Arlene
Ducao, Ilias Koen
American
Museum of Natural History, New York
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Abstract
In
this age of environmental and health awareness, science pervades the
media. Amidst this pervasion, the American Museum of Natural
History's "Science Bulletins" program is unusual: it
consists of perhaps the only High-Definition science media made in a
museum and for museum display.
Two
designers from Science Bulletins discuss the antecedents of their
product, its medium, and its setting-- from pre-eighteenth century
illustrations and dioramas, to early motion picture projection, to
the wunderkammer (cabinet of wonder) from which natural history
museums sprung. With these forebears in mind, they analyze the
challenges in designing current content for Science Bulletins and its
subscribers across several countries.
These
challenges exist both in designing the content of the medium and in
acknowledging the medium's presence as a light source, backdrop,
and/or theater within an exhibition space. Much of Science Bulletins'
source imagery is data collected from objects invisible to the naked
eye-- either their size or time-span is too small or too big to see,
or the objects exist outside the spectrum of visible wavelengths. It
is important to convey the reality of these objects while maintaining
scientific fidelity. Considering the sequential nature of time-based
media, avoiding information over-saturation, and predicting subtle
effects like the "afterimage" in the viewer's mind-- these
are all inherent steps in the design process.
One
general issue persists: amidst the crowded cabinet of a museum's
tangible artifacts, how does one design a movie (something inherently
intangible) that acts as a true "curio"-- an unusual
article that inspires a sense of interest, even wonderment? And is
wonderment something to be desired by the designer as a targeted
effect of his/her work?
Introduction
The
history and news of the moving image in the cinema is well
documented, but we encounter moving images in many settings beyond
the black box: billboards, public and private transportation,
hospitals and municipal services. Most of us keep a television, not
to mention an Ipod, cell phone, camera, and computer that all play
moving images. And moving images have become an integral part of
cultural institutions. Often coupled with sound, they guide us
to/through and expound upon the cultural artifacts we wish to see--
often, they are the cultural artifacts themselves! Especially with
the durability of digital hardware to display it, the moving image
has become its own cultural institution.
We
are two animators of a kind of frequently updated moving image on
permanent exhibition in the American Museum of Natural History
(AMNH). This program is called Science Bulletins, and as far as we
know, it is unique as perhaps the only High-Definition science media
made in a museum and for museum display at AMNH and about forty other
subscriber institutions throughout the USA, Canada, Asia, and
Australia. Science Bulletins’ team is small (11 full-time
members plus several part-time scientist advisors) but
self-contained, consisting of a few producers, video-shooter /
editors, production / distribution manager / engineers, writers, and
animator / designers.
Each
of Science Bulletins’ projects are developed by at least three
people (a writer producer, an editor/animator, and a scientist) in an
effort to create something with more expository impact than each
could make alone. We are drawn to this multidisciplinary project,
particularly in a setting as wondrous and jumbled as a natural
history museum. We wonder about the antecedents of this project as
much as we strive to make its products desirable and engaging.
Tracing through AMNH’s own history as an exhibitor of moving
imagery, we noticed several significant eras in its use. Examining
these eras and our own everyday design challenges has helped us think
about what we do in a fresh perspective.
The
1890’s/1900's: first moving image at AMNH.
The
history of the moving image in the natural history or science museum
is as poorly documented as its presence in the cinema is well
documented. For this section, we are deeply indebted to Allison
Griffiths, a professor at Baruch College and one of the few scholars
studying the history of the moving image in the museum.
AMNH
opened in 1869. The following year, the museum’s president
Harry Osborn talked of this vision for a museum that will "bring
visitors directly under the spell of nature.” His speech
implied idealized versions of science and the natural world—in
other words, dioramas.
In
1892, AMNH president Morus Jesup spoke of "rational amusement in
the form of respectable recreational pursuits.” Both Osborn’s
and Jesup’s speeches had somewhat elitist undertones—while
the museum was ostensibly welcome to all, it was nevertheless a
“refuge” from cheap entertainment like the penny arcade.
Expeditions
in the early 1900’s help to fill the Hall of North American
Indians’ habitat group dioramas. In 1908, Popular
Science referred to the diorama
mannequins as “doll people.”
The
highly organized African Hall from 1909. This experiment in
“scientific correctness and aesthetic pleasure” was a
descendant of the "wunderkammer" (cabinet of wonder), large
jumble-rooms of beauty cultivated in the late 1800’s by the
naturalist-minded trends in Europe and America.
