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Bridging the Physical and Virtual Experiences: Two Approaches by the Museum of Inuit Art
Alysa Procida and Rob Mausser, Museum of Inuit Art, Canada
http://www.miamuseum.ca
Abstract
Augmented Reality—What Reality Can We Learn From It?
Cherry Thian, Asian Civilisations Museum, Singapore
www.acm.org.sg
Abstract
In June 2011, the Asian Civilisations Museum launched an integrated iPhone app—the world’s first museum app to combine augmented reality (AR), location-based gaming, and interactive features—in its special exhibition Terracotta Warriors: The First Emperor and His Legacy. Specially designed to tell a story that complements the content and flow of the exhibition in seven interactive chapters, each chapter highlights at least one object in the exhibition and attempts to engage visitors on a more personal level. As the story progresses, visitors respond to image markers that launch augmented reality and gaming experiences that breathe life into the objects.
Creating low-cost digital exhibits - making the most of what you've got
IGOR (Interactive Galleries On Request) is a content development and deployment tool that enables museums to quickly and easily create four types of digital exhibit: touchscreen interactive, multi-video player, captioned slideshow and RSS viewer.
Squeezicks - A Museum of Science & MIT Collaboration on STEM-based games
The Museum of Science, Boston and GAMBIT lab at MIT worked over the summer of 2011 to develop a STEM-based soft-bodied physics game named "Squeezicks", available for online play but also being developed as an exhibit-floor interactive experience. The purpose of the game is to educate and inspire visitors about the video game industry, and mainly to show the vast amount of STEM-based skill
My Gallery Interactive: Engaging Museum Audiences with Technology
New technologies are allowing museums to engage visitors through innovative and interactive exhibitions. As part of this movement to enhance the visitor experience, the goal of My Gallery Interactive is to create a crowd-sourced experience using a novel multi-touch table interface that allows users to participate in the curatorial process in a fun and interactive way.
Kinect Hacking: Sensing Spaces
This workshop will take a look at new trends in sensing technologies for immersive exhibits and environments. We will review a broad spectrum of interface techniques and technologies, comparing the relevant strengths, strategies, and weaknesses of each.
Delivering Gallery Interactives using Web Technologies
Immersive experiences for museums
Cultural Technology Showcase
Bill Nye's Climate Lab
This demonstration features Chabot Space & Science Center’s development of Bill Nye’s Climate Lab, an integrated learning experience spanning an interactive website and physical exhibition. Designed for a target audience of youth ages 8-14, along with their families and teachers, the online experience consists of a rich 3D and video-integrated site and social media initiatives.
Designing an Interactive Visualization to Explore a Pre-Hispanic Collection
This demonstration presents the current status of the design, and the implementation of a digital interface to exhibit an archaeological collection online.
The Collective: An Online Creative Community
The Collective is an interactive website/online programming space that connects young adults to the Denver Art Museum’s programs.
Bali Temple Explorer: An interactive kiosk and site with 200 video loops – Asian Art Museum, San Francisco
www.Balitempleexplorer.com lets you explore a temple in Bali, shown with over 200 HD video loops: allowing you the emotional impact of film and video, plus the web-like ability to explore the temple at your own pace. Created for the special exhibition Bali: Art, Ritual, Performance at the Asian Art Museum, San Francisco.
Mini-Workshop on Outdoor, Museum Interactions
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Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914
Description
In April 2010 the Museum of Copenhagen, in cooperation with Gibson Group Ltd and Spild af Tid/Waste of Time, launched a giant multi-touch multimedia installation in one of the central squares in Copenhagen. In the first half year of its 14 hour a day functioning, The WALL, as it is called, has attracted more than 400,000 users ...
Taking the Museum to the Streets
In a digitalised and globalised world, what are the challenges the museum faces when users increasingly experience knowledge as something created through blogs, wikis and other social platforms?

