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Museum XR Summit

Programme

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Day One: 26 June 2024

All times are BST (The time in London)

14:00 (BST)

Ephesus Experience Museum: Immersive Histories for Today's Audiences

Explore new avenues of archaeological immersion and storytelling with the Ephesus Experience Museum at MuseumNext: Museum XR Summit! Join our speaker on an unforgettable journey, where myth converges with reality in a mesmerising 360-degree immersive and multi sensory show. Collaborating architects, technologists, and historians brought Ephesus’ 1500 years of glory back to life, using cutting-edge tech as a time-traveling brush. Don’t miss your chance to unearth the secrets of this archaeological UNESCO marvel on June 26, 2024, and witness a virtual resurrection of a city that never ceased to live.

14:30 (BST)

Memories of Mexico - A Gamified History Lesson

Why read about historical events when you can jump right into them? We’ve created a gamified history lesson about Mexico´s rich history – Memories of Mexico. The narrative is centered around the civilizations of ancient Mexico – aimed for young audiences and students. Designed to function seamlessly on laptops, tablets, and in VR via WebXR, the entire experience is link-based, requires no downloads, and is completely free. We want to share our insights and learnings into how to create cost-effective immersive experiences that actually work.

15:00 (BST)

The Adventure of Hangar Y

Hangar Y and Realcast unite past and present in a captivating mixed reality project. The Hangar Y, a historic landmark, comes to life through an immersion experience that begins with an exploration of its 19th-century origins. This iconic building, a witness to time, is revealed in a new technological light. The experience then extends to the beginnings of aerostatic flights, highlighting the innovative processes that propelled the first airship. Mixed reality provides an unprecedented insight into these advances, offering a deep understanding of the challenges faced by the pioneers of aeronautics. The synergy between Hangar Y’s heritage and technological advances offers an exceptional immersive experience. Visitors are invited to step back in time, taking part in the evolution of Hangar Y and the technical feats of the time. This unique project underlines the importance of preserving and celebrating our heritage through modern innovation, to create a memorable experience that transcends the boundaries of time.

15:30 (BST)

Reality Check: Producing a Scalable and Cost Effective XR Museum Experience

As organisations increasingly look towards immersive experiences to engage audiences, museums are tasked with the problem of producing compelling XR experiences that are resource and budget friendly. The XR application we developed for the Meta Quest 2 headset is a captivating, scalable and cost-effective experience that is eminently achievable for a small team of a curator, 3D artist and Unity programmer. We will demonstrate how we successfully developed an experience for multiple headsets, featuring 10 collection objects from the Powerhouse Museum, Sydney and how you can do the same with a set of objects, a small team and off-the-shelf technology.

16:00 (BST)

Digitising Hard to Exhibit Historical Spaces

MiA museum and Glitch Studios embarked on a mission to take the hard to reach and hard to exhibit home of world famous Polar Explorer Roald Amundsen and make it available to a global audience. Through cutting edge photogrammetry digitization and compelling storytelling, Roald Amundsen’s story and personal life was digitized for both an online audience and in virtual reality, lifting a small Norwegian museum onto the global stage.

16:30 (BST)

Break

17:00 (BST)

Truth vs Fiction in Narrative XR for Museums

The job of museums and cultural institutions is to preserve and communicate historical truths. However, the stories we create to make sense of the historical data available to us inevitably involve contemporary cultural biases and inferences that fill in the gaps. Attend this talk if you want to learn a series of strategies for developing narrative XR experiences that clearly communicate facts while also engaging the visitors’ imagination.

17:30 (BST)

Hybrid Presence

Museum visits are inherently spatial experiences. How can we bring friends or colleagues along if they cannot physically join the visit? A research project between ART+COM and Natural history museum in Berlin developed a series of working prototypes to explore spatial presence in remote guided tours.

18:00 (BST)

How to use VR in Learning and Educational Museum Program

Grini prison camp during WWII is the story of 20,000 people who lived behind high walls and barbed wire. It’s about a past marked by uncertainty, the loss of innocent lives, suffering, torture, resistance, and at times difficult human choices where the line between right and wrong becomes blurred. And how do we present such a past to the youth of today, 80 years after it took place? How do we tell the history of dictatorship, prison camps, and dilemmas of war in a way they can relate to, reflect upon, and discuss with each another in a meaningful og engaging way?

18:30 (BST)

A Vision for an XR Future

The Smithsonian’s 3D Program, part of the Digitization Program Office, operates as a pan-institutional entity, collaborating with all 22 Smithsonian museums under the CIO’s office. Our small but mighty team is committed to scaling XR technology across the entire Smithsonian network, aiming to unlock the potential of our collections through 3D and XR applications. With 155 million objects in our physical collection the opportunity to document and deliver this content leveraging XR tech is vast and exciting. We will discuss how we’ve created an open-source comprehensive pipeline to generate, preserve, manage, and publish durable interactive 3D and XR content.

