Category: Museum

3D-Print Your Own Ancient Art at Museum Scanathon

Last week, with the San Francisco Asian Art Museum closed to the public, Christian Pramuk baby-stepped his way in a half-circle around Standing crowned Buddha with four scenes of his life, using a DSLR to snap upward of 40 photos of the thousand-year-old stone sculpture.

“It doesn’t need to be perfect,” he said as he shot. “You just want to make good photographs, is the most important thing.”

He made a second pass, capturing different angles and more detail. ”I want to see surfaces from three different directions to get the full articulation of the surface.”

The Asian Art Museum allows photography (without flashes), but rarely do visitors document the art with such detail. Pramuk’s shots weren’t just for photography, though. He was using 123D Catch — the free software he oversees as a product manager for Autodesk — to create a 3-D digital rendering of the Buddha as part of an informal collaboration between Autodesk and the museum. Dubbed “Scanathon,” an invited handful of artists, friends and coworkers from Autodesk and Instructables, and 3-D enthusiasts carted iPhones, iPads, and DSLRs around the museum last Monday and Tuesday, using 123D Catch to capture art and print 3-D models of it.

Read the complete article at Wired.

Augmented reality apps bring exhibitions to life

(Reuters) – Dinosaurs may have been extinct for more than 65 million years, but a Canadian museum is using a new app to bring them back to life.

With an app called ROM Ultimate Dinosaurs, the Royal Ontario Museum in Toronto uses augmented reality, a virtual view of the real world that can be extended with graphics and other content.

Read more at Reuters

3D Optical-Illusion Museum Lets Viewers Become Part Of The Pictures [Pics]

The Trick Eye Museum in Busan, South Korea, aims to stimulate visitors’ creativity and imagination through optical illusions.

Read the complete article at psfk.

Video games at the Smithsonian draws massive audience, perhaps future show

There is a horse here. It stands nearly 11 feet tall and at first glance looks like it is made of cleverly placed pieces of Hawaiian driftwood. I imagine it coming to life on a beach, pieces of flotsam coalescing in the surge, pointed feet sinking into wet sand as an arched neck takes shape.

Over there, a woman sits at a Formica and steel tube table. There is a sundae in front of her, a spoon resting loosely between thick fingers. I notice the loose green socks bunched at ankles, her tousled hair, sloppy brown and orange dress, the gaping mouth. It makes me a little sad.

1st ever Augmented Reality linking to Wikipedia in a museum

Mar de Fons is the title of an art exhibition that is taking place in the Mataró Museum, a local museum not faraway from Barcelona. One of its peculiarities is that you can find more information about the paintings with any mobile devices, thanks to image recognition with augmented reality (AR) that links to Catalan Wikipedia articles.

Read the complete article at The Glamwiki Experience

Saving the game: Why preserving video games is illegal

Now in 2012 and looking back over the past three decades of gaming, there is no doubt that video games have established themselves as part of our cultural heritage. One form of proof is that museums have started to present video games as such: an artform, a part of our culture, something we have to preserve.

But preserving is in this case a challenging task. It is in fact, illegal.

Read the complete story at The Next Web

The Art Of Video Games Takes Center Stage At Smithsonian American Art Museum

The video game industry is finally getting some respect from the mainstream as a true art form. In the forty years since the first Magnavox Odyssey pixel winked on in 1972, the home video game industry has undergone a mind-blowing evolution. Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide.

As a testament to the cultural impact of the game industrys mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos (see video below), conceived the new exhibition, The Art of Video Games,which will run through September 30, 2012. New York publisher Welcome Books has just released the companion book this March, which is a great coffee table book for any gamer. The book offers incredible art and stories that chronicle the history of games from pre 8-Bit days to today’s phtotorealistic visuals in games like Mass Effect 3 and Uncharted 3.

Read the complete article at Forbes.

Smithsonian Art Of Video Games Exhibit Opens With Gaming Festival

Are video games art?

The Smithsonian American Art Museum says “yes” with its newest exhibit, The Art of Video Games. The exhibit is curated by Chris Melissinos of Past Pixels, a group charged with the preservation of video game history. Over the past year, Melissinos — aided by a board of advisors that includes Double Fine’s Tim Schafer, text adventure veteran Steve Meretzky, and Penny Arcade team Jerry Holkins and Mike Krahulik — designed an exhibit that encourages visitors to make what Melissinos calls “a deeply personal decision” of whether video games are art. The exhibit offers five eras of video games with both playable demos and self-playing videos, showcasing everything from the Atari 2600 to the PlayStation 3, from the traditional platforming of Super Mario Bros. to the more experimental play of Flower.

The exhibit opened on March 16 with GameFest, a weekend-long celebration of the evolution of video games. Most of the opening day was devoted to a pair of panels examining the past and future of video games. Providing the historical perspective were luminaries Keith Robinson of Intellivision; Don Daglow of AOL’s Neverwinter Nights; RJ Mical, co-inventor of the Atari Lynx; Rand Miller, co-creator of Myst; and Mike Mika of Other Ocean Interactive. Together, they reminisced about when technology stopped being just a military and educational tool and became an instrument with which to create art. Anything seemed possible, if only the technology could keep up with their imaginations. Daglow remembered thinking, “If we had more than 16 colors, we could challenge Michelangelo.” But those same deficiencies are also what inspired early programmers, said Daglow: “Limitations contribute to game design; they’re our first handholds on the rock face” of a new platform.

Read the complete article  at PCWorld.

Mark Twain Boyhood Museum to be home to new technology including QR codes

Though Mark Twain is roughly 100 years late to experience the advent of QR codes, his childhood home in Hannibal, Missouri, will have plenty of them around. The Mark Twain Boyhood Home and Museum has announced that it will be using the codes to give visitors a more interactive experience. The codes will be accompanied by a number of touch screen displays that contain information about the prolific writer and lecturer. Given Twain’s fabled love for science and technology, the codes seem to be a good fit.

Read the complete article at QR Code Press.

The Smithsonian Utilizes Recent Strides In 3D Technology

Back in early February, we declared 2012 the year 3D printing would hit the mainstream. The Smithsonian just took a step toward making that prediction a reality.

The Smithsonian, the world’s largest museum and research institution, has embarked on an ambitious endeavor to share a lot more of their work with the world. The museum holds an overwhelming 137 million pieces in their archive, but is only capable of exhibiting approximately 2% to the public at any given time. Through the use of advanced 3D tools, the museum plans to digitally archive, replicate, and showcase a number of their most treasured works in galleries and exhibitions across the globe.

For this process, the museum will use a 3D scanner to retrieve each piece’s geometric measurements, which will be then be archived, while a 3D printer will be used to physically produce the structures. Though it is an intricate, lengthy process, the finished reproductions come out with remarkable accuracy.

Read the complete article at The Creators Project.