Total Technological Transformation
We are finally in a digital age where museums have embraced the use of technology, specifically cellphones, by visitors as they tour exhibits. The Metropolitan Museum of Art took down their “No Cellphones” signs back in 2011 and have even revamped their website to allow easier viewing on smartphone screens. This new digital experience has spread to museums across the globe to enhance the overall appreciation of art by viewers. In Museums Morph Digitally, Steve Lohr explains how today’s museum curators and administrators sound more like executives in media, retailing, consumer goods and other industries. “They talk of displaying their wares on “multiple platforms,” and the importance of a social media strategy and a “digital first” mind-set.”
Museum officials promise that this transformation will affect every aspect of museums, from how art and objects are presented and experienced, to what is defined as art. Current digital technologies being developed include augmented reality (a smart assistant software that delivers supplemental information or images related to an artwork to a smartphone), high-definition projections of artwork, and 3-D measurement and printing technology.
The Cooper Hewitt, Smithsonian Design Museum will reopen in December offering its vision of a 21st-century design museum. Sixty percent more gallery space and new visitor experiences will be installed as a result of the three-year, $91 million renovation. Each visitor will receive a black pen stocked with a small amount of computer memory, a tiny radio for short-range communication, and a touch-sensitive stylus, which is used to write and draw on large interactive tables with touch-screen surfaces. The digital pen component of the redesigned museum is intended to “give visitors explicit permission to play and to explore the process of designing for themselves,” said Sebastian Chan, director of digital and emerging media at Cooper Hewitt. Visitors can use the wide range of the digital pen’s features in an “immersion room.” For example, a person can tap the pen on one of the many selections from the museum’s wallpaper design collection or design their own design on an interactive table. The wallpaper is then projected clearly throughout the room. In a different area, visitors can use their digital pens to annotate the designs of common objects with figments of their imagination. Mr. Chan said, “It’s a visual suggestion box to make things better.”
3-D technology is being increasingly used for conservation, research and public education programs at the Smithsonian Institution. The fine-grained scanning has become more valuable for data collection and analysis that wasn’t possible before. For instance, the gunboat Philadelphia is the last surviving cannon-bearing American vessel from the Revolutionary War. It has been 3-D scanned so that online viewers can see it from angles impossible to see in person at the National Museum of American History in Washington, D.C. It has also been scanned regularly so conservators can see early warnings of deterioration of the historic boat built in 1776. Günter Waibel, director of the digitization program at the Smithsonian, said, “It’s incredible technology that will revolutionize not only how people experience objects,” he said, “but how we do research and science inside the museums.”
It’s quite amazing how much technology has influenced our lives in just the few short years its been around. Not only must we adapt to this ever-changing environment, but public institutions such as schools and museums must also revamp their practices to make their services tailored to people’s progressively technological needs. We have finally reached a day in which a visitor won’t be muzzled for using their cellphones in a museum. Instead, we’re encouraged to use a digital pen tool to project our imaginations onto immersion room walls. How cool is that?