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Planetarium of The Future: Curator The Museum Journal July 2011
Planetarium of The Future: Curator The Museum Journal July 2011
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ARTICLE
Abstract Over the last decade, hundreds of planetariums worldwide have adopted digital ‘‘fulldome’’
projection as their primary projection and presentation medium. This trend has far-reaching potential
for science centers. Digital planetarium capabilities extend educational and cultural programming far
beyond night-sky astronomy. These ‘‘digital domes’’ are, in essence, immersive visualization environ-
ments capable of supporting art and live performances and reproducing archeological sites, as well as
journeying audiences through the local cluster of galaxies. Their real-time and rapid-update capabili-
ties set them apart from giant screen cinemas. Studies suggest that well-designed immersive medi-
ums communicate concepts better, create a greater interest in learning, and are more effective than
a movie screen or television at conveying scientific concepts. This article introduces digital domes as
a new medium, then discusses ways in which the potential of these environments might be tapped in
the future to meet scientific and cultural needs in museums of all types.
293
CURATOR THE MUSEUM JOURNAL
800
700
600
Number of Theaters
500
LF Film Theaters
400 IMAX Theaters
Digital Domes
300
200
100
0
1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010
Year Opened
Figure 1. Number of digital domes, IMAX branded theaters, and all large-format film theaters combined (Lochness
Productions 2011; LFX Database 2011; Lantz and Thompson 2003).
Current trends suggest that digital domes produce a scientifically accurate diorama of the
may emerge as a key component in a future night sky for teaching naked-eye astronomy.
digital infrastructure designed to aggregate Nearly all planetariums employ a near-hemi-
and disseminate experiential data, information, spheric dome screen onto which the celestial
knowledge, simulations, art, and performances sphere is projected using an astronomical simu-
across a range of disciplines in science, art, and lator or ‘‘starball.’’ While ideally suited for
the humanities. Such an infrastructure could reproducing the night sky, early planetariums
lead to fundamental changes in how museums could also be used for other forms of immersive
curate, exchange, and disseminate their assets storytelling. In the 1940s, for instance, Dins-
to the public. Digital domes are a blend of more Alter, director of the Griffith Observatory
art and science, which encourages crossover in Los Angeles, produced a simulated moon
between these differentiated ‘‘value spheres’’ of mission called ‘‘A Trip to the Moon,’’ using spe-
human activity, expanding the palette of the cial effects projectors that imaged approaching
artist while fostering deeper assimilation of new and landing on the moon (Hansen, Wang, and
scientific understandings into visitors’ personal Cook 2011).
cosmologies or worldviews. After the Soviet Union launched Sputnik
in October 1957, the Space Race brought
BRIEF HISTORY OF DIGITAL DOMES recognition that the planetarium could be a
space-related science education tool. President
The classic planetarium, introduced in Eisenhower’s advisory council deemed the plan-
1923 by Carl Zeiss Company, was designed to etarium to be one of six outstanding innovative
educational projects to emerge during his term. ‘‘. . . four or more large screen projection TVs
By 1970 there were over 700 planetariums in the with wide angle lenses covering a planetarium
U.S., fueled by federal NDEA matching funds dome,’’ plus CRT projectors and HDTV
and Title III grants. players, and the ‘‘ultimate replacement of elec-
tromechanical planetarium projec-
tors’’ with ‘‘digital projectors’’
CURRENT TRENDS SUGGEST THAT (Carr and Carr 1981). Military
DIGITAL DOMES MAY EMERGE AS A simulators were the first to pioneer
KEY COMPONENT IN A FUTURE this technology (Fisher 1987).
