STATUE OF LIBERTY MUSEUM

RealMotion™ servers were used to power the permanent exhibits of the Statue of Liberty Museums, which were designed by ESI Design and FX Collaborative, and produced by Float4. The interactive components of the museum create a multi-sensory experience, and an opportunity to reflect on the very notion of freedom.

16 RealMotion™ servers were used to power and manage the content of different interactive zones in the Statue of Liberty Museum exhibit for the long term.

For developers, creatives and owners, the RealMotion™ server’s dependability is pertinent to the Statue of Liberty exhibit, as it is located on an island with minimal support staff on the grounds. If ever an issue arises with one server, all the content, structures and particles will be transferred to a back-up server to ensure that there are no interruptions if one of the main servers fail.

The CMS (Content Management System) is an internal tool within the servers that allows users to edit content used on the Becoming Liberty Canvas and on the Kiosks. The CMS manages content (visual assets, quotes and countries), submissions from the kiosk portraits (explained below) and software settings (for emails, gatekeeping, and retention delay).

The Immersive Theater

The Immersive Theater is an installation comprised of three curved projections, or nodes, in three different theaters, as well as one countdown screen to regulate the flow of visitors inside the theater nodes. The content for each is controlled by a RealMotion™ server.

The Immersive Theater uses three RealMotion™ servers to render, or generate, the graphics for all three nodes. The server in charge of the first piece also renders the countdown screen. All the servers in the Immersive Theater are synchronized to the first node for timing purposes.

‘Bartholdi’s Sketches’ & ‘The Statue in Popular Culture’

The Bartholdi’s Sketchbook and Popular Culture installations comprise of four touchscreen stations with dynamic applications. The content for each application is outputted by a RealMotion™ server. For these two exhibits, RealMotion™ servers are used primarily to ensure that the content of the segments run as smoothly as possible, eliminating the need for constant maintenance or quality assurance checks.

Becoming Liberty

For Becoming Liberty, RealMotion™ was used to power an installation that will consolidate information from thousands of people, artistically edit this information, and push the information to a large display.

All the data particles involved in Becoming Liberty is dynamic and are created based on the participant’s choices and submissions on any one of the 20 interactive kiosks. All kiosks communicate with a CMS located in the RealMotion™ server.

This CMS receives updatable content and submissions created from the kiosks. In this case, the content particles are indicative of three elements: the country of origin of each visitor, each photo taken by the participants, and images chosen by the participant representing what ‘liberty’ means to them. Cloud-based AI (artificial intelligence) is then used to validate and sort through the photo submitted by the participant, and the CMS system shares this content to the Canvas and Kiosks through web API’s. The CMS also manages the souvenir emails sent to the visitors.

Through RealMotion™ server’s software, the kiosks will generate more than 30,000 particles in real time. With these particles (essentially the data it was fed by the participants) it will create a mosaic of all the answers from each of the kiosks, using the particles and data for a collective art installation. The final result is sent from the RealMotion servers to the stunning large format Canvas that measures approximately 40 feet wide and 11 feet tall.

 

Thanks to its generative visuals driven by real time data, the ‘Becoming Liberty’ segment becomes a salute to the diverse spirit of this exhibit.

Renderings: Courtesy of ESI Design & FXCollaborative
Video: Courtesy of ESI Designs (https://vimeo.com/336152805/)

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