Musemio: the VR app that brings culture to life for children across the globe
Written by Olga Kravchenko (Co-founder and CEO of Musemio — Speaker at EICS 2019)
During this year, Musemio has worked extensively on our research which explores if and how VR could not only help children retain more information but also assist cultural partners to make better decisions about the museum/exhibition/attraction site. When I had an opportunity to apply for a call to speak at EICS 2019 — I didn’t need to think twice. We were passionate to share our research and also the problems in the industry we uncovered along the way.
Musemio At Glance
Musemio is a virtual reality educational platform designed for child ren aged 8–12. We create gamified experiences based off museum collections around the globe; our goal is to allow every child to have unrestricted access to arts and culture. Museum learning and cultural education at this critical age not only help children to be more creative and think outside the box, but research from others also proves that iti impacts their cognitive abilities resulting in better grades and behaviour. After working with over 3,000 children this year in our trials, we have found out that not only children were learning better in VR but that their learning style in VR was different thatn what we expected. This is what we are trying to take further, working on the system that can identify the learning type and optimise VR experiences more relevant.
Relevance at the Information Age
During my presentation at EICS2019 I talked a lot about relevance and how we can use VR more effectively actually making a difference to society we live in. I questioned how we can use virtual information about movement and gaze and translate it to physical reality giving the opportunity for organisations to learn about new generations and their preferences in interactions. Though we started with children whose learning curve was heavily impacted by technology, we believe that our approach of making VR relevant will be applicable to other age groups and will help to speed up VR adoption.
Sharing the ideas and building community for leader in immersive technologies
Sharing ideas with the community of like-minded individuals is always rewarding. Not only did I have a chance to share our vision, research and my thoughts on how we can improve the industry, but I was also able to hear new refreshing ideas that helped to think more effectively about Musemio’s own projects. Even though all of the speakers and guests were from different industries and pathways, we had one thing in common: shaping the future of the next big thing (fingers crossed).
Another highlight of the EICS2019 was the EU Commission Round Table: Developing Europe’s Leadership in Immersive Content where all of the speakers had a chance to share their thoughts on how the government can helps us to propel VR development and most importantly VR adoption. Thoughts varied based on the experience of participants but the general trait was that the government should help to demystify VR and stimulate the adoption by creating more opportunities to connect with the consumer through already established network (media, TV channels, mobile operators etc).
As a startup in VR space, we discover new insights on daily basis making sure that we are creating a user-centric product. However, the lack of communication between VR business and the lack of string this unique insights delay the development and full bloom of the VR medium. Events like EICS2019 help to connect, open up to new ideas to co-create what inevitably leads to quicker and more sustainable innovations.