DIGITAL INFRASTRUCTURE DESIGNED Next came Alternate Realities
TO AGGREGATE AND DISSEMINATE Corporation, which introduced
EXPERIENTIAL DATA, INFORMATION, single-projector fulldome projec-
KNOWLEDGE, SIMULATIONS, ART, AND tion in 1994 (A Larger Vision of
Virtual Reality 1994). It was not
PERFORMANCES ACROSS A RANGE OF
until 1996, however, that multi-
DISCIPLINES IN SCIENCE, ART, AND projector, raster-scan, electronically
THE HUMANITIES. edge-blended systems were used in
the planetarium dome. Early dem-
The development of the planetarium as an onstrations were conducted by
immersive storytelling medium continued with Goto, E&S, and Spitz, followed by systems
the advent of special effects projectors and edge- from Sky-Skan, Zeiss, R.S.A. Cosmos, and
blended ‘‘all-sky’’ slide projectors. The complex- others (Lantz 1997; Scott and McColman
ity of these systems was successfully managed 1999).1
with theater automation systems, allowing lay- Fulldome equipment vendors needed pro-
ering of visual effects triggered by timecode gramming to sell their wares. As standards were
streaming from a multichannel sound track. developed—primarily the dome master format,
Eventually, automated programs displaced the an equidistant polar or ‘‘fisheye’’ mapping—
traditional live presentations in many institu- independent and institutional producers came
tions and were more akin to a cinema with to dominate the fulldome show market. Early
push-button operation and a pre-recorded programming was almost entirely rendered by
soundtrack. 3D computer graphics or produced using spher-
The digital age began in 1983 with the ical compositing techniques. The same holds
E&S Digistar, a vector-based (calligraphic) true today, although live-action is slowly mak-
star projector using a single hyperbrilliant ing its way into an increasing number of show
CRT and fisheye lens originally developed for productions. This is in sharp contrast to giant
military flight simulation. Sales of optome- screen films, which are nearly all live-action
chanical planetariums steadily eroded after the based.
introduction of Digistar. In 1981, after seeing
an early Digistar demonstration, Claire and DIGITAL DOMES TODAY
Everett Carr of the BOCES Planetarium in
Herkimer, New York foresaw the next genera- There are currently 820 fulldome theaters
tion of full-dome systems, which would have listed on the Loch Ness Productions Fulldome
Ed Lantz 295
CURATOR THE MUSEUM JOURNAL
Theater Compendium.2 They range from small To serve this growing community, there
portable domes and fixed educational domes to are currently more than eight international full-
digital public domes. (For a typology, see dome film conferences, tradeshows, and festi-
Appendix A.) vals. (For a list, see Appendix C.) Numerous
Modern digital dome systems have reso- regional planetarium conferences also offer
lutions ranging from 1-2 million pixels for annual fulldome showcases and vendor trade-
smaller portable domes and digital classrooms, shows.3 However, the vast majority of planetar-
to over 30 million pixels in the world’s largest, iums remain focused on astronomy-related
most advanced systems. Unlike giant screen science education; many still carry the moniker
cinemas, digital domes are scalable from small of ‘‘star theater’’ or ‘‘astronomy center.’’ Regio-
domes of 3-meter-diameter to the world’s nal planetarium societies must continue to serve
largest dome theaters with a diameter exceed- this base, and in fact are largely comprised of
ing 35 meters. Approximately 33 percent and managed by members who are deeply pas-
of all digital domes have greater than sionate about astronomy and space science.
2000 · 2000 pixel resolution. Most high-end Since 80 percent of all planetariums are still
programs are produced at a 4000 · 4000 pixel based on optomechanical projection of stars,
dome master resolution to provide near-cin- digital technologies are but one area of
ema quality resolution. (For a comparison of emphasis at planetarium conferences. (Digital
digital domes and giant screen theaters, see planetariums do receive a disproportionate
Appendix B.) focus at these meetings, since they are the locus
(d)
(c)
(b)
(a)
Figure 2. Digital dome spectrum: a) portable, b) classic planetarium, c) tilted dome, and d) giant screen dome.
of innovation in this profession). IMERSA prints compared to the much lower cost of
(Immersive Media Entertainment, Research, digital distribution, combined with the lower
Science and Arts) was founded in 2008 as a purchase price and lower lamp cost of digital
trade association dedicated entirely to the digi- projectors, the adoption of digital projection in
tal dome medium, not just in museums and sci- giant screen theaters is likely to accelerate.
