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3D exhibition museum photogrammetry

New work: Photogrammetry for the new Medicine Galleries at the Science Museum!

The Science Museum recently released their Explore Museum Objects in 3D online resource and 20 new 3D models on Sketchfab to coincide with the opening of their new Medicine: The Wellcome Galleries.

In 2018, the museum approached us about the idea of scanning a set of objects for the upcoming galleries and we gladly accepted. Using photogrammetry we made a number of the 3D models in the final set. So let’s talk a little about the project and the awesome objects we were tasked with scanning!

The new Medicine Galleries include three thousand objects and showcase some truly amazing medical items. They’re all about ‘exploring our relationship with medicine and health through more than 500 years of history’ and include the world’s first MRI scanner and Alexander Fleming’s penicillin mould!

The process

We’ve created over 20 commissions now, and many of them have included 3D digitisation as a service. This was a little different because the resulting models were to be viewed digitally (and not printed), but we still used the same photogrammetry techniques.

We worked closely with Digital Learning Producers Emilia McKenzie and Josh Blair, whittling down a list of possible objects from the Medicine collection based on their ‘scan-ability’. We looked at material, reflectivity, and size while Josh and Emilia came at it from strength of curriculum links.

Seeing images of the objects in advance really helps with that initial selection, but seeing an object in the flesh is even better, so it was useful to arrange a site visit at Blythe House to preview the objects. There are two major steps to making 3D models: Photogrammetric capture, and making the digital models.

Photogrammetric capture

We set our gear up in a corner of the stores and did image capture over two weeks, averaging about 3 objects per day. The chosen objects varied massively in size and complexity from a large wooden 18th century barber-surgeon’s chair, to a box of matches, to a cast iron baby-weighing scale.

It was great to get up close with the objects and be surrounded by so many other wondrous artefacts in the Blythe House stores. We love going behind the scenes at different museums, in fact it’s a large part of why we started the company in the first place, so visiting was a real treat for us!

Charlie capturing photos of the beautiful Leeches jar, fortunately it’s not so beautiful content has long since been removed!

Making the digital models

Having captured high-res images of all the artefacts we began the job of processing them into models using Agisoft’s Photoscan (now Metashape). A couple of the objects proved challenging owing to their complexity. Manufactured objects are usually more complicated then sculptural/hand-made things, so our models of sculptures tend to be quite forgiving as they’re one mass, whereas machine-made objects like the baby weighing scales or carbolic sprayer are not.

With their uniform metallic parts like nuts and bolts and pressed sheet metal failing to mesh well, areas of the models looked a bit “crunchy”. Accuracy was key for these objects as the detail helped explain their function.

To solve this we recreated the object topology and remodelled several of the objects using the exported meshes of the original scans, and the photos as additional reference. After remodelling the objects to a suitably detailed level we could then import those to Metashape again for retexturing. The result is a neat model that represented the original and load quickly online.

The remodelled steam sprayer which was later animated by artist Sophie Dixon

The new 3D models

We produced 13 models which you can see on the museum’s Sketchfab page. Our favourites include

The museum’s Sketchfab page. All the models are downloadable under a CC Attribution-NonCommercial license.

Object-based learning

The Science Museum has developed tons of online classroom resources for teachers and educators as part of the project, using 3D models as the base. It’s a great way to introduce object-based learning into the classroom and to help fuel a student’s curiosity. The resources can be browsed through different fields including key stage, curriculum links, and subject.

Emilia and Josh also worked on providing useful supporting material as well such as scale (which is often overlooked with 3D models). There are also loads of discussion prompt questions like is it OK to exploit or harm animals to make humans better?

The Science Museum’s new learning resource site.

At Museum in a Box we’re obviously massive advocates for object-based learning! Mostly because objects are a great way to prompt questions, stimulate discussion and improve people’s critical thinking. What’s more, having a digital model or 3D print means you can move the object around and view it from all angles, something that’s just not possible with objects in a gallery setting.

Medicine: The Wellcome Galleries

We’re proud to have made a small contribution to the brand new Medicine: The Wellcome Galleries space at the Science Museum. It’s brilliant!

We were delighted to work on this digitisation project and play a part in growing the museum’s offering of digital resources. The Education team were great to work with and the outcome is a really well rounded set of resources that encapsulate the spirit of the new galleries perfectly!

We can provide 3D digitisation through our commissions so if you’re considering making a collection through Museum in a Box but don’t have the ability to do 3D in-house, do get in touch.

Categories
conference notes

Developing an educational strategy

We’re a core team of designers. We’re not trained educators. While each of us has had quite a bit of exposure to museums, from within and without, and indeed have taught, both kids and adults, with Museum in a Box, we’re trying to improve on a very old idea, of museums’ handling collections being used as learning aids. That’s meant a crash course in the vast landscape of education. Boy, is it HUGE.

Fairly early on, I came up with a matrix-y thing to illustrate what I think are the main segments that our boxes might fit into. You can see it’s a combination of finished or DIY boxes, in a classroom or retail environment.

