This Week’s Museum Reads: Multi-Sensory Activation

Museum Reads header image

This is your brain on art (and food!):

The most powerfully engaging works of art appeared to trigger brain regions in the frontal cortex that are involved in introspective thought, as well as nearby regions usually directed at more outward matters. The two areas usually don’t activate simultaneously. “That is a very rare state,” Dr. Vessel said. “It resonates in the shape of your mind.”

Storytelling and STEM:

 

“When you can call a line of code a spell, then you are getting somewhere,” Fruchter said. After all, isn’t computer code basically modern magic?

Fingertips to fossils or the Mona Lisa’s face:

Beyond their beauty, fossils are also physical objects, with heft and depth, contours and textures. These qualities are not easily conveyed across the Internet, which tends to resolve on screens, brightly colored and flat.

Exhibit Review: The Science of Pixar at the Museum of Science, Boston

I will freely admit I am a Pixar fan. I also volunteered once upon a when at the Museum of Science, back when I was in high school and didn’t know museums were eventually going to take over my professional life. I have to believe, however, that even if neither of these things were true, I would still be really impressed with this exhibit.

We did not enter at 12:20. We entered at 9:20, and this is when we were leaving.

We did not enter at 12:20. We entered at 9:20, and this is when we were leaving.

I can never decide whether I love or hate timed-entry shows; as I’m usually an early-bird, it’s nice to know that I’ll have a little time with lots of space and chances to play with the interactives before things get crowded, but I am not sure how much it helps with traffic once the exhibit gets busy later. (Anybody know if someone’s done a crowd-pattern study on timed vs. untimed entry?)

There’s a lot to like initially on entry: there are a fun set of facts to read if you’re stuck waiting in line, and the entry movie is cool as much for the behind-the-scenes peek at the Pixar offices as it is for the intro to the steps of the computer-graphic-animated-movie-design process. (I especially loved the office that looks like the fuselage of an old plane wreck in the jungle.)

Once inside, as dark as the walls are, it still feels lightsome, as there are big gorgeous graphics of Pixar concept art all over, life-size models of various familiar characters, and brightly lit interactive islands throughout. I’m not a fan of the dark-hall design in general, so I was impressed at how not-dark this one was.

Logistical and Floorplan Choices

This is an exhibit that doesn’t really have an A-B-C flow; given the amount of bouncing around one has to do to find a free monitor or interactive once it gets busy, that’s a good thing. It is initially a little hard to figure out, but once you hit the ‘process in the round’ area that shows you how often elements of a movie move back and forth between the steps (from character design to rendering to animation to sets back to character design and then to lighting, for example), it makes the forth-and-back of the exhibit ‘map’ less troublesome.

I’ll cover interactives in depth next, but from the logistical standpoint they made some excellent choices. Most interactives were in sets of 2-4, so that each island had multiple opportunities for people to play, reducing waiting time and also making the overall density of the exhibit less overwhelming (“oh, these three are all the same, good, I can move on to the next thing”). There was also nice variety in the interactives; some low-tech in amidst all the high-tech, some very simple and others quite complicated, some large-scale that made it easy for multiple people to see/interact together, and some that rewarded close individual attention. There was something to appeal to almost every kind of learner, and several things which were clearly designed with universal accessibility in mind.

Interactives

There were a number of choices I admired in the interactive design of this show. The digital effects were almost always paired with a nearby example of how such a concept works in ‘meatspace,’ and the controls were on the whole intuitive and remarkably sturdy. (I don’t want to know how much programming turns sliding knobs and a choice of less than 5 buttons into easily digestible visible changes on screen, but I am willing to be impressed even without knowing the ‘how.’)

All the screens were captioned, and all the signs had audio wands. Several of the interactives had tactile handles that were the physical embodiment of the shape you were generating on screen. In terms of design for accessibility, I thought this exhibit did really well.