“Anthropometrics”
was one early combination of photography with the scientific method.
It was used on this Aboriginal woman in 1870. Its rationale was that
“mechanical reproduction obtained via standardized photometric
methods permit recovery of reliable data” and is more objective
than a verbal or textual description. However, anthropometrics was
only conducted on non-white, non-Western people by white Westerners.
Motion
pictures made their debut at AMNH’s Public Programs in the
1910s. Paul J. Rainey, a playboy/adventurer, brought the
self-financed African Hunt
to Manhattan cinemas and auditoriums in 1912. While AMNH’s
exhibitions took are more decorous tone, African
Hunt was so wildly popular that some
members were infuriated by their lack of access to the sold-out show!
The
play “Hiawatha” was performed in front of a film
projection the next year, again as part of Public Programs. It was a
high-profile production with a Native American cast and props taken
from the Hall of North American Indians.
The
turn of the twentieth century encompassed a growing experimentation
with photographic/filmic methods and scientific (mostly subjects.
Partly because of technical hurdles and, perhaps, partly because film
had such lowbrow connotations, the only inroads the moving image made
into AMNH was through its Public Programs—a well established
format that safely paralleled the proscenium/audience format found in
film theaters around town. AMNH’s roots lie in an
anthropological mission, which is why anthropology may have figured
more prominently in its motion picture experiments.
1930s/1940s:
Hayden Planetarium, AMNH Film Dept.
Information
in this section is from the AMNH photo archives.
In
the mid-1930s, AMNH began construction on its first planetarium. It
may have been not-quite astonishing to museum visitors, considering
that only forty blocks down the street in Times Square, the latest
display gadgetry had been evolving in a much more ostentatious way.
(at left: Hayden Planetarium, 1936.)
Nevertheless,
the Hayden Planetarium was and still is New York City’s major
planetarium. Its presentation format was not the proscenium/audience
that film watchers were used to. Audiences found themselves watching
projections on the domed ceiling that seemed to surround them on all
sides. At left: the construction of the Planetarium dome, 1935.
A
cutting-edge projector was installed (at left, 1935). It bore some
resemblance to the advanced Zeiss planetarium projector that would
follow in 1970. Planetarium projectors work by simultaneously
projecting several flat images, and content for this projector format
has always been limited. AMNH began to generate some of its own
content for the planetarium, whose complicated technical demands
continue to be a driving force for AMNH content. This is still true
today.
The
planetarium was also a significant development for the moving image
in the museum setting because not only was it a technical projection
challenge, it was a major display of scientific (astronomical) data
in the moving image.
In
the 1940’s, AMNH opened a film department that created
field-based nature movies for school and TV. The movies from this
department were a kind of precursor to the field-based National
Geographic shows we see today. This particular photo was taken during
the filming of a documentary on Harriman State Park.
If
one thinks of the science and natural history museum partly as a
campus of research scientists and partly as a display of current
research, then it follows that current technology would be used to
display this research, with the moving image playing a key role.
1960's:
Bicentennial Exhibit, "Can Man Survive?"
Information
in this section is from the AMNH photo archives. Thanks to AMNH head
archivist Barbara Matthe for directing us to this show.
The
museum turned 100 years old in 1969, and its board and curators aimed
to mark its birthday with a major blockbuster show. The result was
“Can Man Survive,” a half-million dollar (quite high for
the time) show that stayed up for two years (quite long for a
temporary exhibit). Current notions of technology, environmentalism,
and postmodernism threaded its way through the show.
Far
from the usual AMNH exhibit, “Can Man Survive” abrasively
challenged visitors to examine the sustainability of industrialized
life. A truss designed by Osaka engineer Masao Tanaka conspicuously
contained the exhibit in AMNH’s main foyer.
The
show was divided into societal trends that degrade the environment:
littering, large cars, noise pollution, water contamination,
industrial soot, cruelty to animals, and overpopulation. Increasingly
narrow, decreasingly ventilated corridors served to physically impact
the show’s points on visitors. A mix of slides, film, and video
were projected onto randomly slanted walls already full of text,
texture, and graphics.
“Can
Man Survive” opened just two years after the Sony Portapak, the
first portable video recorder, was introduced to the market in 1967.
