The Courtauld Gallery Now Allows Patrons to View Its Exhibits from Home
Katherine Pendrill — February 1, 2016 — Tech
The Courtauld Gallery in London has teamed up with Samsung Gear VR to create a new app that allows patrons to view the works of Monet and Gauguin from the comfort of their own home.
The new WoofbertVR app is a virtual reality app that can be used to explore The Courtauld Gallery on demand. The experience is narrated by author Neil Gaiman, who details many of the museums most famous pieces. The app is largely designed for students, however it is available for anyone interested in taking a virtual tour of the gallery. As President of Woofbert VR Elizabeth L. Reede explains, "At its core, the app enables ‘students’ to be transported to and learn about these great cultural treasures from their living room or office, with family and friends."
The new WoofbertVR app is a virtual reality app that can be used to explore The Courtauld Gallery on demand. The experience is narrated by author Neil Gaiman, who details many of the museums most famous pieces. The app is largely designed for students, however it is available for anyone interested in taking a virtual tour of the gallery. As President of Woofbert VR Elizabeth L. Reede explains, "At its core, the app enables ‘students’ to be transported to and learn about these great cultural treasures from their living room or office, with family and friends."
Trend Themes
1. Virtual Reality Art Exhibits - Opportunity for museums and galleries to create VR experiences of their exhibits for remote viewing.
2. Virtual Education - Opportunity for educational institutions to create VR experiences for remote learning.
3. VR Narrated Experiences - Opportunity for brands to create immersive VR experiences with narration by well-known personalities.
Industry Implications
1. Museums and Galleries - Opportunity for museums and galleries to expand their reach by offering VR experiences of their exhibits.
2. Education - Opportunity for educational institutions to utilize VR technology for remote learning experiences.
3. Entertainment - Opportunity for brands to offer entertaining and educational VR experiences for their audiences.
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