ence centers, but across other markets including There are fundamental operational and cul-
themed entertainment, giant screen digital cin- tural differences between giant screen cinemas
emas, and mobile events domes. and digital planetariums. (For details, see
Appendix D.) These differences in culture,
DIGITAL DOMES AND GIANT SCREEN operating models, and theater designs are argu-
FILM ments against a wholesale convergence of giant
screen film and digital dome markets. However,
The majority of programming for digital the underlying similarities in immersive pro-
domes consists of linear, immersive science jection technologies, distribution format, and
documentaries. Giant screen theaters within production tools creates a powerful synergy
museums and science centers—some of between digital domes of all types and emerging
these theaters are domes—also feature science giant screen digital cinemas. Already the com-
documentaries and have been exploring the munication between these communities—fos-
adoption of digital projection technologies. tered by vendors and the Giant Screen Cinema
Some have questioned whether there might be Association, IMERSA, the International Plan-
a future convergence between large full- etarium Society, the Association of Science and
domes and giant screen cinemas (Lantz 2006; Technology Centers, and the Themed Enter-
Rubin 2010). tainment Association—have yielded productive
There are about 125 giant screen domed cross-pollination of research, science, education
cinemas in the world (Oran et al. 2009), primar- and art.
ily IMAX Dome and Omnimax branded the- Below are highlights of selected emerging
aters. With a 15-year head start in adapting trends—both within and outside of the full-
digital playback, real-time image generation, dome profession—that, taken as a whole, are
and projection onto large immersive screens, suggestive of future directions for this medium.
fulldomes have much to teach their aspiring
giant screen cousins. The largest, brightest, and EMERGING TRENDS
highest resolution fulldome theaters—which
are currently expensive to own and maintain— Greater Sensory Realism
do indeed rival or even exceed giant-screen film
theaters in image quality and appearance (Sky- Ideally, in the digital planetarium, when the
Skan 2008). In a recent side-by-side comparison lights go down, the theater disappears and the
with 15 perf ⁄ 70 mm film, the most recent gen- visitor’s experience of reality is taken over by the
eration of 4 K pixel Digital Light Projector presentation. Higher frame rates and advanced
video projectors4 came amazingly close to giant spatialized audio—along with increased bright-
screen film in image quality and brightness on ness, contrast, and resolution offered by next-
Moody Garden’s 80-foot-wide screen in Gal- generation projection systems—promise to
veston, Texas.5 Given the high cost of 70 mm increase the visitor’s sense of ‘‘presence’’—the
Ed Lantz 297
CURATOR THE MUSEUM JOURNAL
illusion that one is actually immersed in a virtual graphic wavefront synthesis—also known as
environment. wave field synthesis (Rodigast 2006; Schnelle
and J. Bärwolf 2006). These systems are capable
High Frame Rates of placing virtual sounds, recorded as individual
‘‘stem’’ tracks, anywhere inside or outside of the
Fulldome programming is already largely theater space. Tight coupling of sound and
produced with a 30 fps (frame-per-second) image sources provides powerful cues for im-
frame rate, which offers a perceptible improve- mersive storytellers. Standardized formats for
ment over the 24 fps standard used in cinemas distribution will need to be adopted for next-
and giant screen theaters. However, when cam- generation audio formats to achieve widespread
era motion pans, tilts, or navigates through a use (Gaston, et al. 2008).
scene, two phenomena decrease apparent reso-
lution and create powerful perceptual cues that TRENDS IN CONTENT CREATION
conflict with the sensation of presence. The first
is judder (caused by spatial separation of moving The future utility of digital domes depends
images between individual frames). The second on the availability of quality source material.
is motion blur (image blurring caused by motion Future growth is likely in two areas in particu-
within the exposure time of a single frame). It lar: 3D scientific datasets and live action image
has long been known that higher frame rates capture.
(typically, 48 fps for film or 60 fps for video)
substantially reduce motion blur and judder, Live Action Immersive Cinema
thereby increasing apparent realism of moving
scenes. Higher frame rate programming is more Nearly all linear fulldome shows are pro-
costly to produce, even with the advantage of duced using computer animation, with very
digital cinema. The results are stunning, how- limited use of live-action cinema. A few live-
ever. Most fulldome servers and projectors are action video features have been produced in
capable of playing 60 fps content. As the eco- fulldome format (Yu, et al. 2007; Singer and
nomics of fulldome production improve and Pfänder 2007). The medium currently suffers
competition increases, producers may finally from the lack of an affordable digital camera
start releasing premium shows at higher frame capable of shooting a 1:1 aspect ratio fisheye
rates. image with 16 million pixels or more. High-
end 4K pixel digital cinema cameras only
Spatialized Audio provide just over half of the required vertical
resolution with their 16:9 aspect ratio imagers.