Perhaps it is consequential that while "video art" is said
to have begun with Nam June Paik taping the Pope in downtown New
York, a more institutional kind of "video art" was being
prepared uptown for the city's natural history museum.
It
would make sense that portable video technology would change the face
of all kinds of exhibitions, not just that of the fine art gallery or
museum. Film and its projectors were too expensive and
high-maintenance to use in multiple sites unattended, and broadcast
television did not allow for closed circuit looping.
But
portable video technology was cheap and durable enough for multiple
systems to be set throughout the museum, independently, without the
need of a person to unload or rewind the image medium. Then as now
nevertheless, audiovisual technicians (one is seen at left) had to
spend many after-hours maintaining equipment and media.
Almost
smack in the middle of the Soviet-US space race, 1969 was also the
year that humans first stepped onto the moon. The space race drove
much technological invention and fueled the popular zeitgeist. In
fact, one curator of “Can Man Survive” said that AMNH
wanted its exhibit to be able to compete with effects-laden
blockbuster movies like “2001.”
Though
the popularity of “Can Man Survive” reached the levels of
African Hunt, that
early movie shown at AMNH, it received a harsh critical response.
Many journalists were affected by the show’s own harshness, and
some conflated their response into their evaluation of the show’s
conceptual quality. Some articles, like the New
York Daily News piece shown at left,
played their rage tongue-in-cheek.
2000's:
the New Space Center.
AMNH
demolished and rebuilt its astronomy division and planetarium in
1998, calling it the Rose Center for Earth and Space. This renovation
sparked the creation of Science Bulletins, as AMNH sought its own
high definition content to match its imposing new building.
These
current-science video loops were first designed for the Earth and
Space halls, and have also been created for AMNH’s other
renovated halls, that of Biodiversity and Human Origins. Each of
these loops is updated every week and includes a 2-minute
news-snapshot, a 3-minute data visualization, and a seven-minute
documentary following current researchers in the lab and field. Each
Science Bulletins product is a collaboration betweendesigners /
animators / editors, producers / writers, and scientists.
Desktop
computers, in cheaply allowing previously disparate data sets to be
easily synthesized, transformed organization and visualization in
scientific research. Digital technology has changed the face of
science exhibition, allowing for HD output and interactive kiosks
that are so widely implemented.
But
after working at AMNH for 3 years, we have noticed that while media
technology may be popular among exhibit makers, it is unevenly used
by exhibit visitors. With so many stimuli to take in, they are seldom
compelled to watch more than a 1 or 2 minute movie, even in a black
box.
Unlike
in the cinema or even in front of a TV, visitors construct
fragmentary narratives of an exhibit's objects. "Museum-fatigued"
bodies are more willing to submit to a movie if it's at the end of an
exhibit and if it includes benches. Adults are more likely to have
the patience and fatigue to watch these movies.
Discussions
that arise from past conflicts between the educational role of a
museum such as the American Museum of Natural History and the “light”
entertaining character of the cabinet of wonders seem to arise in our
design discussions today.
Our
Duties as Designers in the Science Bulletins.
A.
Ducao focuses mainly on 3D (three-dimensional) elements in the
bi-monthly visualization and documentary. I. Koen's duties focus
mainly on the weekly news-snapshot production. We have both done work
for all parts of the loop and in all content categories.
While
our duties may be divided by format, our (often shared) challenges
would probably be best divided by conceptual approach: the design of
text templates and color palettes; the illustration of phenomena
using the conventions of drawing and cinema; and the visualization
(an actual TRANSLATION) of scientific data using computer programming
and the mining of external databases.
Amidst
this fascinating yet frustratingly mercurial setting, we face the
challenge of translating large amounts of scientific information into
a design that the swiftly passing visitor can be drawn to and
accurately understand. Much of this information is collected form
objects invisible to the naked eye; they are too big/small to
experience in the time, space, or light that humans can perceive.
Consequently, many of our major (and most interesting) design
challenges involve translating this data and making the results
appealing and understandable.
Sloan
Digital Sky Survey: Showing how
two-dimensional tools can translate three-dimensional space too large
and far for our eyes to see.
Many
of the astronomical visualizations we make are based on a large
AMNH-maintained data set called Digital Universe (homepage at left).
Updated once or twice a year, Digital Universe includes star, planet,
nebula, and quasar data for the Milky Way and nearby galaxies.
Digital Universe can be run on the Partiview (short for Particle
Viewer) and Uniview software packages.
