AR / VR for Museums and Galleries

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AR
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VR
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AR Glasses
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VR Glasses
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2D Design
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3D Character Modeling
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3D Modeling and Animation
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3D Rigging and Animation
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AR Image Tracking
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Android
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Mobile App Development

Zumoko: Bringing History and Art to Life Through Immersive AR and VR Experiences

Augmented Reality (AR) and Virtual Reality (VR) are revolutionizing museums and galleries by providing interactive, engaging, and immersive ways to experience art, culture, and history.

Zumoko harnesses the power of Augmented Reality (AR) and Virtual Reality (VR) to revolutionize how museums and galleries engage their audiences.

Our innovative solutions transform static displays into dynamic, interactive experiences that captivate visitors. Projects like Feel the Art for HoloLens offer 3D interactive guides, while applications like Museum eKnowAll turn smartphones into personal virtual guides, enriching the visitor experience with multimedia content and historical insights. Our solutions extend exhibition capabilities, promote social sharing, and make cultural content more accessible to global audiences

Categories
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Arts
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Culture & Tourism
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Museums & Galleries
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The most beautiful thing about museums is that it stimulates us to think. With the help of the Zumoko "Feel The Art" app, we can experience every art piece in an exceptional way.
RTV - The Public Broadcasting Service of Vojvodina
Zumoko and their team are true AR experts. Very easy to work with and offer a one stop shop for AR projects. Highly recommended!
Novella L.
Ross Institute Media
Zumoko are really great at producing AR content. They are real experts in solving complex tracking problems. Really responsive and easy to work with!
Jonathan Dyne
Yalla.Digital, Director of Technology

Key Benefits AR and VR in Museums and Galleries

  • Enhanced Visitor Engagement: AR and VR create memorable experiences by allowing visitors to interact with exhibits in new ways. This can include augmented reality overlays that provide additional information about artifacts, VR tours of distant galleries, or interactive storytelling experiences.
  • Extended Exhibition Space: AR can add digital layers to physical exhibits, allowing museums to display more information without requiring more physical space. This can be particularly valuable in smaller venues or temporary exhibitions.
  • Improved Accessibility: AR and VR make museum content more accessible to a broader audience, including those who cannot visit in person. Virtual tours, like Zumoko’s VR projects, provide a way for people to explore exhibits remotely.
  • Increased Social Sharing and Awareness: Interactive AR and VR content is highly shareable on social media, helping museums reach new audiences and increase awareness of their collections
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Applications of AR and VR in Museums and Galleries

  • Interactive Exhibitions: AR can enhance static displays with digital content like 3D models, animations, and custom sound effects. Zumoko's Feel The Art for HoloLens integrates 3D interactive guides that provide additional context and information about artworks, allowing museum-goers to engage more deeply with the exhibits.
  • Virtual Tours: The Museum eKnowAll AR application, developed by Zumoko, provides real-time information and interactive content to museum visitors, enhancing their understanding and engagement. This app can act as a personal tour guide, offering contextual information, interactive maps, and historical content in multiple languages.
  • Augmented Reality Guides: AR applications such as Museum Visions transform a visitor's smartphone into a personal guide, offering dynamic and context-aware content like historical data, multimedia, and maps to enrich the visitor experience. This application uses AR to provide an informative and interactive experience directly through the visitor's mobile device.
  • Immersive Storytelling: VR and AR can immerse visitors in historical contexts or artistic narratives, offering them a chance to 'live' the story behind the exhibit. The Golden Helmet app uses AR to bring history to life through an interactive comic book experience. Featuring 2D/3D animations, audio, and selfie filters, it makes learning about Roman helmets engaging and fun. This project showcases AR's potential to create dynamic educational content that combines storytelling with user interaction.
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