This document discusses the use of augmented reality in art galleries and museums, using the exhibition ReBlink at the Art Gallery of Ontario as a case study. ReBlink reimagined 10 artworks from the gallery's collection by overlaying augmented reality layers that provided modern commentary on each piece. It engaged visitors and doubled their average viewing time. The exhibition was successful and received positive feedback, demonstrating how AR can be used to increase engagement with art in museums.
This is a series of lectures I gave at Birkbeck College - clearly the notes are not extensive but if anyone would like to chat them through then feel free to talk directly to me.
This is a series of lectures I gave at Birkbeck College - clearly the notes are not extensive but if anyone would like to chat them through then feel free to talk directly to me.
John Bullock is a specialist in residential lighting design.
He presented "Designing without Downlighting" at LUXLive 2014 on Wednesday 19th November at ExCel, London
This presentation aims at providing a better understanding of the role, origin and evolution of participation in contemporary art with a specific focus on technology and participation. It will also provide an overview of participative art models developed in the last decade and the trend they created.
John Bullock is a specialist in residential lighting design.
He presented "Designing without Downlighting" at LUXLive 2014 on Wednesday 19th November at ExCel, London
This presentation aims at providing a better understanding of the role, origin and evolution of participation in contemporary art with a specific focus on technology and participation. It will also provide an overview of participative art models developed in the last decade and the trend they created.
Gallery of Student WritingShernel WoodmanPrinciples of Design.docxshericehewat
Gallery of Student Writing
Shernel Woodman
Principles of Design
“Train of Thought” by Leo Bridle
Simple Outline
“A Journey for Love”
I. Leo Bridle and Ben Thomas were the film makers.
a. I believe they are in their late 20s and early 30s, and they graduated from the Arts Institute at Bournemouth.
b. From the United Kingdom.
II. The basic structure of the artwork is Film.
a. Material used was digital compositing software and all the animations were done by hand and not the compositing software.
b. The subject of the seemed to be the young artist and he seemed to have been in search of someone. Everything seemed to be between and a gray/sepia scale with a design using cut outs and wooden toys.
III. I think this whole film was based on love.
a. My 1st idea is that he is trying to find the woman he loved. He may have seen her before at the station and drawn her out of memory and may have come back to find her there. When he didn’t, he hopped on the train in search for her only to come up empty. I believe he used his drawing pad as some sort of map as to where she may have been. When he doesn’t find her, he returns to the station once again and this time, he finds her. He then realizes that she may be an artist as well and may have gone through the same processes to find each other.
b. My 2nd idea is that he may have drawn her as well as the other drawings in his book subconsciously and realized this was a woman he had to meet. He then returns to the train station, which is the setting of his drawing. When she doesn’t come, he hops on the train and then goes in search for the woman that he loves. When he doesn’t find her he returns back to the station and that is where he finally sees her. They go towards each other and hold hands, seeming like they both went through the same measures to find each other.
I think the way the film makers used photography and film made this a very interesting form of media. Everything looked cartooned and real at the same time. The train station and the train themselves looked like they were made out of wooden toys and the people all looked like cut outs that were animated to look like they were moving, inside of their cut out frames. This was a well done film and they filmmakers did a wonderful job. I must say it sure caught my attention.
Linda Hoffman-Ostroff
Techniques, Materials, and Form
Introduction to the Drinking Maiden Exhibition
Story Style
"A Maiden in Born"
My color is milky white and thus a maiden is born... I was created by the great sculptural artist Ernst Wenck in 1901. He created my soft white body by using his strong meticulous hands. He is indeed an artist. I was created in a time when conservatism was not very popular. Because of my intricate detail and the delicate image I carry I became a model for porcelain miniatures.
If you study my structure you see the qualities that may have lead to my continued popularity. I lean forward and you see the muscle tone of my leg by the light tha ...