Digital
Universe is divided into several file sets with the extension
“.speck” (also referring to particles). Each line of
these files gives attributes (like location, size, color, brightness,
albedo) for one object (like a star, nebula, etc). The particular
file at left contains data from the Sloan Digital Sky Survey, which
uses an extremely high-resolution telescope, digital camera, and pair
of spectrographs to create an extensive review of the sky.
We
use the programming language Perl to translate 3d data files into
something that Maya can understand. Maya is the 3d software package
we use. The Perl script at left translates the speck file above.
The
result from this translation is a file written in MEL, or Maya
Embedded Language. Each line in this MEL script corresponds to a line
in the speck file. For each line, Maya will create a polygon with the
same attributes of the corresponding object in the
speck
file.
Once
the MEL script has been run, the Maya GUI (graphical user interface,
screenshot at left) can now be used to animate a camera to travel
through these “stars.” The camera movement is the crux of
this particular animation: though SDSS surveys the sky in 2d
(two-dimensional) strips (which you can see in the upper left corner
of this screenshot) moving the camera into these seemingly 2d strips
shows how SDSS’s spectrographs can assign spacial attributes to
2d
data.
After
the view from the animated camera is rendered from Maya, color, glow,
and text can be added in After Effects. At left is a screenshot from
the final HD animation.
The
Electromagnetic Spectrum: translating
non-visible wavelengths into the visible range.
With
many of the phenomena discussed existing outside of the realm of
visible wavelengths, we've begun to develop an extensive key to
interpret where on the EM (electromagnetic) spectrum these phenomena
lie.
Of
the fields the Science Bulletins covers, astronomy tends to use the
whole EM range most widely and frequently—there is just no
other way to collect data so vast and far. The Astro Bulletin (left
and above) is where the EM key was first implemented.
A
certain spectral range (usually non-visible) is used to capture each
image displayed in the Astro News/Snapshot. That range is highlighted
in the EM key.
The
key is maintained in three parts, the first being the spectra labels
ranging from long radio waves to short gamma rays. These labels are
made in Adobe Illustrator.
The
next part is the wave shape, made in Adobe Illustrator and Photoshop.
The
wave shape masks a visible light “rainbow.” This rainbow
is reposition within the wave shape mask, depending on which spectra
are shown in the key. The shown spectra changes depending on what
range was used to take the image under discussion.
For
instance, to show that an image was taken with a very narrow part of
the ultraviolet spectrum, we use a different set of spectra labels.
Instead of the broad EM spectrum, we only show the range from visible
to ultraviolet.
The
EM spectrum key has been modified for the Bio Viz to interpret false
color satellite data highlighting landcover characteristics like
forests, farms, and cities.
Most
Earth-observing satellite data is collected over the infrared and
visible spectrums. By first applying 3 datasets outside of the
visible range respectively to the red, green, and blue ranges of
visible light then compositing the three sets, a false color image is
made. Different false color combinations highlight landcover
characteristics more clearly than the true color combination, where
the data taken with visible light is shown with visible light.
Trade
routes: translating the Earth’s scale.
One
way to make bio-geographical data more intuitively understandable is
to place it all on a sphere to simulate Earth. The image at left
shows the world’s major trade routes, rivers, used in an
Invasive Species feature story.
Readability/Visibility
is an element affected by the resolution of the medium. The HD canvas
of 1920x1080 may be larger than standard- or DV-definition canvasses,
but it is still a hard industry standard dictating the need to use 3d
camera zooms to convey high-resolution, small-area data.
Many
people use visual aids like globes from a young age, and now
applications like Google Earth have made accessible the concept of
multiple datasets applied to the globe. Our job is to take those
datasets and make their appearance and movement more seamless than
what is currently seen in a real-time environment like Google Earth.
Tiling
the Earth: Translating between the
globe’s local and distal scales.
Most
Bio and Earth stories involve events that take place in a specified
geographical space, and for that reason it is important to illustrate
the geography. We are using the BlueMarble Next Generation (BMNG)
dataset, which is rendered by NASA's Earth Observatory with a maximum
resolution of 500m per pixel.
Bathymetric
and topographic data are also available. The BMNG dataset can be
processed to align different projections (image earth events –
bio news). The projections most often used are the Apianus (oval) and
cylindrical projections.
