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Planetarium of the Future

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DOI: 10.1111/j.2151-6952.2011.00093.x

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Volume 54 Number 3 July 2011

ARTICLE

Planetarium of the Future


ED LANTZ

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.

INTRODUCTION immersive cinema, essentially—produced in a


standard dome master format. In addition,
Planetariums are in the midst of an unprec- nearly every digital planetarium is also capable
edented transformation that is not only chang- of real-time, random-access navigation through
ing the underlying technology used to deliver extensive three-dimensional astronomical data-
planetarium programming, but also promises to sets and simulations using a joystick or mouse.
radically expand the role of the planetarium in These real-time capabilities augment tradi-
the modern museum and science center. Over tional planetarium functions based on naked-
the past decade, digital planetariums, also sky astronomy. Fulldome theaters additionally
known as fulldome theaters, have rapidly grown allow intergalactic fly-through demonstrations
in number (see Lantz 2002; Yu 2005; Wyatt of scientifically accurate models of the universe.
2005). There are now nearly 800 digital dome Although most fulldome theaters are
screens, ranging from small inflatable mobile designed as digital planetariums with a mission
domes to the largest projection domes in the to deliver informal astronomy education pro-
world (Lantz 2002; Yu 2005; Wyatt 2005; gramming, digital planetariums are, in fact,
Lochness Productions 2011). These digital general-purpose group immersive visualization
theaters can now be found in some 20 percent environments capable of supporting a wide
of all planetariums worldwide. range of programming types. This article intro-
Fulldome theaters project seamless, high duces digital domes as a new medium, then dis-
resolution digital images over a near-hemispheric cusses ways in which the potential of these
screen to deliver a visually immersive field- environments might be tapped in the future to
of-view to audiences. Nearly all of these systems meet scientific and cultural needs in museums
allow the playback of immersive programs— of all types.

Ed Lantz (ed.lantz@vorteximmersion.com) is president and founding director of IMERSA.

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

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Volume 54 Number 3 July 2011

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.

296 Article: Planetarium of the Future


Volume 54 Number 3 July 2011

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.

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3D Scientific Datasets distribution model that informs new possibili-


ties for museums.
Curatorial interest in 3D scientific datasets Nearly all digital planetariums have the
is fertile ground for collaborative projects bet- ability to navigate complex 3D datasets in real
ween museums and universities, and can benefit time. Planetariums have focused on astronomi-
not only digital planetariums, but the entire cal and astrophysical datasets, and the work
spectrum of science-based programming. Giant done in this area stands as a model for what is
screens, television, museum exhibits, and the possible across all of the sciences. Perhaps the
Web offer possibilities for artists, filmmakers, best model for successful curating and distribu-
performers, publishers, and other content tion of complex and extensive scientific datasets
creators. is the Digital Universe Atlas. Essentially a
macroscopic model of the known
A VISION IS EMERGING OF A universe, the Digital Universe was
WORLDWIDE NETWORK OF IMMERSIVE initially developed by the Hayden
Planetarium of the American
DOMES ACCESSING CURATED
Museum of Natural History via a
SCIENTIFIC DATASETS, REMOTE
1998 NASA grant (Abbott, Emm-
CAMERAS FOR TELEPRESENCE, art, and Wyatt 2004). It includes
MULTICASTING OF CELESTIAL numerous datasets: nearby stars,
EVENTS, NETWORKED VIDEO GAME star clusters, nebulas, extrasolar
TOURNAMENTS, AND MORE. planets, nearby galaxy clusters, the
Sloan Digital Sky Survey, and mul-
Interestingly, preparing digital data for tispectral sky maps such as the
widespread dissemination through a storytell- WMAP’s cosmic microwave background radia-
ing medium can also require skills that may lie tion map of the most distant edge of the known
outside the capabilities of the scientists or artists universe (Digital Universe Atlas 2011).
who are generating the data. In some cases it is The Digital Universe is distributed for a
appropriate to simulate or extrapolate missing fee to three major vendors for packaging with
data. Photographic imagery must sometimes be their proprietary 3D navigation applications,
retouched, or a time series smoothed to look which in turn are sold to hundreds of digital
pleasing to the eye. Data preparation must be planetariums worldwide. In addition to distri-
performed with great care, often in cooperation bution to digital planetariums for live planetar-
with the scientists or artists who generated it, in ium programs, the Digital Universe is also
order to accurately communicate the underlying available free via Web download for viewing
scientific principles or artistic interpretation. using an application called Partiview. Deriva-
Appropriate metadata must also accompany the tive works of the Digital Universe are also used
visual and auditory datasets. These are already in numerous AMNH productions and prod-
familiar tasks for the museum curator who pre- ucts, including their space shows (which are
pares digital data for exhibits, Web, and other widely available worldwide), high definition
media (Müller 2002). The need to feed the Science Bulletins, and in an interactive station
dome has resulted in a unique curating and in their Moveable Museum.

