Virtual Reality Exhibition
What is it?
Virtual reality (VR) is being used by institutions around the world to make history feel more present both
inside and outside the museum space.
Example:
In 2019, the Prado Museum in Madrid introduced its first innovative 360-degree immersive experience.
This project allowed users to get closer than ever before to the artworks and artefacts held in the
institution.
This VR experience was made possible through collaboration between the museum and four leading
digital platforms: Patron 2.0, Feeel, 3intech and Krill Audio. Speaking about the exhibition, Marta
Taverners from Patron 2.0 said:
“With this 360-degree experience, we can immerse ourselves in the Prado, discovering time and
traveling in time. We are doing what has been done in cinema, using creativity and emotion […] It is a
work of translating a cultural space into a contemporary language in order to bring it closer to new
audiences.”
Far from acting as a distraction, technology can be used to bring people closer to the artefacts and
history a museum exhibit is exploring.
When the National Museum of Singapore launched its “Story of the Forest” exhibition, it offered visitors
a chance to step into another world with colorful projections and breath-taking displays. And with the
help of a smartphone app, visitors could also access detailed information about the animated creatures
leaping among the illuminated trees.
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Target audience
Millennials and boomers
What problem does a business idea solve, what is the consumer's benefit?
The main aim of the exhibition or integrated rooms of virtual reality is to provide an experience of
virtual reality, give an opportunity to visit different places and different years only in one room.
Exhibition can become a preparation, before visiting main holes with exhibits, people may plunge into
atmosphere of this period.
What is the market for the intended product, service?
This type of exhibition is mostly used abroad.
How income is generated
This project can be presented as a social once. Potential income can be generated through out
additional cost per ticket or can be regarded as a separate leisure. In the future, if museum will be
interested in integration of several rooms, customers will have an ability to choose the most fascinating
for them.
With the help of camera of the smartphone and app, visitors will be able to get a short information
about a certain personality or about a particular exhibit presented. Moreover, we suggest to add an
information about coordinates of the exhibits in which visitor became interested during walking in VR
room to easily find it in life and enjoy it in real life.
References
App
What is it?
Features
Users can purchase e-tickets and swipe them at the entrance from the phone.
Museum section allows users to scroll through the extensive collection and view them from any
angle.
The artworks are accompanied by an audio clip that enables the user to better understand its
history through commentary.
Animation provides an exciting experience.
Acts as a personal tour guide app for guided tours of the museum at the user’s own pace.
News of the museum (various offeres, new exhibitions, different events)
Quests.
Quiezes.
Target audience
Millennials and boomers
What problem does a business idea solve, what is the consumer's benefit?
How income is generated