The
BMNG dataset tiled in After Effect comprises of 200 tiles in 500m
resolution. This gives us the flexibility to zoom in seamlessly from
20,000m per pixel (40,000/1920) to the maximum resolution of 500m per
pixel.
Some
should not to see the map of the world as a topographical abstract
drawing signifying location and morphology only, but also as a
collection of real data.
The
screenshots in this section show how tiling is used to create a
seamless zoom into the ancient Angkor Wat site in Cambodia.
Earthquake
Plot: Compressing years into seconds.
Providing
temporal information is often challenging because it can be
distracting to the visual flow of the story. In the case of the
Earthquake Plot that deals in large amounts of temporal information,
computer programming/scripting
becomes
necessary.
Certain
datasets are too massive and would take far too many work hours to be
plotted manually. One example is the earthquake data maintained by
the US Geological Service (user interface at right). About 8000
earthquakes (most of them minor) occur each day, so plotting multiple
years of earthquake data is very labor-intensive.
Scripting
shifts that labor from the animator to the computer, freeing the
animator up to concentrate on design aspects. The animator uses the
user interface above to be given this list of “Earthquake
Search Results” (at left). In this case, the results show all
the world’s earthquakes for the last three years.
Each
line of the Earthquake Search Results gives the latitude, longitude,
magnitude, depth, and time of one earthquake. A java script (at left)
takes each line of the Earthquake Search Results and translates it
into an Adobe After Effects script.
When
the script is run, each earthquake is placed on an Apian projection
in After Effects (at left). When three years of earthquakes, about
six million in total, are compressed into one space over a short span
of time, the shape of the tectonic plates emerges.
A
bathymetric image of the Earth is laid under the Earthquake plot,
with data annotations and a time bar laid on top. With the computer
now scripted to take care of the actual timing and positioning of the
plot, the designer can tweak elements like shape and color of the
plot itself, as well as font and positioning of the title bar.
3d
development of the Human Bulletin.
Working
with the Human Bulletin, Science Bulletins’ newest content
category developed in parallel to the overhauled Hall of Human
Origins, allowed for a fresh approach to designing moving imagery for
the museum. At left and below: cell designs in development (left) and
in final output (below).
Moving
imagery deals with more than the two-dimensional canvas surface. That
extra dimension is, of course, time. Statistically, a visitor spends
an average of 7 minutes in each museum hall, leading to presumably
less than two minutes on each particular artifact or object.
The
time the visitor spends on an exhibition provides an evaluating
factor on the structure and durations of the media pieces presented.
Our approach with this project is to keep text, data, and
illustration more isolated by color, position, and form. At left: a
3d model of the Human Bulletin’s “Avatar,” use in
the loop’s introduction.
Some
of the content in this Bulletin comes full circle to the earliest
motion pictures at AMNH and their anthropological content, though
audiences may be more media-savvy and perhaps even oversaturated. A
final version of the Human Bulletin “Avatar” is at left.
One
major difference of this Bulletin is the dual focus on paloeontologic
and genetic discovery. We hope to soon introduce molecular data into
the Human Bulletins as a way to sharpen the way we use moving imagery
and animation to explain current science research.
Human
Bulletin Color Development.
The
"Human" category gave us the opportunity to develop a new
Bulletin completely from scratch, and color theory has played a
particularly important role. This is for both utilitarian and design
reasons. (At left, the Munsell color system developed in the early
1900’s. Its Hue/Chroma/Value axes were the precursors to the
Hue/Saturation/Brightness systems we see in computer applications
today.)
Not
as much visual data is currently available for this category. In
other Bulletin categories, a color scheme is determined by how the
data's information is mapped to the visible spectrum. At left is the
color picker used in most animation applications, with the HSB (Hue
Saturation Brightness) levels based on the Munsell system.
Without
much data, most input sources are photographs. We created a series of
animations and "wallpapers" to support these photographs.
At left: animation of DNA being “sequenced.”
We
chose of palette of generally cool hues, low saturation, and high
brightness to best display dark-color text and warm, saturated
annotations and highlights.
This
process has led us to rethink how we handle data in other content
categories. Generally highly saturated and bright across all hues,
we've begun to experiment with toning down HSB to highlight salient
areas only.
Color
similarities between the object and the text can help the viewer
identify the annotated elements that some times exist in distribution
all over the image and not always annotated in their full.
Other
ways work on the annotations and illustration on the image initialize
all the three dimension of color. For example, a full range of
brightness helps achieve maximum contrast. Other solutions include
the use of complimentary color to achieve color-contrast.