19:00 (BST)

How to Bring VR into a Major Cultural Institution

Offering the public of one of the most visited museums in the world the opportunity to experience a virtual reality experience was already a challenge. But to take advantage of the most anticipated exhibition of the year, which has shattered all attendance records since the opening of the museum forty years ago, to experience both a new space, a new way of welcoming the public, a new business model, and creating a work in virtual reality which will be presented in several other countries around the world: this is more of a challenge. And when it results in a statistic of more than 95% of the public satisfied or very satisfied, we can say that it was won hands down! The partnership led by the Musée d’Orsay, the producer Lucid Realities and the distributor and operator Unframed Collection, in collaboration with TSVP and ViveArts, was able to remove the constraints and obstacles to make this premiere at the Musée d’Orsay a huge success. Co-production, sponsorship, involvement of conservation and the exhibition curator have made this public-private partnership a model of its kind. From writing the script, through the search for financial support, to its production and presentation at the museum, with the involvement of the Unframed Collection teams, specialized in the showcase and exploitation of virtual reality artworks. culture, the three partners brought together the skills and expertise of their teams to experiment and transform the trial into a success. Since the closing of the Van Gogh at Auvers-sur-Oise exhibition, which brought together more than 800,000 visitors in four months, the virtual reality work Van Gogh’s Palette is available on www.unframed-collection.com, the first BtoB platform of immersive works fully dedicated to cultural venues. Today, we are in contact with several potential exhibitors to showcase the piece in Asia and Europe.. Agnès Abastado, from the Musée d’Orsay, Chloé Jarry from Lucid Realities and Alexandre Roux, from Unframed Collection, will share with you images and figures on the different stages of this project, which will have allowed the museum to both limit its financial contribution, to verify its capacity to accommodate a space dedicated to virtual reality within its walls, to promote its know-how and its artworks internationally, and even to hope for revenue.

Day Two: 27 June 2024

All times are BST (The time in London)

14:00 (BST)

Using VR to Share Survivor Stories

Illinois Holocaust Museum & Education Center is at the forefront of using VR experiences to ensure the history of the Holocaust is never forgotten. Learn from the Museum’s SVP of Education & Exhibitions, Kelley Szany, on how IHMEC created award-winning films that have been screened all over the world and seen by tens of thousands of visitors.

14:30 (BST)

Why Virtual Reality? Because Your Project is DICE!

Virtual Reality production is not for the faint of heart, so you want to have a good solid reason for getting involved. If your subject is too Dangerous, Impossible, Counterproductive or Expensive to do in real life, only then is VR a sensible alternative. In our talk we will describe two very different VR experiences that MediaCombo has produced for the Pollock-Krasner House & Study Center, and the Everson Museum. Our collaborators will take the stage to talk about how their respective projects came about and how VR solved an important mission specific problem for each of them.

15:00 (BST)

Striping Away the Layers of the Lancaster Bomber

There’s no denying the fact that visitors to the RAF Museum are keen to explore the interiors of the aircraft: they want to sit in the pilot’s seat, touch buttons, and imagine what it’s like to be a member of the crew. However, for various reasons, this isn’t possible. This presentation provides insight into how the museum is exploring the capabilities of Augmented Reality to fulfil our visitors’ wants while still maintaining our interpretative goals of sharing the RAF story through its people and adhering to the key principles of Access for All.

speaker: Karen Worden, Digital Interpretation Manager, RAF Museum

15:30 (BST)

How can AR Transform Urban Space into a Surrealistic Canvas?

How are Surrealism and augmented reality (AR) interconnected? Join us in our discovery of new forms of artistic expression through innovative technology to bridg the gap between a well-known museum and immersive digital experiences. We showcase and share our project, Ceci nes’t pas une exposition’ where Bozar expanded AR within the venue and in public spaces around the house.

16:00 (BST)

Immersive XR Storytelling at the Underground Citadel of Verdun

Join us for an exclusive look at the transformation of the Underground Citadel of Verdun into a mesmerizing journey through history. Discover how cutting-edge Augmented Reality and video projection technologies bring the stories of World War I soldiers to life, while upholding the highest scientific standards. Learn about the innovative solutions to technical challenges and the meticulous attention to accessibility, ensuring an inclusive experience for all. Don’t miss this opportunity to explore the intersection of technology, storytelling, and historical interpretation in an engaging and thought-provoking session!

16:30 (BST)

Break

17:00 (BST)

Launching an App with Augmented Reality of our Iconic Fin Whale

In this talk, Adam will share his experience with a process of developing a mobile application and what it took to bring the iconic fin whale at the National Museum in Prague to life with augmented reality based on markerless technology.

17:30 (BST)

A Practical Guide to Virtual Transformation in 2024

Discover why and how to adopt interactive digital media from someone who has been in the frontlines of XR development for arts & heritage in the past 12 years. Hear advice on how to make immediately accessible, scalable and affordable virtual solutions that not only increase your audience engagement, but also provide effective tools for your own institution and its community. Get ready for the future and see how your institution can position as a leader into the new era of audiovisual communication.

18:00 (BST)

How We Created an Audio Augmented Reality Experience from Scratch… and Survived!

Our goal was to immerse visitors in the world of Quebec rap. This entailed creating a 3D audio experience and an interactive soundscape that blurred the lines between the real and the virtual. We started by creating an audio augmented reality device (AARD or “DESA” in French), a headset that relays the position and orientation of the visitor in real time, making each movement a dynamic form of musical exploration. We will talk about the obstacles we faced, what we learned and what kind of creative possibilities come with designing a 3D sound journey for an exhibition venue.

18:30 (BST)

Reframing Reality: Storytelling with XR

This presentation will explore the development of a mixed reality project – from storyboarding contested histories to managing pioneering complex technologies in a challenging space – and ask the question; how can heritage sites act as spaces for innovative curatorial and interpretative practice using XR?