What if you could curate your own 3D printed museum? What if the objects in your collection would talk to the internet and connect you to other like minded humans?
Museums Tech 2016 Digital Festival - Museum in a BoxGeorge Oates
油
This presentation has no notes. There's one with notes here:
http://www.slideshare.net/george08/museums-tech-2016-digital-festival
Presented at this conference: http://www.museumsassociation.org/find-an-event/museum-tech-2016
Presentation for the November 2009 NEMA conference (New England Museum Association) on developing interdisciplinary programming for a mixed public audience.
This document discusses creating online exhibitions for libraries and archives. It provides ideas for exhibition themes, tips for developing exhibitions, and elements that make for a good virtual exhibition experience. Some key points covered include showcasing objects that could not be displayed physically, exhibitions reinforcing that libraries and archives can promote collections beyond physical space, and the importance of carefully selecting objects to illustrate a clear theme rather than just displaying a collection.
Our collections, our memory - National Library of Scotland at Kelvin Hall pre...Gill Hamilton
油
The National Library of Scotland was founded in 1689 and is the legal deposit library for Scotland, originally based in Edinburgh but now also serving Glasgow from their new Kelvin Hall location. The document describes the library's collections, including over 10 million digital resources and a Moving Image Archive, and details the complex technical work that went into transforming the building site into a state-of-the-art library space that aims to inspire learning and foster a sense of community.
The document discusses the concept of bricolage from several perspectives. Bricolage refers to do-it-yourself construction or creation from a diverse range of available materials. A bricoleur is someone who collects various materials and information and combines them in creative, resourceful ways not originally intended. In cultural studies, bricolage describes how people acquire objects from different social groups to form new cultural identities, such as how subcultures like punk imbued everyday items with subversive new meanings.
The UCM Foundation Investment Fund has returned 11.61% over the spring semester, outperforming the Russell Midcap Index. The portfolio saw strong returns starting in April. Two holdings, Chipotle Mexican Grill and Perrigo, were sold due to underperforming the fund's criteria. Overall, the fund experienced solid performance this semester despite volatility in energy markets and a weak start to the year in global markets.
Closing Plenary: Museums and the Web AsiaGeorge Oates
油
George Oates gave a presentation at the Museums and the Web Asia conference in Melbourne, Australia in 2015. He discussed his career experience working with cultural institutions and online platforms. He then analyzed how assumptions, attention, and articulation have changed regarding museum practice in the digital era. Specifically, he examined shifting assumptions about sharing collections online, changing patterns of human attention, and new opportunities for articulating collections. The talk touched on many examples and artworks to conceptualize these changes.
3D Museums: tactile learning, greater access (with presenter notes)George Oates
油
Here are the slides for a presentation I gave at Faro's "Heritage, virtual and augmented" conference in Brussels in November 2016.
http://www.faronet.be/kalender/erfgoed-virtueel-en-augmented
Museum in a Box: A Case Study (with notes)George Oates
油
Presented to senior EU cultural figures at A Vision for European Cultural Heritage 2025, I presented Museum in a Box as a forward-thinking company trying to succeed in making the best of the current state of digital cultural heritage. (Notes included in this version).
'New media and Museums' talk at CUNY April 2014 (edit)Seb Chan
油
際際滷s for talk as part of New Media and Museums at CUNY, new York, April 22 2014.
"How are cultural institutions using innovations in design to capture and retain public attention? This discussion explores ways in which museums are using digital media to connect audiences with places and one another. Guests include Paola Antonelli, senior curator of architecture and design at the Museum of Modern Art; Sebastian Chan, director of digital and emerging media at Cooper-Hewitt National Design Museum; and Sree Sreenivasan, chief digital officer at the Metropolitan Museum of Art. Moderated by the Graduate Centers Lev Manovich"
Georgina Goodlander is the manager of the Luce Foundation Center, a visible storage facility at the Smithsonian American Art Museum. The Center displays around 3,300 artworks and is used to test experimental projects. An audio tour was recently launched to provide information to visitors standing in front of objects. In the past, the museum implemented an Alternate Reality Game called "Ghosts of a Chance" to attract gamers and promote the museum, which engaged over 200 players in scavenger hunts and exploring the collection. Future games are planned in partnership with other institutions and RIT to improve accessibility and engagement with the collections.