So, you have a spectrum between a finished box and a DIY box, and you might find one of these in either a classroom, or a retail space like a museum shop.

finished box might contain objects and their stories that are very directly tied to a specific curriculum area and its learning outcomes. This box might be targeted towards younger students, or at least written/designed for a specific age group or key stage.

A DIY box might be used as a teaching device for slightly older students, perhaps high school age, who are starting to dive deep into design/tech subject areas. In this case, you might not purchase anything physical, but only digital and schematic things. Students would put together the entire thing, from configuring the Brain, to writing the content, to producing the content, to printing the objects, to making the container, etc. We like this approach because the kids could learn a thing or two about history or art or science as they’re constructing a product. It feels like great cross-pollinatory learning, and the teachers we’ve talked about it agree.

You could see either of these boxes also existing in a retail environment. We’d love to make a box to accompany an exhibition, so instead of that spectacularly unsatisfying experience of only being about to buy one or two postcards of what you’ve just seen, you could buy a box that lets you delve deep into every aspect of the exhibition, including perhaps even how it was made. You take it back home and can spend time. We also like imagining this type of box in a pre/visit/post context… maybe the box could be sent to schools before the students visit your museum, so they can be familiar with what they’ll see before they arrive. Once they’ve come and seen things, they could produce their own impressions of it all, and make their Museum in a Box play that instead of the Official Point of View.

Personally, I’m also curious about the collision of Museum in a Box with Design/Tech because, to me at least, it feels like lots of the tech projects out there suffer a little from a lack of content, or that it’s engineering for engineering’s sake? But, then you watch videos of kids making electric guitars with a  micro:bit and maybe that proves me wrong in an instant.

Each of these types of boxes and their associated activities and work leads me to a concept we bumped into in the course of last year. As we were working with Sara Cardello, Education Specialist at the Smithsonian Institution Libraries, on a pilot partnership, we discovered the idea of 21st Century Skills. As I understand it, the general initiative was formed in 2002, as a coalition of the business community, education leaders and policymakers who were determined to:

[put] 21st century readiness at the centre of US K-12 education and to kick-start a national conversation on the importance of 21st century skills for all students.

Framework for 21st Century Learning

While there is certainly still emphasis placed on “mastery of fundamental subjects” like English or Maths, 21st century themes are introduced too, around information / media / tech, learning and innovation (and importantly, improvisation), and broader life/career skills.

It’s about setting students on a course to build muscles around things like cogent reasoning, evidence collection, critical thinking and analytical communication, all of which are surely useful when it comes to investigating cultural description and points of view generated in certain context.

  • You can see the skills outlined in the P21 Framework. There’s a ton of documentation on the site too. Lots to explore.

3D Museums: Tactile learning, greater access

Over the last year or so, we’ve also been steadily learning more about object-based learning, and we think it fits in especially well with the overall tenets of 21st century skills, combined with Museum in a Box. Object-based learning is used at the British Museum too, with school groups that come to visit. With thanks to Lizzie Edwards for sharing her knowledge in this area with us.

The main benefits of using objects in learning, according to UCL Museums and Collections, are that they:

  • provide a direct link with a topic or ‘the past’ and can really enhance young people’s interest in and understanding of a topic/subject.
  • encourage learners to use all their senses – especially touch, sight and smell.
  • help to develop the important skill of drawing conclusions based on an examination of evidence, together with an understanding of the limitations and reliability of evidence.
  • are ideal for generating group and class discussion.
  • promote the value of museums and encourage young people to visit museums and galleries with their families to further their learning.

One of the diagrams I found in my research is a handy glanceable thing to help you quickly understand that object-based learning is about asking interesting questions of an object, from lots of different angles… This diagram has been recreated — mostly so it fitted in with the colour scheme of a presentation I was giving! — from the superb report (in PDF format): Learning Through Culture: The DfES Museums and Galleries Education Programme: A guide to good practice (2002)

I presented these rough ideas in Brussels in late November at the Faro’s “Heritage, virtual and augmented” conference. Here are the slides (or a version with presenter notes):

Bright Lights

We continue to research and look to leaders in innovative learning around the world as we ourselves try to learn more about how Museum in a Box can actually help museum educators and teachers, and not hinder them,

We find ourselves studying systems like:

  • diy.org – “DIY is a safe online community for kids to discover new passions, level up their skills, and meet fearless geeks just like them.” Who says education can’t co-exist with creativity??
  • Technology Will Save Us – We’ve been especially impressed by the generosity of the TWSU Education folks. All their stuff in published online, and let me tell you, we’ve been studying it! 🙂
  • AltSchool – “creating a 21st century work environment for our educators”, “supporting, rather than disempowering, with technology”.

There’s a long way to go, but broadly speaking we’re liking the feel of a framework that blends object-based learning and 21st century skills as our starting point.

We’ve already written a job description for an Education Producer – we know it’s a gap – but happily learning about this new, huge environment in the meantime. If you know of a good group or person who might be interested to fund a position like that (maybe a contract to the tune of £10k?) then please tell us who we should talk to!