British Museum blog

Virtual reality: how the Samsung Digital Discovery Centre created a virtual Bronze Age roundhouse

Lizzie Edwards and Juno Rae co-manage the learning programme for the Samsung Digital Discovery Centre, British Museum

It’s the Monday after the Samsung Digital Discovery Centre’s (SDDC) virtual reality weekend and we’re reflecting on the process of developing a virtual reality experience, which puts 3D scans of two British Museum objects from our Bronze Age collection, and one from an item of Treasure that we hope to acquire, into the context of a virtual Bronze Age roundhouse. It’s been a really exciting project to work on, and lots of people have contributed – so we want to share the process behind making it happen.

Samsung virtual reality weekend event, 8 August 2015, British Museum. (Photo: Benedict Johnson)

Samsung virtual reality weekend event, 8 August 2015, British Museum. (Photo: Benedict Johnson)

The SDDC at the British Museum was created in 2009 in partnership with Samsung to provide a state-of-the-art technological hub for children and young people to learn about and interact with the Museum’s collection through school and family sessions. The Museum’s work with Samsung ensures that it remains at the forefront of digital learning, and when Samsung launched its Gear VR headsets we were eager to explore how virtual reality technologies could be used to engage a new generation with British Museum objects. When you put on a Samsung Gear VR headset you feel like you are in a virtual world. When you look up with the headset on, within the virtual world you also look up. You can also ‘walk’ forward and backwards, using a touch pad on the side of the headset. It is a mesmerising experience.

To explore the potential of virtual reality we decided to develop a bespoke experience of a Bronze Age roundhouse, which could be included across the SDDC’s programme for families and schools. We identified the Bronze Age for our virtual reality experience, because it presented a number of opportunities. Firstly, the Museum already has 3D scans available of some of our Bronze Age collection, and finds reported as Treasure, created by the MicroPasts project. MicroPasts is a groundbreaking project that creates open data sources of scanned objects, and crowd sources ‘photo-masking’ to create 3D versions of them. Second, prehistory is a statutory requirement as part of the National Curriculum for primary schools, but we know that teachers sometimes find this subject difficult to teach. The difficultly experienced by teachers is mirrored by families too. We spoke with Dr Neil Wilkin, Curator of the Bronze Age Collection at the Museum, and together defined the potential values of virtual environments for exploring this period with our schools and families audience.

Interior of virtual reality Bronze Age roundhouse. (© Soluis Group Limited)

Interior of virtual reality Bronze Age roundhouse. (© Soluis Group Limited)

Virtual environments present an opportunity to address misconceptions about prehistory head on, and this period is particularly difficult to grasp for our younger visitors. For example, a virtual Bronze Age experience allows you to convey in a visual way that at this time people had developed complex settlement practices, that they advanced technologies for their purposes, like developing methods to manufacture bronze, and that they had talented craftspeople who created beautiful jewellery. Virtual environments also allow you to present the mysteries and multiple interpretations of objects in a visual way. Questions around the function, purpose and possible ritual practices associated with Bronze Age objects can be presented to the visitor in context, close up and in 3D. Across our SDDC learning programme we try to convey that interpretations of objects are never fixed – they develop and change as new research is undertaken. We often show that multiple interpretations and varied significances for one object can exist at the same time, but 3D virtual environments make conveying this much easier.

To create our virtual reality roundhouse, we recruited Soluis Group Limited, who are experts in creating virtual environments. We chose three fascinating objects from those that had been scanned in the MicroPasts project to be interpreted in our virtual Bronze Age roundhouse – the Woolaston gold bracelet, a Sussex loop bracelet and a large dirk (a short dagger). The three objects are linked by the mystery that they share – there is no certain interpretation of how each was used, or if it had ritual significance.

Developing the experience was a collaborative process. The Museum worked closely with the virtual reality developers to ensure that the Bronze Age roundhouse depicted in our virtual reality experience was based on the latest curatorial research in this area. For this process, two students, Lydia Woolway and Emily Glynn-Farrell, assisted Neil in compiling a research document about Bronze Age settlements and roundhouses. This document included the fact that many roundhouses across Britain have been found with doorways facing in the same direction, seemingly in line with the sun’s path through the sky. Archaeologist Mike Parker-Pearson in particular has suggested that light and dark, and the alignment of roundhouses, had ritual significance to Bronze Age Britons. We were keen to incorporate this into our virtual reality roundhouse. The experience also contains audio content, which Neil recorded in the SDDC – turning it into a sound recording studio for an afternoon and using our green screen as a backdrop to get the best sound quality possible. We were delighted with the experience that was created, and the virtual reality weekend was testament to its success.