Publishing Museum-Object-Information: It's not always easy ...museum-digital
油
The document discusses the experiences of museums in Saxony-Anhalt, Germany collaborating to make their collections available online. Six museums created a website called Museum-Digital to publish information on their objects. Over time, more museums participated and the site grew to include over 13,000 objects. Publishing objects online provides benefits like increasing visibility, encouraging cooperation among museums, and engaging with the public. However, it also requires resources like time, expertise and staff that many museums lack. Overall, the collaboration has helped advertise the participating museums and their collections.
The document is a program for the MuseumNext conference in Barcelona, Spain in 2012. It provides details on the various sessions to be held over multiple days, including keynote speakers, topics of discussion, and event locations. Some of the sessions will explore using new technologies like augmented reality, mobile apps, and games to enhance audience engagement. Others will focus on analytics, collaboration, and developing digital strategies. The overall conference aims to bring museum professionals together to share best practices and push the boundaries of incorporating new media and participation.
The Mattress Factory is an installation art museum located in Pittsburgh that is developing an "active archive" to better document and share their site-specific temporary installations, exhibitions, and history. They are digitizing over 13,000 images, 300 videos, 500 audio recordings, and other materials from their archives. With help from an archivist assistant and community grants, they are building a relational database to connect data about exhibitions, artists, visitors, and more. Their goal is for the archive to not only preserve their history but to also allow visitors to engage with and contribute their own experiences through features like profiles, uploads, tagging, and crowdsourcing stories.
Presentation for the Finnish National Gallery brainstormning seminar and workshop Communicating Digital Collections, at Kiasma Helsinki 22 January 2016
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
油
The document discusses designing mobile content and experiences for museum audiences. It argues for moving beyond traditional audio tours and instead focusing on social media, facilitating conversations, and connecting communities of interest. Examples are provided of mobile experiences that engage audiences both inside and outside the museum.
This document summarizes an exhibit prototyping project for museums called Exhibit Prototyping for the Real World. The project was funded in 2007 and aims to apply new collaboration tools and communities to help museums construct physical exhibits from virtual prototypes designed on Second Life. Some key points:
- Museums are social institutions and this project aims to leverage volunteer contributions.
- Designers can receive monetary awards from $200-$5,000 for successful virtual exhibit designs.
- Examples of exhibit topics include the water cycle, water conservation, and places of invention.
- The places of invention topic explores elements that spark creativity and innovation in places like New England in 1850s or Silicon Valley in 1970s.
"This presentation has been prepared for CMA 2014, the Canadian Museums Association's yearly meeting taking place in Toronto from 7-11 April 2014. It focuses on inclusion of audience as co-curators and co-creators of added value to museums collections, on digital engagement (Jasper Visser & Jim Richardson) and "stepping down" from curators as opinion makers/leaders, to focus towards museums (and museum professionals) as enzymes of under-the-surface-lying creativity in the communities they wish to address, facilitators for new values and new visions to emerge. The presentation, quoting case studies from Uzbekistan, Afghanistan, and Italy (the Visual Arts Research and Documentation Centre at MACRO Contemporary Art Museum), was discussed on April 10, 2014 at the Fairmont Royal York Hotel (Imperial Room)." (Courtesy of Dr. Alessandro Califano)
This presentation has been prepared for CMA 2014, the Canadian Museums Association's yearly meeting taking place in Toronto from 7-11 April 2014. It focuses on inclusion of audience as co-curators and co-creators of added value to museums collections, on digital engagement (Jasper Visser & Jim Richardson) and "stepping down" from curators as opinion makers/leaders, to focus towards museums (and museum professionals) as enzymes of under-the-surface-lying creativity in the communities they wish to address, facilitators for new values and new visions to emerge. The presentation, quoting case studies from Uzbekistan, Afghanistan, and Italy (the Visual Arts Research and Documentation Centre at MACRO Contemporary Art Museum), was discussed on April 10, 2014 at the Fairmont Royal York Hotel (Imperial Room).
