Digital mediation methods such as interactive installations or multi-touch systems can expand the so-called museum narrative space and reach new visitor groups. Many natural history museums are already using technologies such as those developed by the Berlin start-up Garamantis. Somewhat more hesitantly, more and more art galleries and other art museums are now following suit Unmissable and irresistible. At the Long Night of Museums 2017, they were […]
Digital mediation methods such as interactive installations or multi-touch systems can expand the so-called museum narrative space and reach new visitor groups. Many natural history museums are already using technologies such as those developed by the Berlin start-up Garamantis. More and more art galleries and other art museums are now following suit somewhat more hesitantly
also offers digital technologies specifically
for museums. Here the presentation
of the award-winning multi-touch scanner at a trade fair. Photo: Garamantis, Berlin
Unmissable and irresistible. They were one of the main attractions at the Long Night of Museums 2017 in Berlin’s Natural History Museum: Tristan, the T-Rex skeleton and his virtual alter ego. All evening, families with children crowded around the multi-touch scanner that brought the dinosaur “to life”. As it is not yet clear what the Tyrannosaurus Rex actually looked like when it was alive – grey or colorful, with feathers or without – young museum visitors were able to live out their imagination on the public day and design the printed silhouette of the dinosaur as they wished. After scanning in their images, the young researchers used a camera to watch their creations run across the table surface as a virtual 3D representation. The children were allowed to take a photo of their dinosaur home with them as a souvenir.
“Of course, the offer was also for the fathers,” notes Andreas Köster with a wink. You can tell from the Garamantis Head of Communications himself that walking dinosaurs can also fascinate adults. Garamantis developed the multi-touch scanner table, which was awarded the IT Innovation Prize by the Initiative Mittelstand in 2017. The company, which also offers digital technologies specifically for museums, was founded in 2014 by computer scientists Oliver Elias and Marcus Dittebrand. The company is named after a Libyan nymph from Roman mythology who was abducted by Zeus-Amun and gave birth to the future King Jarbas. However, the founders were less interested in the myth than in the sound and typeface of the name. Intuitively, they dispensed with the usual stringing together of English terms. Even though computer scientists are probably more likely to be seen as rational, intuition and emotion play an important role for Elias and Dittebrand: “Only when custom-fit hardware and intelligent software become one can emotional information transfer function,” they believe. However, this is only possible if the focus is on the user, adds Köster: “The user shouldn’t have to be a technical genius to understand the installations.”
Some museums, such as the Berlin Natural History Museum, are particularly open and progressive when it comes to new technologies, as Köster observed: “They successfully use digitalization as a unique selling point.” The majority of museums in German-speaking countries, on the other hand, are interested in digital innovations, but are also skeptical and cautious. For them, it is clearly a big step to leave traditional methods and approaches behind. Augmented reality applications can expand the audience’s perceptual space and make it easier to access contextual information, for example. According to the young entrepreneurs, this is by no means at the expense of the analog museum, but clearly to its advantage. After all, many museums quickly reach the limits of their capacity simply for reasons of space, argues Köster. In fact, the majority of most museum collections lead a shadowy existence in storage. Even panels only offer limited space for in-depth information, especially if they are in several languages.
In many cases, digitally supported, interactive offerings can compensate for this deficit by creating an “extended museum narrative space”. On the one hand, visitors are given virtual access to the exhibits in the depot. In addition, they can concentrate on specific aspects – ideally in their own language. “The storytelling method also offers the opportunity to embed an exhibit in a narrative and explain it in context,” explains Andreas Köster. However, virtual reality applications are less suitable for museums if they isolate visitors from the actual location. “With VR glasses, you enter a virtual reality – and therefore away from the real world,” Köster points out. “You might as well stay at home”. It therefore makes more sense to link an interactive station with the museum location.
The founders of Garamantis have been cooperating with Ars Electronica, one of the most important and renowned media art institutions in the world, for many years. The company is still gaining experience with traditional art museums. Köster advises art museums interested in digital innovations to analyze the status quo in advance: What exactly does the museum offer its target groups and how could the experience be improved and intensified? “We then look at where there may still be barriers in the reception or communication of the content and try to compensate for precisely these deficits with the help of modern technologies.”
For a picture gallery, Köster spontaneously comes up with the use of a so-called gigapixel installation. The painting is initially displayed one-to-one on a screen or projection surface. Using touch gestures, visitors can zoom further and further into the picture and enlarge individual sections. The image remains sharp, while every brushstroke and even the smallest detail are recognizable. “This gives visitors a completely new approach to a painting that they would normally only view from a safe distance,” says Köster, explaining one of the benefits of the Gigapixel installation. In addition, other digital images of the painting, such as X-ray images, or more in-depth explanations of the work can also be called up. “The important thing here is that the visitor can operate the screen intuitively and playfully and is in close proximity to the original: This ensures a constant reference.”
Readmore about multi-touch systems in the museum world in RESTAURO 7/2019.












