Interactive spatial multimedia for communication of art in the physical museum space

This paper discusses the application of three spatial multimedia techniques for communication of art in the physical museum space. In contrast to the widespread use of computers in cultural heritage and natural science museums, it is generally a challenge to introduce technology in art museums without disturbing the art works. This has usually been limited to individual audio guides. In our case we strive to achieve holistic and social experiences with seamless transitions between art experience and communication related to the artworks. To reach a holistic experience with minimal disturbance of the artworks we apply three spatial multimedia techniques where the only interaction device needed is the human body. The three techniques are: 1) spatially bounded audio; 2) floor-based multimedia; 3) multimedia interior. The paper describes the application of these techniques for communication of information in a Mariko Mori exhibition. The multimedia installations and their implementation are described. It is argued that the utilization of the spatial multimedia techniques support holistic and social art experience. The multimedia installations were in function for a three and a half month exhibition period and they were approved on beforehand by the artist to be in concordance with the artworks.

[1]  Henrik Hautop Lund,et al.  Playware technology for physically activating play , 2005, Artificial Life and Robotics.

[2]  Kaj Grønbæk,et al.  Communicating art through interactive technology: new approaches for interaction design in art museums , 2008, NordiCHI.

[3]  Mark Billinghurst,et al.  Augmenting the science centre and museum experience , 2004, GRAPHITE '04.

[4]  Kaj Grønbæk,et al.  Peephole experiences: field experiments with mixed reality hydroscopes in a marine center , 2007, DUX '07.

[5]  Andrew M. Webb,et al.  Choreographic buttons: promoting social interaction through human movement and clear affordances , 2006, MM '06.

[6]  Liam J. Bannon,et al.  Designing ubiquitous computing to enhance children's interaction in museums , 2005, IDC '05.

[7]  Jin Moen,et al.  From hand-held to body-worn: embodied experiences of the design and use of a wearable movement-based interaction concept , 2007, TEI.

[8]  Eva Hornecker,et al.  Learning from interactive museum installations about interaction design for public settings , 2006, OZCHI.

[9]  Myron W. Krueger,et al.  Responsive environments , 1977, AFIPS '77.

[10]  Gustav Taxén,et al.  Introducing participatory design in museums , 2004, PDC 04.

[11]  Franca Garzotto,et al.  Interaction paradigms in technology-enhanced social spaces: a case study in museums , 2007, DPPI.

[12]  Hiroshi Ishii,et al.  Emerging frameworks for tangible user interfaces , 2000, IBM Syst. J..

[13]  Joanne Jakovich,et al.  Sonictecture: esthetic spatial conditioning through sound, computation and interaction , 2007, C&C '07.

[14]  Martin Ludvigsen,et al.  Aesthetic interaction: a pragmatist's aesthetics of interactive systems , 2004, DIS '04.

[15]  Kaj Grønbæk,et al.  IGameFloor: a platform for co-located collaborative games , 2007, ACE '07.

[16]  Mikael Fernström,et al.  LiteFoot - A Floor Space for Recording Dance and Controlling Media , 1998, ICMC.

[17]  Joseph A. Paradiso,et al.  The magic carpet: physical sensing for immersive environments , 1997, CHI Extended Abstracts.

[18]  T. Henderson,et al.  Integration of Play, Learning, and Experience: What Museums Afford Young Visitors , 2007 .

[19]  Marianne Graves Petersen,et al.  Squeeze: designing for playful experiences among co-located people in homes , 2007, CHI Extended Abstracts.

[20]  Horace Ho-Shing Ip,et al.  Body-Brush: a body-driven interface for visual aesthetics , 2002, MULTIMEDIA '02.

[21]  Kaj Grønbæk,et al.  Interactive Floor Support for Kinesthetic Interaction in Children Learning Environments , 2007, INTERACT.

[22]  Oliver Bimber,et al.  Superimposing pictorial artwork with projected imagery , 2005, IEEE MultiMedia.

[23]  Flavia Sparacino Scenographies of the past and museums of the future: from the wunderkammer to body-driven interactive narrative spaces , 2004, MULTIMEDIA '04.

[24]  Andreas Butz,et al.  Applying the peephole metaphor in a mixed-reality room , 2006, IEEE Computer Graphics and Applications.

[25]  Ronald Azuma,et al.  A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.

[26]  Johanna D. Moore,et al.  Proceedings of the Conference on Human Factors in Computing Systems , 1989 .

[27]  Steve Benford,et al.  Designing the spectator experience , 2005, CHI.

[28]  Franca Garzotto,et al.  "The Fire and The Mountain": tangible and social interaction in a museum exhibition for children , 2007, IDC.

[29]  Martin Ludvigsen,et al.  "Help Me Pull That Cursor" A Collaborative Interactive Floor Enhancing Community Interaction , 2004, Australas. J. Inf. Syst..

[30]  Nick Montfort,et al.  The New Media Reader , 2003 .

[31]  Martin Ludvigsen,et al.  Floor interaction HCI reaching new ground , 2005, CHI Extended Abstracts.

[32]  Michael Eisenberg,et al.  The homespun museum: computers, fabrication,and the design of personalized exhibits , 2005, C&C '05.

[33]  Lucia Terrenghi,et al.  Tailored audio augmented environments for museums , 2004, IUI '04.