The museum community try to convince people and more specifically young people that the museum as an entity worths exploring not in a traditional way but through playing..
McGonigal says games make people happy — and she takes happiness very seriously
The “Ghost of a Chance” interactive multimedia game at the Smithsonian American Art Museum is one of the first tries to engage people learning through playing with new media platforms instead of classic media for museums as audio and text.
The Sensorama was a machine that is one of the earliest known examples of immersive, multi-sensory (now known as multimodal) technology. Morton Heilig, who today would be thought of as a “multimedia” specialist, in the 1950s saw theater as an activity that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He dubbed it “Experience Theater”, and detailed his vision of multi-sensory theater in his 1955 paper entitled “The Cinema of the Future” (Robinett 1994). In 1962 he built a prototype of his vision, dubbed the Sensorama, along with five short films to be displayed in it. Predating digital computing, the Sensorama was a mechanical device, which still functions today.
Early 1970’s Robotics Amazing for his time..
Was a Cybernetic Sculptor active in the late 1960’s and early 1970’s. His ground-breaking sculptures explored the interaction between his robotic works and the audience, and reached their height with The Senster, a large (15 feet long), hydraulic robot commissioned by the electronics giant, Philips, for their permanent showplace, the Evoluon, in Eindhoven in 1970. The sculpture used sound and movement sensors to react to the behaviour of the visitors. It was one of the first computer controlled interactive robotic works of art.
This is why last time I asked Does technology takes a long time to approach artists?