Dr Neil Wilkin recording audio for the virtual reality experience. (Photo: Lizzie Edwards)

Dr Neil Wilkin recording audio for the virtual reality experience. (Photo: Lizzie Edwards)

Today, we’re looking at visitor feedback from the event and considering how we can integrate their comments into our digital learning programme. But having been in the Great Court all weekend, talking to visitors and seeing their excitement at engaging with this experience, we’re delighted with what we’ve created, and how much our visitors have enjoyed it!

Thanks are due to everyone who has been involved in this project, and our amazing team of SDDC facilitators and volunteers who helped out over the weekend.

The Samsung Digital Discovery Centre is sponsored by Samsung

Filed under: British Museum, Samsung Digital Discovery Centre, ,

Mummies, mobiles and 3D printing

Katherine Biggs, Education Manager, Digital Learning Programmes, British Museum

As the doors open on the new exhibition Ancient lives, new discoveries, the Samsung Digital Discovery Centre (SDDC) has launched its own Egyptian season to complement the exhibition’s technological focus. The launch could not have been better timed, with the fantastic news this week that the British Museum and Samsung have been awarded an Arts & Business Award for their long-term partnership through the SDDC.

Talk like an Egyptian – 24 May 2014

The SDDC’s Egyptian season features a series of activities for families and teenagers throughout the exhibition run, and showcases some of the innovative ways in which technology can be used to engage young audiences with the Museum. The first event of the season, Talk like an Egyptian, launched on 24 May, and encouraged children as young as five to put themselves in the shoes of different Egyptian characters from the collection. They then used computer software, microphones and their imagination to bring them to life.

In the Egyptian Galleries. Photo © Benedict Johnson

This week, a completely different activity launches as part of the Marvellous Mummies half term event for families. Families will borrow mobile phones to collect the different objects needed to furnish an Egyptian tomb. Exploring the galleries, children will scan QR codes to understand ancient Egyptian funerary beliefs. Mobile technology continues to be hugely popular with visitors, and for this reason we will also be running our augmented reality trail Passport to the afterlife.

As the summer dawns, so will new activities. In June we will be launching Exploring ancient mummies, a drop-in session for families based in the Samsung Centre where children can use different digital technology to find out more about the Museum’s mummies. Expect digital microscopes, video footage and exciting exploration through our interactive surface table. The activity includes some fascinating case studies from the Conservation and Scientific Research team, which never fail to amaze our young audiences.

3d printer

3D printer at work in the SDDC

Replica amulets and 3D printed copies

Replica amulets and 3D printed copies

The most eagerly anticipated event of the season is our 3D printing weekend. As I write, the printers are in and the filament warming up. Inspired by the exhibition’s beautifully reconstructed 3D amulets, we will be asking children to recreate a choice of three amulets using computer aided design technology: an eye of Horus, a heart scarab or a djed pillar. They will be able to decide on their chosen amulet after handling examples from the collection and discovering the different spells associated with each. The amulets will then be printed in the Great Court, where visitors can also learn about 3D printing and how it is used within different parts of the Museum. To complement this activity, children will then be able to design their own amulet, and ascribe them special powers. These amulets will be brought to life using 3Doodler pens, which create 3D shapes from plastic filament as you draw.

A second day of 3D activities is aimed at our 13-18 audience. Working with a professional 3D artist, participants will animate an Egyptian river scene, using techniques and computer aided design software commonly used by the games industry. They will also have the chance to 3D-print their models. This event was fully booked shortly after it went online, with many adults disappointed that they are too old to join in. 3D printing continues to wow and stimulate thought, and we hope that next weekend will do both.

So that the grown-ups don’t feel left out, we will be opening the SDDC doors as part of the BM/PM Curse of the Mummy event when the Centre will play host to a pop-up Egyptian photo booth using green screen technology, Photoshop and of course props to transport visitors to ancient Egypt. This led us to think that a similar activity for families would be brilliant using a series of five different photo booths with different technology and collection pieces in each one. Hopefully the exhibition will extend its run so that we have even more time to try out new ideas!

The Samsung Digital Discovery Centre is sponsored by Samsung

Ancient lives, new discoveries is at the British Museum until 30 November 2014.
The exhibition is sponsored by Julius Baer. Technology partner: Samsung

Filed under: Ancient lives: new discoveries, Samsung Digital Discovery Centre, , , , , ,

New technology in the Samsung Digital Discovery Centre

A group of children using tablets in the museum gallery
Richard Woff, Head of Schools and Young Audiences, British Museum

We have recently re-opened the Samsung Digital Discovery Centre (SDDC) after three months spent installing a range of new digital equipment and developing exciting sessions for the Museum’s young audiences. This activity has been prompted by our participation in a project initiated by Samsung, which aims to unleash the educational power of digital technologies, specifically through the use of tablet devices in schools and in other learning hubs.