The only time I thought their physical-embodiment of something being described on screen *didn’t* work was in the reconstruction of the coil-within-coil physics of Merida’s hair. The two sets of springs they modeled were equally non-springy, and didn’t really emulate the physics being illustrated at that station. I wanted some dangling slinkies to play with of different materials and construction, instead of standing coils that didn’t move. Otherwise, the physical/virtual pairings were quite impressive.

This station allowed you to play with camera angles from several different cameras, and also allowed you to physically climb underneath for a literal bug's eye view of the constructed set. Simple, effective, great presentation value, and a nice way to tie in both the research Pixar did ahead of A Bug's Life and the directorial choices available when all your cameras are virtual.

This station allowed you to play with camera angles from several different cameras, and also allowed you to physically climb underneath for a literal bug’s eye view of the constructed set. Simple, effective, great presentation value, and a nice way to tie in both the research Pixar did ahead of A Bug’s Life and the directorial choices available when all your cameras are virtual.

A recreation of the paper house that Pixar lighting designers created to test lighting of Carl's house for Up. Behind this were digital interactives that let you play with the virtual lights the same way one could play with physical ones here. There was lots of cool context about the vocabulary of lighting design (ie 'temperature,' etc.) as well as the purpose (emotional effect, helping to pick out the main character in a scene, indicating transitions).

A recreation of the paper house that Pixar lighting designers created to test lighting of Carl’s house for Up. Behind this were digital interactives that let you play with the virtual lights the same way one could play with physical ones here. There was lots of cool context about the vocabulary of lighting design (ie ‘temperature,’ etc.) as well as the purpose (emotional effect, helping to pick out the main character in a scene, indicating transitions).

This was the low-tech version of mapping a surface onto a wireframe object. There was a very simple (frustratingly so, for adults) virtual interactive that allowed you to 'paint' a car hood with different projections, but I actually liked this better, for any number of reasons including the fact that different surfaces on the same shape create very different objects, and because it showed at least a little what kinds of deformations and folds you need to make in a surface texture when putting it on a 3D object.

This was the low-tech version of mapping a surface onto a wireframe object. There was a very simple (frustratingly so, for adults) virtual interactive that allowed you to ‘paint’ a car hood with different projections, but I actually liked this better, for any number of reasons including the fact that different surfaces on the same shape create very different objects, and because it showed at least a little what kinds of deformations and folds you need to make in a surface texture when putting it on a 3D object.

This animation station was one of the few where it helped to have paid attention earlier in the exhibit, to the 'rigging' section. It focused more on speed and range of motion, but was also influenced by the rules of how the character's arm moved, based on the virtual bones and flexibility it had already been given.

This animation station was one of the few where it helped to have paid attention earlier in the exhibit, to the ‘rigging’ section. It focused more on speed and range of motion, but was also influenced by the rules of how the character’s arm moved, based on the virtual bones and flexibility it had already been given.

I loved this. It required teamwork, it had enough variability that even though the arc of the jumping lamp was prescribed, the attitudes and 'energy' of the lamp were all adaptable, and it led to a lot of discussion (albeit also some frustration from impatient parents). The replay function was also very satisfying, as your 'movie' was over very fast!

I loved this. It required teamwork, it had enough variability that even though the arc of the jumping lamp was prescribed, the attitudes and ‘energy’ of the lamp were all adaptable, and it led to a lot of discussion (albeit also some frustration from impatient parents). The replay function was also very satisfying, as your ‘movie’ was over very fast!

This was one of the interactives where I thought the handles for controlling the interactive were more interesting than the activity itself. Each handle was the same shape as the line on the screen which one rotated to make a 3D shape. Very clever!

This was one of the interactives where I thought the handles for controlling the interactive were more interesting than the activity itself. Each handle was the same shape as the line on the screen which one rotated to make a 3D shape. Very clever!

A simple and very familiar interactive (assemble magnetic body parts, this time for robots) with new context; using a certain number of base parts, Pixar designers could generate X number of unique robot combinations (and therefore how many can you?) Context is everything, and some good ideas stay good, even if they feel like they've been done to death.

