, which makes the white line thicker and wiggled. The technology which images depicted here is called thoughtography. The whole process only takes about several minutes, which generate the electronic and printed copies of visitor’s personal thoughtographs.

Although Professor Stephen Kent at La Trobe University claims that the thoughtographs are only for trail purposes, he believes that it can generate innovation for museum visitors’ engagement in art and exhibitions. He also hopes that it can stimulate further discussion that attracts more people to focus on their interests and caring about art. By visualizing the brainwaves, this new technology makes sense of what is happening inside our brains and opens up the window of our curiosity.

The device is also a great example for how new technologies can transform the experiences of visitors and audiences at museum and its partners.

First of all, as collaborating partner of La Trobe University, NGV has emphasized the learning experience and academic cooperation. This new device and related technology of thoughtography can help both institutions in terms of academia and museum operations. For La Trobe University, it can realize experimental purposes and continue its efforts on public health as well as psychology. For NGV, it not only can lay solid relationship with universities and other institutions, but also use such advanced technology on its visitors.  

What is more, the Andy Warhol – Aiweiwei exhibition has applied the thoughtography technology in the whole process, which has given a brand new kind of experience for coming visitors. Such combination of physics, sensory technology, and art has increased participation of audiences as well as promoted the program on the mass media. Currently, this new invention is being discussed in many cities and foreign countries as a bold new move in transboundary cooperation. This adaptation of smart technology requires certain response from visitors with apps producing temporary displays from computer that vividly show the inner brainwaves. Meanwhile, audiences visiting the exhibition can also have an authentic encounter with the art collection.

Finally, thoughtographs generated from this new technology is now provided free of charge to visitors on Friday night. This will certainly attract a large amount of visitors to the NGV and create more engagement on target, especially young audiences. The NGV and La Trobe University are also putting joint efforts calling upon visitors to share their thoughtographs on Facebook, Twitter, and other social media to win weekly prizes. The consequence of such marketing can be predicted to be a great success as these young audiences can both become more interested in art and share their unique creations of brainwaves.

3. Virtual Reality in the British Museum

Recently, the Virtual Reality (VR) technology has been a great trend among museum exhibitions. The Smithsonian National Museum, the Louvre, and Victoria Museum all allow users to go on a VR tour on its website so that those who cannot come in person can also enjoy the inner of the famous buildings. Museum Victoria in Australia also has award winning exhibitions that offer VR experiences backed up by advanced digital technology, which allows visitors to actively engage with displayed items they are interested in without a glitch.

The British Museum has recently developed its first VR exhibit for incoming families and children. The exhibit collaborates with the Samsung Digital Discovery Centre to focus on the Bronze Age and allow visitors who are interested feel the actual bracelets and weapons in ancient times. The British Museum claims that it hopes to help children on school trips to fully understand and engage with the Bronze Age which can be a very difficult subject for both teachers and students. The Gear VR can only be used by those who are 13 and above, providing them entertainment during learning about the prehistoric objects and settlements.

As part of the VR experience, students are given Gear VR headsets and staffs also use Note tablets and interactive screen to control the contents of prehistoric environment regarding the European Bronze Age collection in the museum. The objects that they are going to study are the Sussex Loop bracelets and Dirk blade that could be dated back to 1450-1300 BC. The item themselves are too old for children to be attracted to, so it requires the help of the VR technology. Students wear the headsets and can clearly see and feel the original context of these ancient items that are executed with excellent craftsmanship and mystery. After wearing the headset, participants will have a better understanding in the Bronze Age history and can then go on to visit the gallery at British Museum with related knowledge and interest.

The VR technology is being applied in more and more museums and galleries. It is more than just video games, but more like a cutting edge technology that can make historical items and exhibitions more interested and approachable to visitors, especially young people.

Firstly, the VR project is designed by Soluis Heritage which uses 3D scans in British Museum and developed by the MicroPasts project which created the CG of prehistoric scenes. The museum curator also speaks to the visitors inside the VR headset, which allow them to understand the displays fully while viewing them from different angles and movements. This shows that the British Museum has collaborated with various teams from companies to the public sector. During such cooperation, each player can gain valuable results from the audience’s reactions to the educational results of students.

What is more, the VR technology has deeply involved in the daily interactions of visitors and exhibitions. Without this technology, those who are really interested in the objects on display can only see them from outside a glass box or big screen, not to mention if they want to touch and feel them. By combining VR and museum business, visitors are more engaged in the exhibitions without risking to destroy those valuable historical objects. Visitors can even zoom in and out on certain objects for more details, thanks to VR technology.

Finally, using VR technology in museums can set a good example for the future development of museums and galleries. The British Museum is a museum of the world, and it aims to provide access to people around the world and VR has made it possible for this goal. The excitement and thrill of seeing 3D objects rather than 2D pictures can raise the awareness of the public in art and history, showing how interesting those difficult educational topics really are to us. By breaking the traditional boundaries, VR technology will be applied more in the future on a larger variety of institutions and organizations.

Conclusion

Today, a museum might seem an old, boring place where young people are not willing to visit anymore. But the new technologies have transformed this. Nowadays, there are major chances for new technology and digital platformto revolutionarily transform visitor’s experience as well as renovate processes of research, educating, and managing in the museum. By looking at three prominent cases of how new technology has transformed the experience at museums, we can conclude that they not only improve the way of display and exhibition, but also fully engage visitors to the world around them. Using the Internet and technology, institutions can reach to a wider range of audience and attract those who have not traditionally been museum-goers, expanding its loyal audiences.

However, there are also some concerns regarding this recent trend. Traditionally, curators are the core management of the museums. Their experiences and knowledge of related field of exhibits and collections are the decisive reason they can run a museum or gallery. If curators gradually realize that their entire strategy or taste of curating is being replaced by algorithms in computers, it will be quite disappointing in the museum business.  Therefore, technology itself is not a goal in our future of museum visiting and curating, but rather assistance. It is true that technology offers powerful applications like VR, new apps, and sensory devices that could be used in museums, but it cannot lack the key message contained in the substance. Therefore, while making museum exhibitions look more seductive and exciting, new technologies has to be combined with solid message from the museum together and provide the public a more powerful image of the museum industry.

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