Back in July, we had a touch-enabled e-board installed in the SDDC and took delivery of more than thirty of Samsung’s newest touchscreen tablets, as well as 24 new wireless-enabled digital cameras. We then transformed some of the teaching sessions we’d been running in the SDDC to take full advantage of the new devices. Having used a range of mobile technology across our offering for young audiences, we had a good idea of what worked well. For example, we know that revealing tablets in a session always produces gasps of excitement and requests to take the devices home at the end of the day; beyond this excitement, we have also seen that tablet devices can promote collaboration between students, thanks in part to the size of the screen.

A group of children using a tablet in a Museum gallery

A group using a tablet in a Museum gallery

The touchscreen interactivity of the tablets can involve students in a way that paper resources cannot, and can also provide links to a range of media, including sound and video. As well as providing the students with information through tablets, one huge benefit for us is that they can also capture their findings on the same device. The photos, text, videos, drawings or voice recordings that are captured on the tablets in the sessions are instantly uploaded to our cloud storage, making it quick and easy for us to send this work back to schools for further study. This is especially valuable in the activities we run in galleries, where the tablets serve to guide the students, prompt responses and investigation and record their findings and experiences.

Children working on the floor, with paper, pencils and a tablet

Children using a tablet as part of an SDDC activity

One of our sessions focuses on Greek temples and aims to introduce children to the styles of Greek architecture and the functions of a temple, as well as to highlight the diverse nature of the Greek world. Previously, children used laptops to build a virtual temple using the British Museum’s Ancient Greece website with the added challenge of a fixed budget which determined how extravagant they could be in the materials they used and the decoration they applied. We have redeveloped the session so that pairs of children use tablets to test their growing understanding of the architectural styles, and then vote on how they want their communal temple to look – as they vote on the tablets, the scores appear on the e-board until a final decision becomes clear. The children also scan QR codes with their tablets to find out more about the city state they represent and to build their temple. All of the children’s tablets are linked to the e-board, so the session leader can easily select temples that demonstrate the diversity of the groups’ responses to the task.

We have kept the overall aims of the session: the children learn lots about temples; they use maths in a practical context; they learn collaboratively; they get to understand something of the extent and diversity of the ancient Greek world and the politics of temple-building – groups of students that go under budget are usually surprised to learn that this might not delight their city’s rulers any more than going over budget. What has changed is the level of engagement through the tablets. The children’s contributions to the session are more meaningful and apparent, all of them are able to contribute equally rather than a small number children dominating, and they are noticeably even more motivated and enthusiastic than they used to be. The teachers are in no doubt about the richness of the experience: “What amazing technology!” one of them commented, unprompted, as her class left the Centre.

Looking to the future, we aim to maximise the capability of these tablet devices even further. For example, we will be piloting the use of tablets for our digital sessions for students with special educational needs, using the range of media they can showcase for interactive gallery visits. We are also looking to expand our family offering across the devices, including a session planned for the New Year where families will make digital sketches of some of the Museum’s Neolithic collection, and then use these sketches to create their own 3D models.

In the middle of our busy summer preparing to re-open, we received the news that Samsung have agreed to fund the SDDC for a further five years until 2019. This not only secures the existing sessions and activities in the SDDC, it offers us the chance to build on an already large and highly innovative programme to make even more imaginative use of digital technologies to engage young people with the Museum’s objects and the cultures they represent.

