2021: a museum odyssey - oelberger creative
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2021: a museum odyssey Welcome to the future! The year is 2021 and in this day and age you can use your television to explore 1000’s of museums and cultural institutions around the world using a simple intuitive interface. Let’s see how two users are using the system: Name: Robert Straugh Age: 72 Occupation: Retired High School Principal Location: Scottsdale, Arizona Marital Status: Married Children/Grandchildren: 3/4 Profile: When Robert first moved to Scottsdale he thought it was Shangri-la; warm weather, quiet gated communities, good hospitals, and proximity to a major airport to satisfy his wanderlust. As he has aged however, his mobility has declined and he has recently been diagnosed with MS. Still as curious as ever, Robert now does all his exploring via his new 100 inch television which he has affectionately named his “787 Dreamliner” (complete with leather couch). Today Robert is exploring Rodin’s The Burghers of Calais located at Stanford University. His fully interactive tour is being narrated by Liam Neeson, who happens to be one of Robert’s favorite actors. In addition to the narration, Robert also has access to a myriad of other interactive multimedia experiences that all focus on the work of Rodin. Name: Ethan Todd Age: 14 Occupation: High School Freshman Location: Menlo Park, CA Siblings: 2 Profile: Ethan just began his first year of high school as a Menlo-Atherton Bear. Ethan is a bit of technology addict which is hardly surprising since both his parents work for Google. Ethan has owned his own smart phone since the age of 5 and now can’t imagine life without it. In general he finds school tedious and boring since most of his teachers just “talk and talk”. Recently however, he has become intrigued by Mrs. Fenton’s Humanities class. By using the school’s new “Smart Wall” coupled with the museum odyssey technology, Mrs. Fenton is able make her lesson’s fully immersive. Today for example, they are also exploring The Burghers of Calais at Stanford in preparation for a class trip to the Rodin Museum in Paris. © 2010 Thomas Oelberger
In order to create the seemingly endless supply of wonderfully immersive and interactive virtual museum experiences, the backbone of the museum odyssey project is a robot with a penchant for photography. The robot, which is outfitted with a series of 3d cameras, lights, and an array of proximity sensors, is able to catalog the inside of a museum with no human oversight. Furthermore, because the robot doesn't mind working late, museums do not lose any revenue from their daytime visitors. Instead, the robot can create the expansive virtual catalogs in the wee hours of the morning. After capture, the countless photographs are stitched together to create dense virtual environments. Intuitive, multimedia rich user interfaces are then built around these environments in order to create create entertaining educational experiences for a variety of user groups. Development: The project, which began in 2010 utilized a series of foresight tools in order to anticipate and exploit the opportunities for innovation. First a petal diagram/context map was created to identify eight factors which would influence the virtual museum concept. exploration Love of Te ch you n la g tio pu gin ce th po A nt ric Autonomous Virtual Multimedia robots Museum within museums ag ix h/ 3d im ap stitc ca TV es el Smart TVs gi oto & m s er Ph g as © 2010 Thomas Oelberger
From the eight petals, three of the most salient factors were chosen. Progression curves were then created in order to understand how their past development might provide perspective for future opportunities. The three factors chosen were: humankind’s insatiable appetite for exploration, the necessity for museums to seek alternative revenue sources in a digital age, and the convergence of the television and personal computer technology. 2003: Mars Rovers Launched 2010 1961: First man in space 1996-2010: 1804: Lewis & 33% Appetite for Clark increase in Exploration airline travel 356 BC: Alexander the Great Dawn of 1492: 2009: Smart Man Columbus phone tours/ experiences 2010 1995-2005: Huge growth in audio tours Multimedia within 1975: Audio Museums Tours begin to 2005: RFID wristbands catch on 1952: Stedelijk 2000: NYTimes Museum article about audio guide virtualization of museums 1969: 1950 Exploratorium 2006: Opens Playstation Network 2002: Xbox 2010 Live 2010: 1998: BBC GoogleTV TV/Computer Interactive 2006: Interface Apple TV 1990: TV Tuner Cards 1999: TiVo 1970: Teletext (UK) 1993: Mac TV 1960 © 2010 Thomas Oelberger
In order to project the needs of users in 2021, a future users chart was created to analyze how demographic information from 2010 could project the lifestyles of future generations. Below, the chart compares retirees of 2010 to retirees of 2021. 2000 2010 2021 Mary Mary 72,Retired 62, Nurse, Nurse, Chicago, IL Scottsdale, AZ Future User Robert Robert Robert 52, High 62, High 73, Retired School School Principal, Principal, Principal, Scottsdale, AZ Nashua, NH Nashua, NH Similarities: Differences: ▪ Robert moved to Scottsdale based ▪ Mary is very low tech. Still prefers VHS to on the pleasant communities set up by DVD. Hates computers, likes people. Mary’s generation ▪ Robert is not a tech guru but he does love ▪ Both had relatively low tech jobs and sports and really loves DVR technology. He is did not love the prevalence of very comfortable using menu based GUIs on computers at the end of their careers. his TV (Blu-Ray/DVD, DVR, etc.) ▪ Both see computers as work/ ▪ Advances in medicine/medical communication tools, not as technology will keep Robert and his peers entertainment. TVs are for alive longer than previous generations. entertainment. © 2010 Thomas Oelberger
With a potential future user identified, a white spot 2x2 was created to find an opportunity for a solution. By using interactive/immersive as the Y axis and inside vs. outside a museum as the X, a large opportunity was identified in the interactive/outside museums quadrant. In essence, the idea was to harness the explosive development of interactive technology within museums and create a digital infrastructure to bring such growth to the virtual space. Interactive/Immersive iPods, Opportunity for interactive wands innovation (personalized exp.) Docent led 3d/Interactive tour website Audio tour Outside Inside Museums Museums Documentary Gallery film experience Basic website Map, brochures, PR Book material Non-interactive/Non-immersive With the white spot identified a change path was established in order to set goals for the initial development. Early work included establishing partnerships with museums and software developers, as well as creating a rough prototype using a roomba and a digital camera. 2021 Contact photo software partner Opportunity (Microsoft, Google) for innovation Develop & “sell” idea Roomba + digicam 2010 = quick prototype Contact museum (and clean house) partner (Cantor?) Thanks to this work, by 2021 a rich diversity of museum odysseys were available for users from around the world. Never before had it been so easy to visit and experience art, science and history in such an enjoyable, educational, and immersive way. © 2010 Thomas Oelberger
Additional photos of original paper prototypes: Initial paper prototype The museum odyssey project will bring the to the home and classroom environment. museum experience... Home Classroom Prototype concept with roomba... then develop a larger more complex robot. © 2010 Thomas Oelberger
Presentation paper prototype Prototype built around laptop with Pop-out R2D2 to represent a highly functional digital experiences. sophisticated robot. Home scene with functional TV screen. Classroom scene with large “Smart Wall”. Final Presentation: A video of the final presentation is availible at http://www.creative.oelberger.com (click the 2021: a museum odyssey link). © 2010 Thomas Oelberger
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