The power of spatialized audio is often The introduction of an affordable 4K · 4K
overlooked in surround-video system design. fulldome camera will likely result in more
New systems are emerging that provide live action productions, bringing the medium
enhanced audio spatialization, including vec- closer to the realm of giant screen cinema.
tor-based time and amplitude panning exploit- The technology currently exists to create such a
ing the ‘‘precedence effect’’ (Rodigast 2006), camera. A single-lens, dual 4K chip design, and
Ambisonic B-format spherical surround tech- new higher resolution imagers are due on the
niques (Gaston, et al. 2008), and 3D holo- market soon.
Ed Lantz 299
CURATOR THE MUSEUM JOURNAL
The Digital Universe Atlas stands as an tely controlling dataset navigation in other
example of how electronic datasets and simu- dome theaters (Uniview 2011). Domecasting
lations can be successfully curated, packaged, has primarily been used by curators to train pre-
and redistributed for giant screen immersive senters worldwide on how to navigate their
viewing, and repurposed across multiple digital complex datasets. For instance, at a recent
media distribution platforms. In addition, it has opening of the Ghana Planetarium in West
empowered a new generation of interactive sto- Africa (made possible by generous donations
rytellers who navigate audiences in real-time from fulldome planetarium vendors) a domecast
through complex scientific datasets (Emmart included participants in Minnesota, Wisconsin,
2005). North Carolina, New York City, Colombia,
and Accra in Ghana. Carter Emmart, director
Networked Domes of astrovisualization at the Rose Center for
Earth and Space at the American Museum of
The Internet has forever changed the Natural History, took participating domes on a
world, providing nearly instant access to an tour to the edge of the universe. (Emmart origi-
enormous and ever-expanding knowledge base. nally introduced the concept of domecasting
A vision is emerging of a worldwide network of [Emmart 2005]).
immersive domes accessing curated scientific
datasets, remote cameras for telepresence, multi- OptIPuter Project
casting of celestial events, networked video
game tournaments, and more (Lantz 2005; Led by the California Institute for Tele-
Emmart 2005; Lantz 2009a; Lantz 2008). communications and Information Technology
Already dome theaters are using ‘‘domecasting’’ (Calit2), the OptIPuter project is a ‘‘a powerful
to connect dome theaters using standard Inter- distributed cyber-infrastructure to support
net connections. The core technologies for an data-intensive scientific research and collabora-
ultra-wideband ‘‘dome grid’’ interconnecting tion’’ (Jeong, et al. 2010). There are now 59
universities and dome theaters have already OptIPuter sites featuring ultra-high resolution
been demonstrated by the OptIPuter project, displays called OptiPortals with tens or hun-
which interconnects gigapixel displays world- dreds of megapixels that allow collaborative
wide in a collaborative scientific ‘‘cyber-infra- viewing of multi-gigapixel images, 3D datasets,
structure.’’ At least one pioneering institution and 4K video from local or remote computers
has joined CineGrid, a non-profit institution through wideband optical fibers.
providing access to the core photonic networks These systems are based on an architecture
employed by the OptIPuter project. called SAGE—a Scalable Adaptive Graphics
Environment. This network-centered architec-
Domecasting ture allows collaborators to simultaneously run
multiple applications on local or remote clusters,
While the infrastructure does not yet exist and share them by streaming pixels from each
to multicast ultra-high-resolution digital plane- application over ultra-high-speed networks to
tarium imagery to digital domes around the large OptiPortal displays.6 Using SAGE it
world, one vendor (SCISS AB) provides a 3D is possible to interactively navigate multi-
application capable of ‘‘domecasting’’ or remo- gigapixel images served by a computer in the
Ed Lantz 301
CURATOR THE MUSEUM JOURNAL
seasons or eclipses (Yu 2005). In addition, live new scientific understandings into personal and
interpretation and navigation of visuals allows cultural cosmologies (Lantz 2009b). Digital
flexibility in meeting the needs of diverse planetariums combine these modalities in a
audiences who are often free to interact with powerful group immersive setting. The innova-
the presenter. tive use of live performance is a particularly suc-
Arts education has been correlated with cessful trend in SciArt (Lantz 2009b; Rubin
increased learning in science, technology, engi- 2010; Neafus and Yu 2007). Several SciArt uni-
neering, and math fundamentals (Gazzaniga versity programs have launched recently. Donna
2009). Similarly, it is possible that immersive Cox’s eDream (Emerging Digital Research and
experiences can stimulate unique brain states Education in Arts Media Institute) at the
that are useful in achieving important affective University of Illinois at Urbana-Champaign, for
and cognitive educational goals. Digital domes instance, is designed to ‘‘explore and express
are an experiential medium: instead of talking human creativity through emerging digital
about places or things, they take people there. technologies.’’