The Samsung Digital Discovery Centre is sponsored by Samsung

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Our #SunkenCities exhibition is the first at the British Museum on underwater archaeology. Over the last 20 years, world-renowned archaeologist Franck Goddio and his team have excavated spectacular underwater discoveries using the latest technologies. 
At the mouth of the Nile, the city of Thonis-Heracleion flourished as the main entry point into Egypt. Underwater excavations have found a large harbour, numerous ships and anchors, proving this was an international port. This magnificent monument was crucial to revealing that Thonis (in Egyptian) and Heracleion (in Greek) were in fact the same city. The decree was issued by the pharaoh Nectanebo I, regarding the taxation of goods passing through Thonis and Naukratis. A copy was found in the main Egyptian temple in each port. The inscription states that this slab stood at the mouth of the ‘Sea of the Greeks’ (the Mediterranean) in Thonis. 
Learn more about the connections between the ancient civilisations of Egypt and Greece in our #SunkenCities exhibition - until 30 November. Follow the link in our bio to find out more about it. 
Stela commissioned by Nectanebo I (r. 378–362 BC), Thonis-Heracleion, Egypt, 380 BC. On loan from National Museum, Alexandria. Photo: Christoph Gerigk. © Franck Goddio/Hilti Foundation. For centuries nobody suspected that Thonis-Heracleion and Canopus lay beneath the sea. Recorded in ancient writings and Greek mythology, the cities were believed to be lost. After sightings from a plane, a diving survey was organised in 1933 to explore submerged ruins. But it was only from 1996, with the use of innovative techniques and a huge survey covering 42 square miles of the seabed, that underwater archaeologists rediscovered the lost cities. 
Thonis-Heracleion and Canopus were thriving cities long before the foundation of the great port of Alexandria in 331 BC. Finds suggest that they were still inhabited into the AD 700s. The cities’ disappearance was caused by gradual subsidence into the sea – much like Venice today – coupled with earthquakes and tidal waves. This triggered a phenomenon known as land ‘liquefaction’, when the ground turns into liquid. 
This reconstruction shows what the port of Thonis-Heracleion could have looked like, dominated by the Temple of Amun-Gereb. Follow the link in our bio to book your tickets to our #SunkenCities exhibition. © Yann Bernard. © Franck Goddio/Hilti Foundation. Recent underwater excavations at the mouth of the Nile in Abukir Bay, Egypt, have revealed two ancient cities, perfectly preserved beneath the sea. Our #SunkenCities exhibition tells of the extraordinary rediscovery of the international port Thonis-Heracleion, and the city of Canopus, famed for their temples which attracted religious devotees from Egypt and beyond. 
Since 1996, underwater investigation using state-of-the-art technology has uncovered spectacular objects, including colossal statues, religious offerings and ancient ships. The finds shed new light on the interaction between ancient Egypt and the Greek world at a crucial period in their history, from the arrival of Greeks in Egypt around 650 BC, to the reign of the Greco-Macedonian Cleopatra VII, the last pharaoh of Egypt (51–30 BC). With only a fraction of these sites explored so far, annual excavations are continuing to uncover the cities’ long-hidden secrets. 
This 2,000-year-old bust depicts Neilos, the Nile river god. Neilos appealed to Egyptians and Greeks alike – he was the Greek version of Hapy, the Egyptian personification of the annual Nile flood that brought prosperity and fertility to the land. This bust was once mounted into a large decorative shield and adorned a temple in the ancient Egyptian city of Canopus. It was discovered by underwater archaeologists at the base of the wall on which it once hung. 
Follow the link in our bio to find out more about our unmissable exhibition. 
Bust of Neilos. Canopus, AD 100–200. On loan from Maritime Museum, Alexandria. Photo: Christoph Gerigk. © Franck Goddio/Hilti Foundation. This astonishingly detailed miniature altarpiece has been photographed by @micahfoundaquarter. Made in 1511 in the Netherlands, it’s only 25cm tall but contains incredibly intricate carvings that show Christian religious scenes in triptych form (in three parts). Aside from the masterful craftsmanship, this object is notable for its use of both Gothic and Renaissance stylings. It offers an insight into the spread of ideas and styles into northern Europe from the birthplace of the Renaissance, Italy.
Share your photos with us using #myBritishMuseum
#carving #Gothic #Renaissance #Netherlands #detail This photo by @ozemile captures the pensive expression of Marsyas, a figure from Roman and Greek mythology. Marsyas was a satyr, male companions of the Greek god of wine, Dionysus (Roman: Bacchus). Among other things they were associated with playing the aulos, an ancient type of wind instrument. In this Roman statue, Marsyas is portrayed making the fateful decision to pick up the pipes that had been invented and discarded by the goddess Athena. Later, he accepted a musical challenge against Apollo’s lyre (a small harp-like instrument). Unfortunately for Marsyas, he lost, and suffered a grisly demise for daring to challenge a god!
Share your photos with us using #myBritishMuseum
#Roman #statue #Greek #sculpture #mythology We’re highlighting some of our favourite photos taken by visitors. Don’t forget to share your photos with us using #myBritishMuseum. Here’s a great shot of the Discobolus – that means ‘discus thrower’ – by @everyjoon. The photo captures the majestic scale of the athlete, and his dynamic pose. Sculpted during the 2nd century AD in Roman Italy, the statue is in fact a copy of a Greek bronze original, made around 700 years earlier. It was found in Hadrian’s villa at Tivoli, near Rome. Among other things, it is famous for having a head that doesn’t belong to the original body. The head is very close in age and style, and uses marble that is exceptionally well-matched to the torso, but it has been attached at the wrong angle! Complete statues from the time reveal the head to be turned to look towards the discus, rather than the floor.
#Discobolus #sculpture #Roman #Greek #statue #discus
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