This document summarizes a presentation about how opening up museum collections digitally can inspire creativity and new learning. It discusses two case studies: Cool Constructions, a collaboration between citizens and SMK to beautify public spaces; and Wiki Labs, where people collaborate to enrich Wikipedia art entries using SMK images. The presentation argues that today learning happens everywhere, not just in institutions, and that open collections can support "maker culture" where people engage in hands-on creative learning. It describes an event called "Mix it up!" held at SMK to celebrate open collections, featuring a remix exhibition and workshops. Feedback showed the value of open collections in empowering new forms of learning and art, while also surfacing challenges in integrating
This document discusses different categories of artifacts including art objects, vernacular objects, and designed objects. It provides definitions for key terms like artifact, vernacular object, and design. It explores how these different types of objects can reveal cultural information and how their presentation and values differ. Examples of objects from each category are presented along with perspectives from scholars on analyzing and understanding artifacts and material culture.
Co-designing Participatory Practices around a Design Museum ExhibitionMariana Salgado
油
This paper was published in the Proceedings of the 6th International Conference of Design History and Design Studie. Another name for Design. Words of Creation. In Osaka, Japan, 2008.
Join FeelGood at AfrikaBurn 2025 for a Life Changing Festival Journeydigitalsuhailkhan278
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AfrikaBurn 2025 is not just a festival; it is an experience of transformation, self-expression, and human connection. FeelGood invites you to embark on a 14-day adventure that blends the best of AfrikaBurn with a carefully curated journey designed to elevate your experience. From the moment you arrive, you will be immersed in a world of creativity, radical expression, and deep community engagement. With VIP access, personalized activities, and a supportive group of like-minded travelers, this journey is about more than just the festival. It is about embracing adventure, breaking boundaries, and discovering new dimensions of yourself. Join us for an experience that will stay with you forever.
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3D Museums: tactile learning, greater access (with presenter notes)George Oates
油
Here are the slides for a presentation I gave at Faro's "Heritage, virtual and augmented" conference in Brussels in November 2016.
http://www.faronet.be/kalender/erfgoed-virtueel-en-augmented
Museum in a Box: A Case Study (with notes)George Oates
油
Presented to senior EU cultural figures at A Vision for European Cultural Heritage 2025, I presented Museum in a Box as a forward-thinking company trying to succeed in making the best of the current state of digital cultural heritage. (Notes included in this version).
'New media and Museums' talk at CUNY April 2014 (edit)Seb Chan
油
際際滷s for talk as part of New Media and Museums at CUNY, new York, April 22 2014.
"How are cultural institutions using innovations in design to capture and retain public attention? This discussion explores ways in which museums are using digital media to connect audiences with places and one another. Guests include Paola Antonelli, senior curator of architecture and design at the Museum of Modern Art; Sebastian Chan, director of digital and emerging media at Cooper-Hewitt National Design Museum; and Sree Sreenivasan, chief digital officer at the Metropolitan Museum of Art. Moderated by the Graduate Centers Lev Manovich"
Georgina Goodlander is the manager of the Luce Foundation Center, a visible storage facility at the Smithsonian American Art Museum. The Center displays around 3,300 artworks and is used to test experimental projects. An audio tour was recently launched to provide information to visitors standing in front of objects. In the past, the museum implemented an Alternate Reality Game called "Ghosts of a Chance" to attract gamers and promote the museum, which engaged over 200 players in scavenger hunts and exploring the collection. Future games are planned in partnership with other institutions and RIT to improve accessibility and engagement with the collections.
Publishing Museum-Object-Information: It's not always easy ...museum-digital
油
The document discusses the experiences of museums in Saxony-Anhalt, Germany collaborating to make their collections available online. Six museums created a website called Museum-Digital to publish information on their objects. Over time, more museums participated and the site grew to include over 13,000 objects. Publishing objects online provides benefits like increasing visibility, encouraging cooperation among museums, and engaging with the public. However, it also requires resources like time, expertise and staff that many museums lack. Overall, the collaboration has helped advertise the participating museums and their collections.
The document is a program for the MuseumNext conference in Barcelona, Spain in 2012. It provides details on the various sessions to be held over multiple days, including keynote speakers, topics of discussion, and event locations. Some of the sessions will explore using new technologies like augmented reality, mobile apps, and games to enhance audience engagement. Others will focus on analytics, collaboration, and developing digital strategies. The overall conference aims to bring museum professionals together to share best practices and push the boundaries of incorporating new media and participation.