The contemplative nature of many fulldome
programs provides room for the mind to wan- Focus on Transformation
der—a possible stimulant for creative thinking
(Fries 2010) and the delivery of restorative What many museums seem to share, in one
experiences (Packer and Bond 2010). way or another, is a desire to influence how we
Few would argue that the immersive media see our world in ways that will make a better
experience is not psychologically more intense world for all. Robert Janes’s vision of a Mindful
than other media. But the exact nature and Museum would seek to impart a sense of social
value of this impact on visitors requires closer responsibility in visitors regardless of the
examination. Researchers admit that more museum genre (Janes 2010). The digital dome
studies are required to understand the efficacy is a powerful medium for influencing core
of immersive media over other forms of media beliefs and worldviews (Lantz 2009b; McCon-
(Fraser, Yocco, and Sickler 2010; Shanks 2010). ville 2007; Worldviews Network 2011). (For
one possible model of worldview transforma-
SciArt Programming tion, see Appendix E.)
The hope is that affective and cognitive
The rich content of scientific information, educational programming and cultural arts and
visualizations, and simulations in 3D formats entertainment programming can be designed to
will inevitably be used by artists and storytellers have a positive, lasting effect on visitors and as a
to create unique artistic works. So-called SciArt result, foster a better world.
(also referred to as ArtScience) has been
pioneered by planetariums over the years with STANDARDS, GUIDELINES, AND
‘‘music under the stars’’ and other fusions of SPECIFICATIONS
scientific visualizations and live or pre-
programmed music (Lantz 2009c). It has been It is generally recognized that—if the full-
argued that the combination of music, art, and dome medium is to thrive—it will be necessary
science-based visuals could actually be instru- for theaters to adopt industry standards or
mental in the dissemination and assimilation of guidelines for content creation, distribution,
and exhibition (Howe 2004; Lantz 2004a; information. Many recent advances in science
Lantz 2004b). To the credit of fulldome rely upon or culminate in scientific visualiza-
producers and vendors, the dome master format tions of experimental information or simula-
has served well as a format for show exchange tions to provide rapid understanding of complex
(Wyatt and Lantz 2005). Most fulldome the- phenomena. Scientific visualization—of the
aters are capable of accepting dome masters and structure of the universe, galaxy collisions, fluid
formatting them for exhibition, albeit some- flow, atomic models, and quantum effects—
times with vendor assistance. This has allowed provides scientists with windows into phenom-
the rapid growth of fulldome titles and has even ena that are either too large, too small, too fast,
resulted in digitization and formatting of a or too slow to directly observe (Lantz 2009b).
handful of giant screen films for domes. Digital domes allow group exploration and
Theater design and presentation systems interpretation of these phenomena either in real-
need standardization to assure consistency in time by navigation of 3D datasets or through
the quality of fulldome productions from screen carefully rendered visualizations in an immer-
to screen. Extreme differences in brightness, sive, high resolution, highly compelling format.
