Stereoscopic 3D images, although going back to the mid-nineteenth century, are becoming pervasive in cinema, the Web, electronic games, television, graphic simulations, personal photography, and the entertainment and education ecologies. The use of stereo 3D goes beyond a technology vogue to the creation of effective experiences that are more naturally engaging for audiences by conveying real physical depth perception and the illusions of tangibility and tactility. This paper claims that because museums are all about compelling, memorable, and visceral experiences, 3D will become an increasingly important tool for exhibitions, education, and interpretation; the challenge will be to know when, how, and why to use it. Stereo 3D is described and a trajectory of examples of past and current museum use is presented. The paper also provides a rationale for why, when many technologies are vying for priority and resources, stereoscopic 3D technology should be near the top of the list.
Associated Projects
TEAM MEMBERS
Leonard Steinbach
Author
Cultural Technology Strategies
Citation
DOI
:
10.1111/j.2151-6952.2010.00065.x
Publication Name:
Curator: The Museum Journal
Volume:
54
Number:
1
Page Number:
41
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