ARE 494 Digital Ethnography MichaelmichaelmotorcycleMichael Gipson
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HOW TO REACH NEW AUDIENCES: IT’S ALL IN THE LISTENINGMuseumNext
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Fashionista Chic Couture Maze & Coloring Adventures is a coloring and activity book filled with many maze games and coloring activities designed to delight and engage young fashion enthusiasts. Each page offers a unique blend of fashion-themed mazes and stylish illustrations to color, inspiring creativity and problem-solving skills in children.
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The Art of AR - MuseumNext
1. the ARt of
AR
We are here to talk about the Art of AR. Augmented reality, specifically in relationship to it’s use in galleries and
museums.
We will be using the show ReBlink as a case study.
2. Shiralee Hudson Hill
shiralee.hudson@ago.ca
@ShiraleeH
@agotoronto
Alex Mayhew
alex@alexmayhew.co
@alexmayhew
SH intro + Land Acknowledgement
- Shiralee Hudson Hill Lead Interpretive Planner from the Art Gallery of Ontario and I am Alex Mayhew. A digital artist and designer from Impossible Things.
4. It is the framework
which changes with
each new technology
and not just the picture
within the frame.
Marshall McLuhan
Marshal Mc.Luhan once said …..
I love this quote as it is so apt to AR and it potential for it’s use in Art.
5. In 2015, my life in the city had become full of confusion, complication and noise, I was exhausted, recovering from a massive and chaotic transmedia project I had just
completed.
6. So to seek solace, I used to come gaze at this painting by Canadian Artist George Reed at the AGO.
I became fixated. I found myself longing for the peacefulness it depicted, free of the stresses of modern day life in the big city.
It was a seductive representation of the past.
7. Whilst I was there I noticed visitors just walk right past hardly even glancing.
Occasionally people would stop, take a photo or selfie and just walk on without even looking at the work. I wondered why?
I think, partly, is that these old paintings often don’t appear to have anything to do with our modern day lives, so they appear somehow alien. But there is something else
going on.
8. 17 seconds?
A *study conducted by MOMA in 2001 would suggest not, it found that the average time looking at a painting was
17 SECONDS, not including casual glances.
9. And Now, 17 years since that report, we have the rise of social media. And we are constantly bombarded by images, no wonder we have
adapted to consume art more rapidly.
10. and with THESE instruments of distraction, the problem is getting worse…
11. 2.31 seconds?
In a recent study at the AGO the average visitor dwell time for each painting in permanent collection galleries is CLICK 2.31 seconds.
So how do you turn these instruments of distractions into instruments of engagement?
Well, we are getting there….
12. ……but there are challenges.
This image is deceptive, they are actually playing educational app and finding out about the Nightwatch.
But to have kids hunched over staring at their phones in front of a grand master just feels wrong, it sends out the unfortunate message.
One of distraction not engagement.
13. So back to this painting… I was feeling a connection with this work because of the contrast with my own life.
Then it occurred to me, by bringing this contrast to the surface of the visitors attention, we can provide them with a frame of reference to better understand the past, as
well as provide an additional artistic commentary between past and present..
14. So I built a proof of concept in augmented reality….
15. In the original the boys huddled together intimately playing a game….
16. Now, when you lift up your device, they are separated, hypnotized into isolation by the glowing flickering light of their screens.
The environments are now in full 3d which means you discover new things as you move around the painting
For example, look over the frame and you will discover the cigarette butts that litter the ground by the trees, which are now marked with an X to be cut down.
17. Vehicles hurtle past leaving trails of exhaust…
A cacophony of modern day sounds can be heard breaking the previous sense of peace…
18. What excited the AGO was that it functioned as both an artistic intervention as well as a non-didactic engagement strategy.
In testing, visitors loved it, they would repetitively look between the digital and physical versions on a self directed journey of discovery. AND always looking up and NOT
down.
19. We made the show, ten works in total.
ReBlink, looking back at the past with a present day lens, each work with their own commentary that was extensively based on research on the paintings and the
original artists, all with the consultation of the wonderful AGO staff.
I am going to show you a little teaser, you can see the longer video on the impossible things web site.
25. Over 84% felt engaged
with artworks they
would have usually
walked past
26. “Amazing. The interaction with the
viewer and the painting: it made it
feel alive, like you could go into the
painting. It made it relatable to me.”