resolution, contrast, gamma, and color gamut The vision emerges of a future global
confound fulldome producers and distributors. ‘‘DomeGrid’’ that would curate and disseminate
And there is virtually no standard format yet for a publicly accessible navigable model of the
the cross-distribution of real-time 3D programs known physical universe based on the latest sci-
between theater systems from different vendors. entific theories and research (Lantz 2008). The
IMERSA is in the planning stages of develop- data and programs would be curated by experts
ing industry specifications and guidelines in a global network of universities, museums,
intended to steer future projection system and science centers; assembled into a coherent,
designs and installations into more uniform visually searchable collection; and distributed
image quality. In addition, IMERSA is a partic- through a global fiber-optic network. The
ipant in the NSF funded Digital Immersive DomeGrid would reach hundreds of digital
Screen Colloquium for Unified Standards and domes worldwide, which in turn serve hundreds
Specifications (DISCUSS) which has devel- of smaller regional and portable domes. The
oped an initial draft for Digital Immersive Giant resulting datasets comprise a model of the
Screen Specifications (DISCUSS 2011). It is known universe over time, space, and scale—
hoped that unifying fulldome theater standards ranging from the macroscopic universe to the
with giant screen digital theater standards will microscopic world of quantum physics, biology,
facilitate cross-purposing of content and open history, art, philosophy, engineering, architec-
giant screens to alternative real-time program- ture, math, and all of the sciences. In addition,
ming developed initially for fulldome theaters. the DomeGrid would have real-time immersive
camera feeds. Visitors could be transported to
THE FUTURE an animal watering hole in Sub-Saharan Africa;
the Grand Canyon in the Southwest United
The current trends in digital domes suggest States; or even to an immersive camera mounted
far-reaching possibilities for this emerging on the International Space Station.
medium. Essentially, the digital dome is a group Such an endeavor is best accomplished
immersive portal into the world of electronic through a global effort, managed by a consor-
Ed Lantz 303
CURATOR THE MUSEUM JOURNAL
tium of universities, museums, and science cen- brick-and-mortar facility: a place where people
ters, and funded by multiple agencies.8 go to learn as a group. The concept of a virtual
The amount of digital content that can be ‘‘museum-as-information’’ that is available any-
formatted and presented in digital domes is time, anywhere (Miller 2010) is supplemented
already vast, and will likely increase by orders of by the idea of a museum as a place to actually
magnitude in the coming decades. Data must experience information in compelling formats
represent the best available information, and that are not available elsewhere else. END
metadata must sufficiently and accurately
describe the associated data. Experts could orga- NOTES
nize this information using a software interface
that is essentially a high-performance, expert- 1. A current list of digital planetarium vendors can
driven version of MediaWiki. The DomeGrid be found at http://www.lochnessproductions.
com/fulldome/fulldome_resources.html.
would be hosted by high-performance comput-
2. See http://www.lochnessproductions.com/lfco/
ing centers at select universities, science centers, lfco.html.
and museums, or perhaps sponsored by com- 3. For more information on regional planetarium
mercial ‘‘cloud’’ providers such as Google or conferences worldwide see http://www.
Amazon.com. ips-planetarium.org/or/affiliates.html.
In the digital dome these assets are woven 4. The 4K pixel DLP is manufactured by Texas
into a story arc or logical progression that is Instruments. Accessed Jan. 31, 2011 at http://
emotionally as well as intellectually engaging. www.dlp.com/cinema/dlp-enhanced-4k/.
5. The author witnessed this recent demonstration
Content creation for exhibition in digital
at the Digital Cinema Symposium held at
domes—and group navigation of content— Moody Gardens in Galveston, Texas on Jan.
demands superb storytelling skills. The tools of 26, 2011. The Barco DP4K-32B projector
storytellers include authenticity, grand scale, produced a bright (reportedly 17 foot-Lambert)
dramatic visuals and sound, and a compelling image on the 80-foot-wide screen that, in some
plot—what Counts calls Spectacular Design scenes, actually looked better than the
(2009). 70 mm ⁄ 15-perf film reference material
Because of their real-time capabilities, new provided by FotoKem in split-screen tests.