A simple and very familiar interactive (assemble magnetic body parts, this time for robots) with new context; using a certain number of base parts, Pixar designers could generate X number of unique robot combinations (and therefore how many can you?) Context is everything, and some good ideas stay good, even if they feel like they’ve been done to death.

Telling the Story

At heart, I’m a story person. Pixar is very good at story, of course, and fortunately, this exhibit does a pretty good job of it as well, especially in letting individuals who work at Pixar tell their stories. As much as I enjoyed the interactives (especially before it got too busy!), I really responded to the video interviews with people of all ages, ethnicities, and backgrounds who work at Pixar. They talked about loving or hating math at school, how they got interested in art or computers or both, their geeky hobbies, the ways their jobs and their coworkers inspired them, and generally put not just one human face on the movie making process, but dozens of them. It was adorable and inspiring and hilarious and eyebrow-raising in turns, and it made for good storytelling.

The process of creating Pixar stories, however, was a little muddled. The emphasis of this exhibit was more on the how-it-all-gets-built and not on how-it-all-begins or how-it-all-fits-together, but I did wish for a little more on the inspiration/imagination at the start of the process.

This circular exhibit element allowed you to track the evolution of a scene through the elements of the design and implementation process, but while visually engrossing was a little short on the 'concept and storyboarding' section.

This circular exhibit element allowed you to track the evolution of a scene through the elements of the design and implementation process, but while visually engrossing was a little short on the ‘concept and storyboarding’ section.

A Few Lingering Wishes

The biggest thing missing from this exhibit, my traveling companions and I all agreed, was that there was no point at which they really addressed when and where sound was added, and how it was that that affected the design process. This was a very visual-heavy exhibit, but the visuals only tell part of the story, and we all wanted something that touched on the dialogue and music. How cool would it have been to be able to have a partner exercise where one person reads out and records a set of familiar lines, and the other person has to control the speed at which the character’s mouth moves in order to sync up with the words? What about pairing different lighting scenarios with different underlying music–what’s the difference between sad and creepy? Happy and manic? Dramatic and silly? The lighting might be similar, but the music sets the literal and figurative tone.

(Also, I wanted a full-size Merida to pose with. I settled for Dory.)

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All told, it was a fun three hours, and I don’t think I’ll look at Merida’s hair, Nemo’s reef, or Wall-E’s post-apocalyptic trash heap the same, which is the mark of an exhibition well-done.

ETA: Another excellent behind-the-scenes exhibit write up can be found here, and it’s well worth the read.

Meet me on the Holodeck

Because when you're an interplanetary starship captain, all you really want is to be a city-streets private eye.

Because when you’re an interplanetary starship captain, all you really want is to be a city-streets private eye.

I often say I grew up in museums, which is true.  I also grew up on Star Trek and PBS.  This means I have a lot of awe for sci-fi technology and a burning desire to know if we can get there, and if so, how it all works. I’ve accepted that beaming to a ship in orbit’s not going to happen in my lifetime, but every once in a while I hear about something cool that makes it feel like we’re one step closer to the United Federation of Planets. 3D printing food, for instance, is not yet quite so cool as a replicator, unless everything from the replicator tastes like mashed potatoes. (I think there was an episode where that happened, actually…)

Free air sensations can be delivered to a user that map to a wide range of textures. Here a user can control a virtual character moving over textures such as water and grass. (Photo and caption credit Disney Research, see link above)

Free air sensations can be delivered to a user that map to a wide range of textures. Here a user can control a virtual character moving over textures such as water and grass. (Photo and caption credit Disney Research, see link above)

This week, however, it was the announcement that Disney Research was unveiling Aireal, which they describe as “Interactive tactile experiences in free air.” Lest that sound like a Cirque du Soleil experience, what it boils down to is that it can make you feel the impact of a virtual butterfly or a soccer ball or a hand, without needing to wear any kind of virtual reality suit. Pair it with good hologram technology like is already in use in places like The Forbidden Journey at The Wizarding World of Harry Potter, with the interactivity of digital puppets like Turtle Talk with Crush, or with other 4-D movie experiences like It’s Tough to be a Bug, and you’re 2/3 of the way to a holodeck already.It works with directional nozzles that create targeted vortexes of air (watch the video, it’s really cool), and can be paired with sensors that allow the nozzles to track the movement of a virtual object–or the user him or herself.

