The Augmented Reality that ate Disney World

Josh Goldblum
Original paper on MuseumNext >

For years, I had a deep skepticism of Augmented Reality (AR). While I could see the revolutionary potential of AR in the distant future, when devices like Google Glass, Apple Glasses or Mojo Lens would become ubiquitous and mainstream, the present state of AR seems riddled with poor UX and gimmicks. Whether it is an unnecessary layer of confusion to a product, like a billboard that requires you to download an app or AR-animated children’s books (as a parent, limiting screen time is hard enough as it is) these explorations didn’t inspire confidence. It wasn’t until this year that I really understood the potential of the technology. The realization came about thanks to my son, a popular app, and that all-too-common boredom that takes over when you’re waiting in line at pre-COVID Disney World.

Back in early 2020, a month before COVID would shudder the parks, I took my son to Disney World for the first time. As the two of us stood in line at Haunted Mansion, me trying to introduce my son to the Happiest Place on Earth and him getting increasingly restless, I finally gave up my phone and let him play a game: Pokémon GO. Pokémon GO is a massive AR scavenger hunt game that allows players to compete and collect location specific Pokémon. Here we are in the heart of the Disney empire, and to my surprise it had been fully and aggressively populated with Pokémon GO PokeStops and “gyms.”

Even in the very heart of Disney’s Magic Kingdom, Pokémon had staked its claim. There stands a statue of Walt Disney holding hands with Mickey, Cinderla’s castle towering in the background. To say it’s a popular place to take a family picture or a selfie, would be a massive understatement. It’s also a PokeStop. While tourists queued to take pictures my son eagerly challenged other Pokémon trainers and collected rare Pokémon. He was ecstatic by what he was seeing and it seemed to have much more to do with Pokémon brand IP than the famed IP of Disney Corporation.

Pokémon, which I promise is not a Disney brand, had mapped their location-based AR game on top of Disney’s entire theme park. While the park has physical fences to keep unwanted visitors out, they have not found a way to digitally geo-fence a place to restrict AR interactions. Niantic, the game developer, does allow a property to request to have their locations removed from the game, but it’s up to Niantic to comply or not. Disney, famously protective of their brand and careful about the visitor experience at their parks, can’t be happy about this.

What is AR, when used right? It is one world used as the substrate to view other worlds. Just as my son experienced Disney’s theme park through Pokémon’s AR filters, the best AR puts new lenses on the world around us, adding new interpretations. The Urban Archive app sends New Yorkers push notifications when they are near the sites of historic photos from the NYPL’s archives. The Slavery at Monticello app features location-specific content that adds to the experience of exploring Thomas Jefferson’s home. NO AD took an almost adversarial approach, using AR to replace billboards with art for an experiment in real-life ad blocking. These applications of AR rewrite the world around us, without boundaries or restrictions.

Total Space

Museum für Gestaltung, Zürich – Exhibition: 23.10.20 > 20.06.21

Dive in, experience, participate! In museums across the globe, elaborate stage sets and expansive installations spellbind visitors. Today’s exhibition halls are filled with light shows, slides and huge toadstools, all designed to meet the needs of the thrill-seeking society. Which new experiences do these playgrounds enable young and old to make and how do they change the museum experience? Total Space provides an up-to-date overview of current developments and reflects on this trend. Innovative installations, digital environments, and interactive stations devised by inter-national designers create a multi-layered world of experience that can be explored with all the senses. A lawn-fitted library invites visitors to explore the exhibition theme in greater depth.

ANTWERP 1920-2020: STANDING IN SOLIDARITY, UNITED UNDER THE SAME FLAG

Exhibition in The Olympic Museum, Lausanne

An exhibition on the 100th anniversary of the 1920 Olympic Games in Antwerp at The Olympic Museum.

The 1920 edition has, of course, been chosen for a reason:

100 YEARS AGO: The Games in Antwerp were the first to be organised after World War I, the cancellation of the 1916 Games due to be held in Berlin, and the Spanish flu pandemic. These Games were a call for peace and unity between the nations beneath the Olympic flag, which was being flown in a stadium for the first time.

AND TODAY: The world of 1920 reminds us of our world today. Because of the coronavirus, we need to rebuild our confidence in the future. Lockdown has created a tremendous feeling of unity and solidarity, to which the Olympic Movement is contributing with its #StayStrong #StayActive #StayHealthy digital campaign, launched after the Tokyo 2020 Games were postponed until 2021. The Olympic flag is still aloft, an invitation to help build a better world through sport.

CERN – Universe of Particles

How can the invisible be made visible and how can a truly abstract and complex subject be made accessible for all?
Today’s throws us back to the world’s largest research centre of particle physics: CERN (Conseil Européen pour la Recherche Nucléaire). Visitors are immersed into a world without boundaries and dimensions. They become part of the subatomic level and the vast expansion of our solar system. Interactive display stations provide information about research facilities, the worldwide network, research methods, new technologies, discoveries and the scientists.

Design and scenography: Atelier Brückner

Photography: Michael Jungblut
Photography: Michael Jungblut
Photography: Michael Jungblut

Chronophotography

The chronophotography is a set of stop-action photographs of rapidly moving things in order to study and measure the motion. Pioneers of this technique included artist Eadward Muybridge (1830-1904) and scientist Étienne-Jules Marey (1830-1904).

Marey-wheel photographs of unidentified model with Eadweard Muybridge notation.
Thomas Eakins, Motion Studies, Philadelphia, 1884
The Library Company of Philadelphia