(F, 30s)
27. 78% enjoyed the use of technology
74% had never used AR in a museum
28. “Freakin’ amazing and mind blowing, totally worth
the road trip.”
(F, 40s)
“I’ve never seen anything like this before.”
(F, 60s)
29. Visitors spent time
with the artworks
49% spent 5 to 9 mins
27% spent 10 to 14 mins
12 % spent 15+ mins
Average dwell time in other permanent collection galleries: 4.4 minutes, so REBLINK effectively DOUBLED visitors’ dwell time.
31.
“REBLINK is an interactive social
commentary. It is using technology
to critique our absorption with
technology”
(M, 30s)
"Taking old art and re-
contextualizing it in a modern
context for younger generations.
It's a form of art within this
traditional art.”
(F, 40s)
32. “I took all 200 of our students
to the AGO specifically for your
exhibit. They loved it. I’ve
never seen a group of students
more interested in art and the
social commentary on your
modern twist. It was
wonderful.”
Stav Bosotas, teacher at J B
Tyrrell Senior Public School
It engaged museum goers well beyond the original target. Yes, millennials loved it. But so did much younger audiences. Teachers told us they have
never seen anything make their students more interested in art than ReBlink.
33. Key Learnings
• More is more
• Message in the medium
• The physical, the human
Designing for People: Pragmatic learnings about design, invitation to participate
34. • Participatory engagement
• Visitor-centered design
• Museums as active participants
Key Learnings
Designing for people: factors that contribute to engaging, meaningful exhibition experiences (of any kind, not just AR or digital)
35. Art Critic Valentina Tanni
“Past and present elements mingle on the screen,
pushing the visitor to reflect on what has changed
and what has remained the same… a stimulating
and ironic short circuit that communicates the art of
the past with the new generations.”
“You’ll never look at a centuries-old oil
painting the same way again”
Mark Wilson from FastCo Design
Media
Media reaction
250+ stories
1.5 million+ online video views
national & international radio & TV
Over 20 pop-up exhibitions in 5 countries
36. 20 18
Webby Award (up against snap chat and Ikea) for best use of AR
39. The Future ?
There are so many things you can do with AR in the museum space. I wanted to show you some experiments we are working on.
40. First I want to show you a brand new prototype. We call it the Discovery lens, a highly scalable and very easily deployable tool for creating guided tours of specific parts
of a painting. It is not just for museum staff, we envisage a way of capturing the best public conversations that go on in front of art works, for real visitor participation. To
create a discovery point you simply highlight the part of the painting you want and type your text. It will then be read out with any images you choose to attach.
41. Here we see ‘Evisceration of a Roebuck’ By Cornelis de Cos and Frank Snyders
42. And here the ReBlink intervention
To Initiate the discovery lens you just shake the device….
43. We have workshopped many kinds of AR experiences for art in the gallery space, these are just two…
44. There is potential for the art gallery content to break outside of the physical constraints of it’s walls, so its art can be viewed anywhere. Imagine a whole gallery in your
pocket that you can view anywhere.
Here is a test. I hung a painting in the middle of our lab room and with a shake….
And unlike with actual paintings we can allow people to literally step inside the frame.
45. Here I place the intervention to one of its point of inspiration. The processed meat display at my local supermarket. I love how the context outside the frame influences
how we perceive the picture. It’s as if the placement is a work of art in its self.
46. And now for something completely different, but still aimed at increasing visitor engagement. This is another prototype..a robo guide designed to show kids around a
museum. Although here you will see him appear from one of our collectable business cards, you can imagine him popping out of the ground on the floor of a museum .
Jump out at key points, show you round and give you challenges.
47. Please reach out:
Shiralee Hudson Hill
shiralee.hudson@ago.ca
@ShiraleeH
Want to know
more?
Please reach out:
Alex Mayhew
alex@impossiblethings.co
@alexmayhew
www.impossiblethings.co/reblink
ReBlink Mini Pop-Up show at lunch time.