When my favorite anonymous source shared this with me, the first thing we said was “Wow!” and the second was “how could museums use this?”

Looking at the image above, it’s clear that providing tactile experiences of objects too fragile to touch or too expensive to recreate is one option: possibly the same scanning processes that can be used to create 3D image files for printing could be used for haptic feedback as well.  This would be fantastic for accessibility, as well as general visitor engagement. Or imagine a historic setting brought to life with projected details, like the butterfly in the video–a Jurassic era bug, for instance, or a flight simulator in the cockpit of a historic plane. Pair it with a wall of sound and get the sensation of conducting a symphony orchestra. Play a game of Mayan basketball (without the beheading). Get rained on without getting soaked. [The options for a haunted-house experience are also numerous!]

The challenge remains in deciding when and where tech is the better option, compared to a living history re-enactor or a replica or a low-tech texture panel. It seems to me that it’s the imaginative quality that is most likely to be the deciding factor (bringing to life beings that no longer exist or haven’t existed yet, creating an immersive art experience) and the conservation possibilities as a secondary factor (allowing the sensation of touch where things are too delicate for direct interaction).

How would you use a technology like this in your museum? Share your best holodeck fancy in the comments below.

For further exploration on the topic:

Fuzzy and Ferocious

…and yes, I realize it’s October, but at least this time I’m not talking about Halloween costumes.

As you all know, the Art & Nature Center reopens next week, and late last week saw the return of a venerable member of PEM’s collection: an 1886 bison, fur freshly brushed, etc., ready to take center stage in his new installation.  Watching the install was fascinating, and I’ve gotten to write up details about this item’s history and his exciting new future on PEM’s blog here: A Fine Furry Welcome.

There are no pictures of the author standing in front of a live bison in Yellowstone NP, because, unlike many tourists, she values her life.  Photo by the author's family, Wyoming, 2006.

There are no pictures of the author standing in front of a live bison in Yellowstone NP, because, unlike many tourists, she values her life. Photo by the author’s family, Wyoming, 2006.

“Museums are like food-are they part of your diet?” AAM day 3

Another brain-stretching, idea-popping day, with a lot of really packed conference rooms!  I managed to pick several extremely popular sessions today, and fortunately was not one of the folks sitting on the floor.  Nice to see so much determined interest in topics ranging from multi user multimedia interactives to experimental educational programming! Like yesterday, I’m picking my top 3-5 thoughts from each session, but definitely expect to see more from me on some of these topics soon:

Session 1: Learning Together: Developing Multi User Interactives

  • Multi user interactives are more than scaled-up single user kiosks: looking at other kinds of interactives like low-tech tabletops and games can be more useful for developing a digital multi user experience
  • Evaluation from the Field Museum suggests people who work together on an interactive smile 50% of the time, and visitors on their own smile only 10% of the time.
  • Next step in multi-user interactives probably includes motion sensing using elements like the Kinect, which might also help solve design problems like orienting text.

Session 2: Significant Objects

  • Writers recruited to write fiction about yardsale finds, which were then sold on ebay and had a 2700% increase in financial value – what kinds of lessons about storytelling and the perceived value of objects does this hold for museums?  How can we create different entry points for people who might be craving the kinds of stories museums could tell but aren’t telling, or aren’t telling effectively?
  •  Participatory design vs. design for participation — how do you balance it so that content creators enjoy the process and it’s open to a wide range of people, but still end up with a final product that has an appeal to people who weren’t part of its creation?
  • how much can museums play with the truth?  How does this tie in with the conversation from earlier in the conference about real, fake, reproductions, and replicas?