The Mattress Factory is an installation art museum located in Pittsburgh that is developing an "active archive" to better document and share their site-specific temporary installations, exhibitions, and history. They are digitizing over 13,000 images, 300 videos, 500 audio recordings, and other materials from their archives. With help from an archivist assistant and community grants, they are building a relational database to connect data about exhibitions, artists, visitors, and more. Their goal is for the archive to not only preserve their history but to also allow visitors to engage with and contribute their own experiences through features like profiles, uploads, tagging, and crowdsourcing stories.
Presentation for the Finnish National Gallery brainstormning seminar and workshop Communicating Digital Collections, at Kiasma Helsinki 22 January 2016
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
油
The document discusses designing mobile content and experiences for museum audiences. It argues for moving beyond traditional audio tours and instead focusing on social media, facilitating conversations, and connecting communities of interest. Examples are provided of mobile experiences that engage audiences both inside and outside the museum.
This document summarizes an exhibit prototyping project for museums called Exhibit Prototyping for the Real World. The project was funded in 2007 and aims to apply new collaboration tools and communities to help museums construct physical exhibits from virtual prototypes designed on Second Life. Some key points:
- Museums are social institutions and this project aims to leverage volunteer contributions.
- Designers can receive monetary awards from $200-$5,000 for successful virtual exhibit designs.
- Examples of exhibit topics include the water cycle, water conservation, and places of invention.
- The places of invention topic explores elements that spark creativity and innovation in places like New England in 1850s or Silicon Valley in 1970s.
"This presentation has been prepared for CMA 2014, the Canadian Museums Association's yearly meeting taking place in Toronto from 7-11 April 2014. It focuses on inclusion of audience as co-curators and co-creators of added value to museums collections, on digital engagement (Jasper Visser & Jim Richardson) and "stepping down" from curators as opinion makers/leaders, to focus towards museums (and museum professionals) as enzymes of under-the-surface-lying creativity in the communities they wish to address, facilitators for new values and new visions to emerge. The presentation, quoting case studies from Uzbekistan, Afghanistan, and Italy (the Visual Arts Research and Documentation Centre at MACRO Contemporary Art Museum), was discussed on April 10, 2014 at the Fairmont Royal York Hotel (Imperial Room)." (Courtesy of Dr. Alessandro Califano)
This presentation has been prepared for CMA 2014, the Canadian Museums Association's yearly meeting taking place in Toronto from 7-11 April 2014. It focuses on inclusion of audience as co-curators and co-creators of added value to museums collections, on digital engagement (Jasper Visser & Jim Richardson) and "stepping down" from curators as opinion makers/leaders, to focus towards museums (and museum professionals) as enzymes of under-the-surface-lying creativity in the communities they wish to address, facilitators for new values and new visions to emerge. The presentation, quoting case studies from Uzbekistan, Afghanistan, and Italy (the Visual Arts Research and Documentation Centre at MACRO Contemporary Art Museum), was discussed on April 10, 2014 at the Fairmont Royal York Hotel (Imperial Room).
This document summarizes a presentation about how opening up museum collections digitally can inspire creativity and new learning. It discusses two case studies: Cool Constructions, a collaboration between citizens and SMK to beautify public spaces; and Wiki Labs, where people collaborate to enrich Wikipedia art entries using SMK images. The presentation argues that today learning happens everywhere, not just in institutions, and that open collections can support "maker culture" where people engage in hands-on creative learning. It describes an event called "Mix it up!" held at SMK to celebrate open collections, featuring a remix exhibition and workshops. Feedback showed the value of open collections in empowering new forms of learning and art, while also surfacing challenges in integrating
This document discusses different categories of artifacts including art objects, vernacular objects, and designed objects. It provides definitions for key terms like artifact, vernacular object, and design. It explores how these different types of objects can reveal cultural information and how their presentation and values differ. Examples of objects from each category are presented along with perspectives from scholars on analyzing and understanding artifacts and material culture.
Co-designing Participatory Practices around a Design Museum ExhibitionMariana Salgado
油
This paper was published in the Proceedings of the 6th International Conference of Design History and Design Studie. Another name for Design. Words of Creation. In Osaka, Japan, 2008.
