Augmented reality is a constantly trending hashtag on twitter. It seems that most museums are trying their hands at it these days, and if they are not, they are talking about it. Thanks to the presence of the Michelle Smith Collaboratory for Visual Culture in the Department of Art History and Archaeology at UMD, the Gallery has been able to experiment with it as well– to some amazing results.
When I began planning my show, I knew I wanted some sort of augmented reality component to accompany the exhibition. In my previous position as a Graduate Assistant in art history, I had the opportunity to experiment with various platforms and apps in the name of research and pedagogy. I have not been a graduate assistant in three years; and because technology years run roughly equivalent to dog years, I was over twenty years behind. I needed to know what was out there and what would work for my show.
After I pitched my exhibition to Quint Gregory, the director of the Michelle Smith Collaboratory for Visual Culture, he helped me dream up the AR component currently available in the gallery. Guests are invited to borrow iPads from one of our attendants or download the Aurasma application on their smart phones. In the gallery, different objects are “tagged:” they trigger information and images available through the app. Hover the iPad over a cover by Chinese female cartoonist Liang Baibo to hear about her career and see other examples of her work. Interested in the Prange collection and how it came to UMD? Take the iPad over to the last viewing case in Japan. All five of the triggers are marked by small red dots.
Augmented reality allowed me to add a new layer of information to the exhibition, as well as provided the audience with a different avenue to explore the exhibition. A special thank you to Quint Gregory and the Michelle Smith Collaboratory for Visual Culture for all their help.