Session 3: Magnificent Masters of Museum Mysteries, Narrative Games in Museum Contexts

  • This panel was full of people I’d really like to spend more time talking to–sadly I had a conflict and couldn’t attend their continued discussion in the hotel bar afterwards, but I’ll be watching their next projects with interest.
  • I’d heard about the Ghosts of a Chance game at the Smithsonian before, but it’s a pretty intimidating example, so hearing about their second attempt that didn’t go so well and their plans for a third was heartening, as was pairing this extreme example with two simpler examples from the Getty and the Cleveland Museum of Art.
  • Getting to play a game during a session on games was a nice touch.

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Session 4: Continuing the Conversation, Experimental Projects in Museums

  • Lots of interesting projects going on with inviting community members, particularly creative professionals, into the museum to offer their own spin on programming.  Requires clear guidelines from the museum and a flexible hands-off policy to allow for individuality and fresh ideas.
  • Interesting initiative from Living Arts Center in Mobile where they run a two month intro or ‘pulse’ mini-exhibit to collect community thoughts on the topics of the upcoming featured exhibit- a glorified (and formalized) type of prototyping mixed with marketing that’s really curious.
  • Community involvement in exhibition planning seems to mean much shorter time spans than when working solely with museum professionals–is that an audience based constraint (short attention spans) or a museum one (resource and space commitments)?

Session 5: “Your Brain on Art” sponsored by Reach Advisors

  • There was a fancier more academic title, but the scientists from Johns Hopkins suggested this title instead and it fit well.  It was a great conversation where each side wanted to find out more about what the others were doing–could have easily run for another hour!
  • Fun to hear people outside the field debating the things that museum pros care so much about: is it all about education?  what do museums have that is  unique to that kind of experience?  what about reflection?  is wonder a jolt of quick there-and-gone energy to the brain, or an opportunity for a deeper connection?  what makes for a useful measurement of success at reaching your audience?
  • Is it possible for parents who love museums to pass that love on to their children?  Some studies suggest that culture changes too fast and peers have too much influence, but yet parental modelling is still one of the best ways to convey values to children.  Museums are like food–if you go to museums the way you have family dinner around the kitchen table, make it a regular part of life, have conversations about it, share thoughts and favorites and encourage your kids to do the same, then  yes,  parents can definitely pass the culture of  museum love along.

IMG_20130521_163255.441   Evening enjoyment: The Owl Bar

  • Incredibly cool and beautiful old bar from the days of Prohibition, with fun stories regarding the blinking owl signal lights over the bar (blinking means the cops aren’t around and it’s safe to order from the speak easy!) and quite tasty food.
  • Worth the 2 mile trek up from the convention center and a fun adventure to a different section of the city.  The worst part about a really interesting conference is that there’s too little time for sightseeing.

In Search of Alternative Art Making Materials

Art making in the gallery, solution 1: interactive art cart with touchable materials, sketching, and ‘safe’ art-making alternatives like sumi-e water painting and scratch art

PEM is undergoing an exciting construction phase which means our art studios are currently out of commission, a grave sadness to those of us who are in love with messy art projects.  Many of the materials we’ve used in the past are on the “I seriously doubt it” list when talking about doing art activities in alternate spaces like galleries or the museum’s atrium.  Such materials include recycled make-up, a variety of paints (though the atrium space can take a few more of those than galleries obviously can), liquid glue, melted wax, silk screening, glitter anything, anything with sharp tools (for stamp cutting, some clay tools), and even most clay is on the iffy side.

So what to do?

Fortunately, I’ve been collecting fun ideas in preparation for this whimsical construction period, so here are a few I’m looking forward to trying out in the near future:

Multicolored translucent paper folding (click the inspiration image to go through to the artist’s site)

Kinetic Rubber Band Art (click the image to go to the directions)

Holepunch Art (click the image to go to the artist’s site)