3D or Not 3D? Is that a Question?

January 10th, 2011 | RESEARCH

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.

Document

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Team Members

Leonard Steinbach, Author, Cultural Technology Strategies

Citation

Identifier Type: DOI
Identifier: 10.1111/j.2151-6952.2010.00065.x

Publication: Curator: The Museum Journal
Volume: 54
Number: 1
Page(s): 41

Related URLs

Full Text via Researchgate

Tags

Audience: Museum | ISE Professionals
Discipline: Education and learning science | Technology
Resource Type: Peer-reviewed article | Research Products
Environment Type: Exhibitions | Games | Simulations | Interactives | Media and Technology | Museum and Science Center Exhibits