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

300 Article: Planetarium of the Future


Volume 54 Number 3 July 2011

Netherlands using an OptiPortal at Calit2 in of sensory immersion, and to explore various


San Diego, for instance. Research applications genres of immersive media and how they can
for the OptIPuter network have been demon- best utilize these strengths. The medium is well
strated in biomedicine, geosciences and geoin- suited for productions that combine art and sci-
formatics, marine microbial analysis, real-time ence, for instance, leading to the development
environmental observatories, space visualiza- of a wide range of SciArt programming. While
tion, and technology training (Pieper, et al. 2009). the specific missions of museums vary, it has
This project, although designed for collab- been argued that imparting a sense of social
oration between researchers using high-perfor- responsibility is a universal imperative. The
mance computing centers, gives us powerful capability to deliver powerful media experiences
insight into what is possible in a future network ought to translate into the capability to more
of digital domes (Lantz 2005), and provides a deeply influence the visitor’s core beliefs and
possible avenue of collaboration between aca- worldviews. The focus on transformation is an
demic researchers and digital domes-museums. emerging trend in fulldome programming.
Key to the OptIPuter project is access to GLIF,
the Global Lambda Integrated Facility, a global Immersive Education Research
consortium of users employing shared ‘‘dark’’
(dedicated wavelength) fiber optic channels cre- Research has suggested that immersive
ating a very high bandwidth—in many cases media—including giant screen films—can
over 10 Gbits ⁄ second—Lambda Grid network improve learning. A recent study suggests that
(Brown 2004). GLIF is easily accessed through fulldome programming communicates concepts
CineGrid, a non-profit organization with a mis- better, creates a greater interest in learning, and
sion to ‘‘build an interdisciplinary community is a more effective medium at conveying scien-
that is focused on the research, development, tific concepts than a movie-theater-style screen
and demonstration of networked collaborative or television (Heimlich, Sickler, Yocco, and
tools to enable the production, use and exchange Storksdieck 2010). Various studies in virtual
of very-high-quality digital media over pho- environments show that greater immersion and
tonic networks.’’7 At least one digital dome— ‘‘sense-of-presence’’ (as compared to non-im-
the Morrison Planetarium at California mersive environments) is associated with better
Academy of Sciences—has joined CineGrid in task performance, higher satisfaction levels,
an effort to pioneer dome grid applications in increased learning effectiveness, and increased
their fulldome theater. student engagement (Yu 2005).
In general, visualizations have been found
DELIVERING MEANINGFUL to increase understanding by representing data
EXPERIENCES in visual form, allowing efficient human visual
capabilities to perceive and process abstract data
The reason for all this technology, of (Ware 2000; Card, MacKinley, and Shneider-
course, is to deliver meaningful experiences to man 1999). Planetarians maintain that greater
visitors by giving them lasting value, whether spatial understanding is possible with immer-
cognitive (increased understanding) or affective sive visualization, an important factor in astron-
(increased motivation or inspiration). It is omy education, which requires visualization of
important to understand the unique advantages spatial relationships to explain, for instance,

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,

302 Article: Planetarium of the Future


Volume 54 Number 3 July 2011

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).

304 Article: Planetarium of the Future


Volume 54 Number 3 July 2011

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Schlitz, M. M., V. Cassandra, and E. M. Miller. Wyatt, R. 2005. Planetarium paradigm shift.
2010. Worldview transformation and the Planetarian 34(3): 15–19.
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Shanks, S. 2010. Save the planetarium. Planetarian Yu, K. C., M. Brownell, J. Schoemer, D. Neafus,
39(2): 8. T. Lucas, and Z. Zager. 2007. Live action
Shaw, W. C., and J. D. Creighton. 1983. Imax film footage in an astronomy fulldome show.
and Omnimax theatre design. SMPTE Planetarian 36(1): 6–17, 86.
Journal (March).
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APPENDIX A
Jan. 31, 2011 at http://www.imersa.org/
index.php?option=com_content&view=arti-
The range of fulldome venues within
cle&id=170.
Singer, H., and B. Pfänder. 2007. The fulldome museums and science centers
action flip side: Retelling Romeo and Juliet.
Planetarian 36(2): 6–10. Categories include approximate percent-
Sky-Skan. 2008. Highest resolution digital plane- ages worldwide (Petersen 2010):
tarium installed in Beijing: Definiti 8K
achieves 35 million unique pixels on giant 1) Small portable domes (21 percent).
dome screen. Press release. Accessed Jan. 31,
Primarily used for community
2011 at http://pro.sony.com/bbsccms/ext/
outreach, portable fulldomes almost
SXRD/pdfs/8KDefinitionBeijingSkySkan.pdf.
Sterling, B. 2010. Heads-Up Virtual Reality exclusively use single-lens fisheye
(HUVR) bridges visual with tactile, in 3D and projectors that are easy to set up. They
on the cheap. WIRED Magazine Webwire. deliver an effective immersive
Saturday, July 19. experience and sufficient resolution for
Uniview. 2011. Domecasting is provided using a educational presentations.
feature called Octopus within the Uniview
application made by SCISS AB. Accessed Jan.
2) Fixed educational domes (38 percent).
31, 2011 at http://www.scalingtheuniverse.
These are typically smaller domed
com/octopus.php.
Ware, C. 2000. Information Visualization—Percep- classrooms that may not offer public
tion for Design. San Diego: Academic Press. programming. Because they are fixed
Williams, K. 2008. BELLA GAIA: The value of in nature they can provide an
aesthetics in education. Proceedings: Interna- enhanced experience over portables.
tional Planetarium Society Conference, Chicago,
IL, June 27-July 3. 3) Public domes (41 percent). These are
Worldviews Network. 2011. Accessed Jan. 31,
digital domes that are open to the
2011 at http://www.worldviews.net/.