Sometimes,
especially when the image is initializing most of the spectrum,
(cases like are usually false color satellite data - that transpose
non visible colors or make more vivid visible colors), the task of
annotating the image becomes more complicated.
Conclusion
The
main challenge of working with this kind of visualization is to
convey an idea as clearly as possible. The information used is
extruded from scientific research. The scientific method of data
collection and qualification provides the axis for the design process
as well.
In
addition to the problems that might occur in the process of
computing/rendering the information; presenting the complete set of
information can confuse the viewer and prove the visualization
unsuccessful. Therefore, the a major part of the entire design
process is to identify what information from this data set is useful
to the point of the visualization.
We
wrote this paper to explore the logic behind our design choices and
to set it in the broad history of moving imagery in the museum. Even
after this extensive exercise, we are still unsure as to whether our
conscious design decisions over the past three years have had any
impact on making the content more intelligible and/or appealing. In
our day-to-day experience, we don’t see a major change in
AMNH’s audiences for Science Bulletins.
Perhaps
one reason for this uncertainty is that our society is conditioned—by
media and educational systems—to deconstruct work set in the
cinema/theatre more skillfully than that in museum. The holistic,
linear narrative is more conventionally satisfying and easier to
analyze than the fragmented narrative that we have to construct
ourselves. As Julian Schnabel says in the 20 November 2007 New
York Times, more people understand
movies than understand painting. Even as designers trained in a
cinematic paradigm, we are not satisfied with our own work unless it
signifies “one complete thought.”
But
perhaps there is something rich to be found in that space between the
designer’s linear thought process and the visitor’s
fragmented narrative construction. Some of Science Bulletins’
most enthusiastic spectators are those that watch at Johns Hopkins’
University’s Earth and Planetary Sciences Lecture Hall.
Undergrads, faculty and staff drift by the Bulletins on the way to
class in the mornings and treat it like a “daily dose” of
NPR-like news. Sometimes they even gather a bunch of chairs and
“settle in” for an evening beer session. This
significantly points to what may be a promising future for the movie
in the museum—to dedicate lounge-like spaces to this media and
invite experts, non-experts, and those in between to settle in
(perhaps with food or drink) for a dose of scientific information.
The lounge setting may be particularly useful for science and natural
history museums, because much of the media the present is text-
and/or fact-heavy and cannot be quickly absorbed from a walk-by or
even a 1-2 minute watching session (as it may be in, say, a fine arts
museum).
However,
there are two major challenges to the potential of the lounge being
realized. The first is the aesthetic separation between children and
adults. As natural history museums have become more media saturated,
they have begun to look more like the sets of kids’ television
shows. Their advertising has also become more targeted towards
children. Attracting children to science is an admirable motive,
particularly in a country where the study of science is falling
sharply, but the primary- and neon-colored, exclamation pointed
aesthetic trends in natural history exhibition design often alienates
or overwhelms these children, not to mention the teenagers and adults
that accompany them. Children do not need to be pandered to,
aesthetically or conceptually—in fact, many a child’s
holy grail is to access those things termed “adult.”
The
second challenge is the separation of educational spaces (mostly
exhibit halls) from break-taking space (like lunch rooms, museum
cafes, restrooms, and lobbies). In many museums, break-taking space
is treated as something separate, bland, and ignorable. However, it
is these spaces where museum audiences are most captive—whether
it’s the family with hungry kids, the couple who needs a
coffee, or the lone person who needs to use the bathroom. There is
much potential to use these time-hijacked spaces for time-based media
and to make the “edu-tainment” experience into something
threading through every corner of the museum, not just certain parts
of it. Even when exhibition halls are turned into lounges, like at
AMNH’s First Friday Jazz Nights, large media screens are
deactivated. This might be a waste of the medium’s potential.
There
may be a more actualized future for the moving image in the natural
history museum, one where visitors are more attracted to actually
watch exhibition screens. Perhaps the solution lies in moving the
screens more to the edges or out of the exhibition altogether.
Judging from the screens set near many exhibitions’ entrances
and exits, there is already some movement towards this approach.
Perhaps the solution lies in designing even shorter content that
“backgrounds” itself more. Whatever happens, moving
imagery, particularly HD media, continues to gain traction in the
museum. It is to a museum’s benefit to consider the way its
visitors really use it.
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