6. See SAGE project website at http://www.
storytelling and performance modalities are
sagecommons.org/.
possible. Students will bring assets created at 7. For more information on CineGrid see http://
home or classroom into the dome for competi- www.cinegrid.org.
tions or show-and-tell. Virtual subject matter 8. Standard licensing agreements would allow
experts will reach out to larger audiences, con- distribution of the full-resolution datasets and
trolling their visual and aural experience. Vir- derivative works, requiring in some cases the
tual presenters or performers can also teleport payment of licensing fees. These valuable
into digital domes via a 3D avatar controlled by datasets would be made available to content
creators and vendor partners across all
gestures (a technology now available in at least
media: film, television, mobile, Web, and
one commercial video game). Telepresence will videogames. Because the original assets are in
allow presenters to virtually teleport entire 3D immersive format, they can be repurposed
audiences to remote locations in real-time. to nearly any media format, a practice known
The other interesting effect of digital as cross-platforming or transmedia (Jenkins
domes on museums is to re-assert the need for a 2003).
Ed Lantz 305
CURATOR THE MUSEUM JOURNAL
——— 2004a. Fulldome unity: The need for Miller, J. D. 2010. Adult science learning in the
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APPENDIX A
Jan. 31, 2011 at http://www.imersa.org/
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The range of fulldome venues within
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dome screen. Press release. Accessed Jan. 31,
Primarily used for community
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2) Fixed educational domes (38 percent).
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aesthetics in education. Proceedings: Interna- enhanced experience over portables.
tional Planetarium Society Conference, Chicago,
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digital domes that are open to the
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APPENDIX B
RIGHT
LEFT
surround at the American Museum of Natural spheric format produced through live-action
History. Many giant screen cinema professionals cinematography (such as conventional cinema-
believe that audio is around 60 percent of the tography that has been digitally re-mapped for
giant screen experience. Spatialized audio is also the dome); 3D computer graphics modeling,
a powerful tool for directing visitors’ attention rendering, and animation; 3D object or scene
around the dome toward the action. capture, rendering, and animation, including
Like giant screen cinema, digital domes scenes captured using LIDAR or photogram-
are able to deliver the full range of visual image metric techniques; 2D, 3D, or spherical illus-
capture and display (in both 2D and stereo 3D trations including compositing; scientific
modes), including source imagery in hemi- simulations of phenomena from mathematical
Ed Lantz 309
CURATOR THE MUSEUM JOURNAL
models or experimental data; informational dis- now co-located with the Association of
play including photos, text, video clips and Science and Technology Centers annual
other material that is composited onto immer- conference.
sive backgrounds. • DomeFest, Albuquerque, NM (founded
In addition there are several modes of 2004), a fulldome art film festival and
content sourcing, including linear playback of symposium produced by ArtsLAB at the
pre-rendered content; random access of pre- University of New Mexico and hosted by
rendered clips allowing branching or manual UNM and the New Mexico Museum of
on-demand triggering of content; and real-time Natural History and Science.
3D, allowing navigation and exploration of • IMERSA Fulldome Summit (founded
objects, scenes, datasets, and so on. 2004), a technical and creative
Today there are over 200 linear fulldome symposium now hosted by the
titles produced specifically for digital domes by Immersive Media Entertainment,
over 50 producers (Petersen 2010). Programs Research, Science and Arts trade
include educational-documentary and fact- association, which offers a symposium
based narrative programs for science and and curated film showcase.
humanities education (primarily astronomy- • FullDome Festival, Jena, Germany
related but now expanding into the natural (founded 2007), a fulldome film festival
sciences, biology, archeology, heritage sites, and hosted by the Jena Planetarium.
cultural mythology); fictional storytelling; Sci- • Immersive Film Festival, Espinho,
Art (also called ArtScience) using scientific Portugal (founded 2009), a fulldome film
visualizations, data, or imaging in visual ⁄ musi- festival held at Centro Multimeios de
cal productions; and other cultural and fine arts Espinho and produced by Navegar
entertainment, including live performances and Foundation.
audience interactive experiences (Lantz 2009c). • ‘Imiloa Fulldome Film Festival, Hilo,
Several digital domes worldwide have also Hawai’i (founded 2010), a fulldome film
embraced stereoscopic 3D (S3D) projection festival hosted by the ‘Imiloa Astronomy
and a small number of fulldome programs are Center, part of the University of Hawai’i
now available in S3D (Laatsch 2008). at Hilo.
• Fulldome U.K. in Birmingham, U.K.
APPENDIX C (founded 2010), a two-day fulldome
conference and festival with screenings,
International fulldome film conferences, presentations and discussions hosted at
tradeshows, and festivals the Thinktank Science Museum.
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