Ed Lantz 307
CURATOR THE MUSEUM JOURNAL

public at least part-time and must


attract voluntary audiences by virtue of
the quality of the presentation. Type
C domes typically have higher
resolution video, surround-sound and
other enhancements that provide
greater entertainment value in addition
to meeting base curriculum needs.

APPENDIX B

Digital dome projection and production


technologies

Most digital dome venues provide a full


180 x 360-degree hemispheric field-of-view as
defined by the ‘‘dome master’’ digital mapping
format shown in figure 3. By comparison, the BACK
giant screen IMAX dome format is an offset
(truncated) 180-degree fisheye format that cov-
ers about 130 degrees of verticality on the dome

RIGHT
LEFT

screen, as shown in figure 4 (Max 1983). In


TOP
addition, few IMAX films are shot specifically
for the dome, while most digital dome program-
ming fully utilizes the hemisphere with geomet-
rically correct spherical rendering. The resulting
content closely simulates actually being there,
FRONT
with trees, buildings, and other scenery tower-
ing above visitors. It is well known that wide
field-of-view imagery stimulates the ‘‘opto-ves- Figure 3. Dome master mapping (Wyatt and Lantz
tibular’’ response in the brain, activating power- 2005).

ful motion cues (Lappe, Bremmer, and van den


Berg 1999). A camera pan in an immersive the- Frequent cuts between scenes are also thought
ater can provide the illusion that the entire the- to be distracting, since the mind takes time to
ater is rotating, allowing producers to easily build cognitive maps when presented with a
deliver ‘‘thrill ride’’ type experiences. Many have new immersive environment (Wyatt 2005).
argued for a new cinematic language for immer- Most public theaters also utilize 5.1 sur-
sive cinema storytelling (Shedd 1989; Yu 2008). round sound (Gaston, Dougall, Connelly, Mer-
Producers in this medium often take care to kle, and Thompson 2008). A small number of
slow down camera motion to reduce the theaters have specialized sound systems, such as
unpleasant sensation of vertigo, sometimes re- the 15.1 surround system at the Denver Museum
ferred to as ‘‘simulator sickness’’ (Johnson 2005). of Nature and Science and the 23.2 speaker

308 Article: Planetarium of the Future


Volume 54 Number 3 July 2011

Figure 4. IMAX Dome Mapping (Max 1983).

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.

• IPS (founded 1970), the biennial APPENDIX D


conference of the International
Planetarium Society, a tradeshow A comparison of giant screen cinemas and
with heavy focus on fulldome digital planetariums
technologies.
• Fulldome Video Showcase, ASTC Unlike giant screen dome theaters, which
(founded 2003), produced by Spitz and are relatively standardized—most are designed

