Ever since attending Magriet Schavemaker's talk on 'The potential of Augmented Reality' (Tate Modern, August 2012), I've had the
Stedelijk museum website as a permanent fixture on my bookmarks tab! (
Margriet is Head of Collections at the Stedelijk).
Located in Amsterdam, Stedelijk is a museum that puts innovation at the center of their collection use and exhibition design. These are images from their current exhibition:
Touch and tweet! Made up of two works by
Hellicar & Lewis, and one by dutch designer
Daan Roosegaarde.
Devoted to interactive installations, the exhibits are responsive to each viewer's touch and movement. This reminded me of the 2009 V&A exhibition
'Decode: Digital Design Sensations', which similarly showcased the latest (exciting) developments in digital and interactive design. The exhibition includes '
The Hello Cube' (previously exhibited [and designed for] Tate Modern, 2012), which responds to physical movement and sound in the gallery as well as commands sent to it from Twitter.
I especially like the middle image below: 'Feedback'. I like how it's fragmented visual appearance mirrors the multiplicity of it's permanently shifting and reactive form. I also think it's just a really great image.
Click
here to watch a video of the exhibition.
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Dan Roosegaarde, Dune, 2006-2013 |
Dune (2013) by Daan Roosegaarde is an interactive landscape of light that responds to movement and touch. It can also be installed outdoors where it can help to create a greater sense of safety in badly-lit areas. With this, the work falls into the category of social design. Dune is made out of recycled polymer and LED lights operated by interactive software.
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Feedback |
Feedback (2010) is inspired by the halls of mirrors you find at fairgrounds and theme parks. The software manipulates your digital image in response to your movements. The installation documents the images that are generated so they can be re-used later on.
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Somantics |
Somantics (2010) is a series of different software modules designed to boost autistic children’s self-confidence. By enhancing their awareness of their physical potential, the modules encourage the children to become more independent. Visitors can move about in front of the camera and see how the shapes in the projection change in response to their movements.
I think, as with much of technology, the pace of change is quite dramatic. There's a lecture on Ted.com about a new museum (sadly can't remember which one, I always say my memory is rubbish) where you can search the collections by pulling a face at an interactive screen and it calls up items in the collection which have related expressions!
ReplyDeleteThat's crazy! I will have to try and find it. That reminds me of another example I heard of at the M+H conference last term (sadly my memory has also failed me on this one!). It was a museum that had worked with experience designers to incorporate gaming into the museum. Apparently the museum had a 'heart', hidden somewhere in the centre! Visitors had to try and find it, and when they did they could interact with it. Apparently there was a digital board on the outside of the museum that would write how the museum was feeling (subject to the interaction taking place). Eg. 'The museum is happy', 'the museum is tired', 'the museum is sleepy', 'the museum is intrigued' - who knows what interactions were actually taking place! But I think all these collaborations and interactions are very interesting in how they change visitors behaviour and participation in the space.
DeleteI love the idea of a museum being 'sleepy'. Meanwhile, on the digital technology front; have you seen the Melvin Moti installation at Majestic in Leeds? If not, it's well worth a visit - I wrote a personal response to it on my own blog: http://blog.nickcass.com/2013/10/07/melvin-moti-hyperspace/
ReplyDeleteThat sounds really interesting, especially after reading your blog post. I am going to go and see it next week, hopefully this will be quite a useful encounter for my dissertation!
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