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油
AfrikaBurn 2025 is not just a festival; it is an experience of transformation, self-expression, and human connection. FeelGood invites you to embark on a 14-day adventure that blends the best of AfrikaBurn with a carefully curated journey designed to elevate your experience. From the moment you arrive, you will be immersed in a world of creativity, radical expression, and deep community engagement. With VIP access, personalized activities, and a supportive group of like-minded travelers, this journey is about more than just the festival. It is about embracing adventure, breaking boundaries, and discovering new dimensions of yourself. Join us for an experience that will stay with you forever.
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This PDF explains the importance of exterior models in architecture. It shows how these models, whether physical or digital, help architects see designs, improve ideas, and communicate clearly with clients and others. The PDF also talks about how exterior models help with client collaboration, testing how buildings fit into their environment, and marketing. It compares exterior models with other tools like CAD drawings, 3D renderings, and prototypes. In the end, it highlights how exterior models help create buildings that look good and work well.
1. museuminabox.org
@_museuminabox
Object Oriented Experience Design
Extending / Building upon:
collections
handling tables
loan boxes
3D digitisation
replicas / casts
DAMs
outreach
self learning
alternative / outsider content
This is going to be a short presentation so here is a quick list of some of the things that were ruminating on with our work on Museum
in a Box. Essentially the work involves using the wonderful processes of photogrammetry and 3D printing to create a portable and
customisable museum experience.
2. Good, Form & Spectacle
gfns.uk
@goodformand
George Oates @ukglo
Adrian McEwen @amcewen
Tom Flynn @nebulousflynn
museuminabox.org/about
Museum in a Box is an R&D project by London based design firm Good, Form & Spectacle. The core team included designers
George Oates and Tom Flynn, and Adrian McEwen our in house tech expert. Were slowly accumulating a long list of advisers and
collaborators too, some of whom can be found in the about section of our website.
3. The Small Museum
thesmallmuseum.org
me
George
Harriet
MiaB found form as part of a larger, longer term project by G,F&S called The Small Museum which seeks to investigate the question
What would a 21st Century museum look like if we built it today, from scratch?. To test this out George, Harriet Maxwell and I set up
our first Small Museum as a two week residency at Somerset House in May of 2015.
4. We had a room (our museum) and a table that acted as our exhibition space, and a collection of Scan the World prints as our
collection.
5. We worked with the door open to the public and invited lots of museum and tech and creative folk along to join in the fun.
6. Each day wed roll out a new piece of brown paper on our exhibition table, pick a print or group of prints and make something we felt
reflected that object or collection or approached it in an oblique fashion.
7. At the end of each day, wed strip down the table and hang it on the wall so it became part of the permanent exhibition and we could
give tiny guided tours to members of the public that drifted in...
8. The Line of
Do Not Touch
HUMAN
TECH
ARTEFACT
Another concept behind our work is how technology enables interaction with an object. At a recent tech event it became apparent that
a lot of in-museum tech is used as a proxy for interaction with an object, or the lens through which it is view in new ways.
9. HUMAN
ARTEFACT
(replica)
What if the technology took a back seat and a human could snuggle up to an object (or at least a version of it) and get to know it, hold
it, examine it at ones own pace while the technology supplements this interaction with ambient media?
10. So thats where our box of lady statues comes in - a theme (statues of women in london), 3D prints of real objects not currently in any
particular museum, and a brain to playback content and access information.
11. Whats in the (brain) box?
The brain in each box is actually a WiFi enabled Raspberry Pi with an attached RFID reader that can pull content from the web, relay
usage and tell you if someone else is exploring the same objects as you (well thats where were headed)
13. So! Touching one of our RFID stickerd 3D prints to the brain, you trigger a retrieval of media / data / information about that object.
Glass of wine optional.
14. For example, here we are showing off Museum in a Box at the Remix Summit at the British Museum last December, our tagged print
of a bust of Virginia Woolf is sitting on a bare naked brain and pulling up a photographic portrait of the author and playing back the
one of the only known recordings of her voice, an extract is from a talk "Craftsmanship" broadcast on the BBC on 1937.
15. The Big Idea
Museum A
Museum B
Museum C
One big aim we have is to allow people to curate their own collections from museums across the world.