310 Article: Planetarium of the Future


Volume 54 Number 3 July 2011

by Imax Corporation (Shaw and Creighton Regional programming: Many digital


1983)—digital dome theaters compete with planetariums prefer to maintain a regional fla-
each other in design configurations and pro- vor to their programming, either with in-house
jected image and sound quality. This is partly productions or customized content. Giant
due to the variety of vendors delivering these screen programming is widely syndicated with
systems, the large choice of audio and video minimal regional customization.
delivery technologies, and legacy theaters that Astronomy bias: Many digital planetari-
upgrade to digital but cannot upgrade their the- ums are mandated to operate as astronomy cen-
ater design. One could enter a fulldome theater ters or star theaters and will not stray into the
and find concentric seating (12 percent), a non- larger range of science and humanities topics
tilted dome and seating deck (85 percent) or featured in giant screen films.
dome tilts up to 30 degrees. Furthermore, some CGI versus live-action programming:
projection systems are still actually analog Giant-screen theaters primarily show live
CRT-based with very low brightness (0.1–0.5 action films, while fulldome theaters show
foot-Lamberts, as opposed to giant screen mainly CGI content.
domes which often exceed 2 foot-Lamberts). Interactive programming: While ‘‘alter-
Nevertheless, fulldome programming is being native programming’’ is given lip service in giant
successfully formatted and distributed to this screen digital cinema discussions, extensive
wide spectrum of theaters, and efforts are real-time 3D capabilities have been featured in
underway to develop recommended specifica- digital domes since Digistar debuted in 1982,
tions for all theater types. and audience interaction with live presenters
Theater design: Fewer than 11 percent of has been a staple of planetariums since their
all digital domes would meet the 60-foot-or- inception.
greater diameter required by the Giant Screen Immediate access to scientific data:
Cinema Association in order to be considered Increasingly, science is best communicated via
a ‘‘Giant Screen’’ cinema (Oran et al. 2009). scientific visualizations and simulations. Digital
Fewer still have tilted domes and stadium domes have immediate access to 3D datasets
seating, which are standard in giant screen when released and can roll this into live inter-
domes. active presentations. Giant screen films can take
Technological complexity: High resolu- years to fund and produce, missing out on the
tion digital domes can be technologically com- latest discoveries.
plex and often require a full-time technician for Financial model: Digital planetariums
show encoding and system maintenance in employ a buyout or flat-fee annual licensing
addition to a projectionist. Giant-screen film- model and most are not set up to do auditable
based dome theaters are accustomed to a single, attendance accounting. Giant screen film the-
powerful projector, and have a bias against of aters employ a gate-share model that benefits
multi-projector configurations. producers of high-grossing films.
Program duration: Giant screen films are Quality standards: Giant screen film the-
typically a 40–45 minute in duration, while full- aters generally adhere to (or aspire to) quality
dome programs are largely 20–23 minutes long standards set down (or mandated) by Imax Cor-
allowing the option of a 30-minute theater cycle poration. Image and acoustic qualities of digital
time or the addition of a live ‘‘sky tonight’’ tour. dome exhibition varies over a wide range

Ed Lantz 311
CURATOR THE MUSEUM JOURNAL

without firm standards or specifications. 1) Embedded. Consciousness is shaped


(IMERSA is now working on standards and without conscious awareness by social,
guidelines for future theaters.) cultural and biological factors.
Scalability: Digital domes come in all sizes
and flavors, from small 15-foot-diameter porta- 2) Self-reflexive. People gain awareness of
ble domes to large 200-foot-diameter inflata- how their experiences are conditioned
bles. This creates unique challenges (and by the social world through reflection
opportunities) not experienced by giant screen and contemplative practices.
producers and distributors.
Range of uses: The large range in exhibi- 3) Engaged. People are not only aware of
tion quality and dome size is partially due to the the social environment, but begin to
large range of uses for these spaces. Some digi- mobilize an intention to contribute to
tal planetariums operate as classrooms only, the greater good in some outwardly
others as public theaters, making for huge dif- directed way.
ferences in culture and operating models. Giant
screen cinemas are now seeing a similar dichot- 4) Collaborative. People see themselves as
omy since the introduction of giant screen digi- a part of the collective and begin to
tal film theaters optimized for Hollywood work with others to co-create or shape
films. the social environment by collaborative
Anti-piracy ⁄ content protection: Giant- actions.
screen digital theaters employ DCI-compliant
systems and distributors are now accustomed to 5) Resonant. People report a sense of
delivering encrypted DCP’s. Lack of a similar essential interrelatedness with
standard is an inhibitor to fulldome producers others—a field of shared experience
seeking to enter the giant screen market. and emergence that is felt and
Formatting content for the dome: Full- expressed in social groups, and that
dome uses the entire hemisphere. Giant-screen stimulates social transformation.
film domes use only the partial hemisphere. As
such, films created for giant-screen domes It could be that the most transformational
(nearly all of which were produced for flat use of fulldome theaters is the delivery of pro-
screen, without much ⁄ any accommodation for gramming designed to foster Schlitz’s resonant
a partial dome screen presentation) do not easily sense of interrelatedness. Indeed, a new breed
make the transition to fulldome. of producers is seeking to use the affective
power of immersive media—emotionally evoca-
APPENDIX E tive music, stunning visuals and clever storytell-
ing—to invoke a deeper shift in worldview than
Five levels of social consciousness is achieved by cognitive means alone (Williams
2008).
Derived from a model of worldview trans-
formation (Schlitz, Cassandra and Miller
2010):

312 Article: Planetarium of the Future

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