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Museums and Virtual Reality: VR in the Grant Museum

By Jack Ashby, on 15 February 2017

Guest post

VR:Cell being tested in the Grant Museum

VR:Cell being tested in the Grant Museum

For those of us who had the opportunity to work with Virtual and Augmented Reality (VR and AR), 2016 was a most exciting year. Notably, a range of new headsets finally reached consumer market and a number of interesting, new applications looked poised to mainstream these technologies. We even saw the world’s first revolutionary AR game in the form of Pokémon Go entering many locations worldwide and arriving to this very place, the Grant Museum of Zoology. It is also becoming apparent that VR and AR are not just opening new opportunities for how we entertain ourselves, but also how we connect, share, and learn, by transforming how we look at content.

VR and AR are emerging as a valuable medium in learning and public engagement

A number of articles, studies and conference presentations have already described the great success of 3D-immersion brought about by VR and AR technologies in hundreds of classrooms in educationally progressive schools and learning labs. Considering that today’s museums are interactive learning environments that encourage engaging with material, VR and AR should be ideally placed to bring museum objects to life and create more dynamic, interesting exhibits and displays. (more…)

Why Pokémon Go is a gift to museums

By Jack Ashby, on 2 August 2016

Pidgeotto on the loose in the Tanks at Tate Modern (C) Jack Ashby

Pidgeotto on the loose in the Tanks at Tate Modern
(C) Jack Ashby

As a museum person and member of UCL’s Digital Humanities team, I was recently asked to make a brief contribution to an article in The Guardian about the impact of Pokémon Go on museums. I argued that the new smartphone game has been a gift to the museum sector, and I thought I would expand on that here.

Since it was released in the UK last month, Pokémon Go has been nothing short of a phenomenon. It is impossible to walk down a street and not spot people gazing at their screens as they try to catch digital creatures or stock up on supplies as they pass Pokéstops. It is the Pokéstop aspect of the game that I believe is the gift that museums have been given.

The gift of Pokéstops

(more…)

Reflections on ‘Plaster reproduction in the context of 3D printing’ Pop-Up Display and Lecture

By ucwchrc, on 22 November 2013

Mona Hess, Research Assistant for 3D imaging and project co-ordinator of the Petrie Museum’s 3D imaging project, curated a Pop-Up display this November on 3D printing and scanning at UCL Art Museum. 3D printing is a new and high profile phenomenon that started in 2007. The aim of the Petrie research has been to make use of the opportunities this technology creates in the museum space, such as engaging with a diverse and wide audience through the creation of 3D objects.

This Pop-Up workshop wove together film clips of high resolution colour laser 3D scanning to demonstrate how different types of technology works, as well as addressing techniques first-hand with the use of a mini hand scanner with the use of a low cost hand scanner based on near-infrared detection originally used for motion tracking.  (more…)