Posted: Monday, August 18, 2014
Digital Underground continues its Met + Parsons Museum Accessibility Workshop series by taking a look at a project that tackled the thorny problem of accessible wayfinding in a large, overwhelming museum such as the Met. Not only did the participants in this group develop a paper prototype outlining a user interface for wayfinding, they also did the practical work of walking through the Museum's first floor and identifying multiple points of accessibility metadata (stairs, lighting, acoustics, flooring, etc.) for every room. This effort led directly to a follow-up project during the following semester by MediaLab Intern Yuliya Parchina-Kottas, which you can read more about in her Digital Underground post. We caught up with this workshop team to discuss the inspiration for their project, and how the workshop helped them to better understand the museum experience.
Posted: Wednesday, August 6, 2014
During the Fall 2013 semester, the Met and Parsons The New School for Design forged a new partnership, Met + Parsons Museum Accessibility Collaboration Workshop, to explore possibilities for using technology to improve the museum experience for visitors with disabilities. Our first featured project from that workshop, Eye on Art, focused on developing an eye-tracking system that would enhance the experiences of nonverbal and mobility-challenged art lovers. We recently sat down with the student participants to discuss their inspiration for this project, and the challenges they encountered in the process.
Posted: Tuesday, July 29, 2014
As part of my work as a MediaLab intern, I created an educational booklet about fundamental 3D-printing processes, 3D Printing Booklet for Beginners, which will help the Met's staff and visitors to better understand how to create and print 3D models with 123D Catch and other open-source software. The booklet was designed to build on the MediaLab's practice of helping audiences use 3D models of objects in the Met's collection for their own creative purposes. There are three main chapters in my booklet—Scanning, Modeling, and Printing—as well as some examples of how to create a new art project inspired by reproduction art, an idea I got from John Berger's Ways of Seeing.
Posted: Monday, July 21, 2014
What expectations do people with disabilities have when they visit museums? How are museums adapting new technologies to better serve our visitors, whatever their abilities and interests? How can the Met take a leadership role in introducing standards for inclusivity to the next generation of museum technologists? These are some of the questions we asked ourselves when embarking on the Met + Parsons Museum Accessibility Collaboration Workshop.
Posted: Tuesday, July 8, 2014
Yuliya Parshina-Kottas is a recent graduate of the ITP program at New York University's Tisch School of the Arts. After a decade of working as an animator and designer for children's television, advertising, and multimedia museum exhibits, she is venturing bravely into the world of user experience, interaction design, and creative coding. I am thrilled to have Yuliya introduce her recent MediaLab project, Accessible Wayfinding, here on Digital Underground.
Posted: Thursday, June 26, 2014
In my last Digital Underground post, I discussed artist Cory Arcangel's Super Mario Clouds (2002), a digital artwork that stripped the original Super Mario Bros. video game of everything but the background and clouds. If your interest in digital-art copyism was piqued by that, then you should also know that there are many routes one can take to achieve this end result. Cory has already shared his process, and in this post I will outline my experience translating his image-based instructions. If all goes well, you will end up with your very own bespoke copy of Super Mario Clouds.
Posted: Thursday, May 22, 2014
I began my internship in the Digital Media Department's Media Lab in the summer of 2013, after my first year as a master's candidate in the Interactive Telecommunications Program (ITP) at New York University's Tisch School of the Arts. With a background in music and multimedia performance, my first year at ITP was frankly mind-blowing: I learned a whole host of new technologies that opened up entirely new ways of approaching narrative, visual imagery, and audience participation, and my work in the Media Lab was propelled by this new outlook.
Posted: Monday, February 24, 2014
Posted: Thursday, February 20, 2014
Ryan Kittleson is a tech-friendly artist living in Brooklyn, New York, whose 3D models have been used in animations at Disney World and Sea World, as well as the renowned display windows at Sak's Fifth Avenue. Originally a self-taught digital-graphics artist, Ryan has served on the faculty of Full Sail University teaching character modeling, and continues to provide educational resources focused on the wonders of digital sculpture through Lynda.com.
Posted: Wednesday, January 8, 2014
It should come as no surprise at this point that I'm interested in digital modeling and 3D printing; I like the idea that objects in the Met's collection can be used as inspiration and raw material for new works. For that reason, when I recognized a model of a Met object at 3D Notion, a recent exhibition of 3D-printed works at the Bruce High Quality Foundation University, I was immediately intrigued.