16. Museum A
Museum B
Museum C
Box 1
Box 2
Box 3
Then, what if our intelligent boxes allow people to add content to the history of an object or connect them with like minded collectors,
enthusiasts, researchers
The Big Idea
17. a museum is not
a building
We hope that Museum in a Box will allow institutions to broaden their audiences, reflect on their collections in new ways and invite
non-expert opinion into the history of objects.
18. the object is not
THE object
The work of conserving and caring for an object can continue but the physical sensation and even use of an object can be offered up
to the waiting audience.
19. museuminabox.org
@_museuminabox
Object Oriented Experience Design
tom@musuminabox.org
glo@museuminabox.org
Hopefully thats given you an idea of what Museum in a Box is all about, we feel like weve barely skimmed the surface of the
potential with our current prototypes and are looking for funding to take our work to the next level.
Were in talks with several museums about how they might use this concept, let us know if youre interested too!
Editor's Notes
#2: This is going to be a short presentation so here is a quick list of some of the things that were ruminating on with our work on Museum in a Box. Essentially the work involves using the wonderful processes of photogrammetry and 3D printing to create a portable and customisable museum experience.
#3: Museum in a Box is an R&D project by London based design firm Good, Form & Spectacle. The core team included designers George Oates and Tom Flynn, and Adrian McEwan our in house tech expert. Were slowly accumulating a long list of advisers and collaborators too, some of whom can be found in th eabout section of our website.
#4: MiaB found form as part of a larger, longer term project by G,F&S called The Small Museum which seeks to investigate the question What would a 21st Century museum look like if we built it today, from scratch?. To test this out George, Harriet Maxwell and I set up our first Small Museum as a two week residency at Somerset House in May of 2015.
#5: We had a room (our museum) and a table that acted as our exhibition space, and a collection of Scan the World prints as our collection.
#6: We worked with the door open to the public and invited lots of museum and tech and creative folk along to join in the fun.
#7: Each day wed roll out a new piece of brown paper on our exhibition table, pick a print or group of prints and make something we felt reflected that object or collection or approached it in an oblique fashion.
#8: At the end of each day, wed strip down the table and hang it on the wall so it became part of the permanent exhibition and we could give tiny guided tours to members of the public that drifted in...
#9: Another concept behind our work is how technology enables interaction with an object. At a recent tech event it became apparent that a lot of in-museum tech is used as a proxy for interaction with an object, or the lens through which it is view in new ways.
#10: What if the technology took a back seat and a human could snuggle up to an object (or at least a version of it) and get to know it, hold it, examine it at ones own pace while the technology supplements this interaction with ambient media?
#11: So thats where our box of lady statues comes in - a theme (statues of women in london), 3D prints of real objects not currently in any particular museum, and a brain to playback content and access information.
#12: The brain in each box is actually a WiFi enabled Raspberry Pi with an attached RFID reader that can pull content from the web, relay usage and tell you if someone else is exploring the same objects as you (well thats where were headed)
#13: The Pi runs on USB power (mains or battery) and outputs HD video and audio.
#14: So! Touching one of our RFID stickerd 3D prints to the brain, you trigger a retrieval of media / data / information about that object.
#15: For example, here we are showing off Museum in a Box at the Remix Summit at the British Museum last December, our tagged print of a bust of Virginia Woolf is sitting on a bare naked brain and pulling up a photographic portrait of the author and playing back the one of the only known recordings of her voice, an extract is from a talk "Craftsmanship" broadcast on the BBC on 1937.
#16: One big aim we have is to allow people to curate their own collections from museums across the world.
#17: Then, what if our intelligent boxes allow people to add content to the history of an object or connect them with like minded collectors, enthusiasts, researchers
#18: We hope that Museum in a Box will allow institutions to broaden their audiences, reflect on their collections in new ways and invite non-expert opinion into the history of objects.
#19: The work of conserving and caring for an object can continue but the physical sensation and even use of an object can be offered up to the waiting audience.
#20: Hopefully thats given you an idea of what Museum in a Box is all about, we feel like weve barely skimmed the surface of the potential with our current prototypes and are looking for funding to take our work to the next level.
Were in talks with several museums about how they might use this concept, let us know if youre interested too!