Playing with the Past.

Saved in:
Bibliographic Details
Title: Playing with the Past.
Authors: JØRGENSEN, DOLLY (AUTHOR)
Source: Discover. Spring2026, Vol. 47 Issue 2, p44-48. 5p. 1 Color Photograph, 4 Cartoon or Caricatures.
Subjects: Extinct animals, Augmented reality, Sound system installation, Science education, Museums, Nature conservation, Wildlife conservation
Abstract: The article focuses on how museums use playful and interactive exhibits to engage visitors with the stories of extinct animals, fostering reflection on extinction and conservation. Examples include the Royal Ontario Museum’s mirrored Carolina parakeet display, the French media company Saola’s REViVRE augmented reality (AR) experience at the National Museum of Natural History in Paris, and the Smithsonian’s Skin & Bones AR app, all of which animate extinct species to create immersive learning. Sound installations, such as the last Kaua'i 'ō'ō bird’s recorded song at the British Library and the thylacine’s hunting sounds at the Royal Belgian Institute of Natural Sciences, further evoke emotional connections. These approaches combine education with imaginative play to encourage visitors to consider the causes and consequences of extinction and inspire efforts to protect existing wildlife. [Extracted from the article]
Copyright of Discover is the property of Discover Magazine, Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Engineering Source
Full text is not displayed to guests.
Description
Abstract:The article focuses on how museums use playful and interactive exhibits to engage visitors with the stories of extinct animals, fostering reflection on extinction and conservation. Examples include the Royal Ontario Museum’s mirrored Carolina parakeet display, the French media company Saola’s REViVRE augmented reality (AR) experience at the National Museum of Natural History in Paris, and the Smithsonian’s Skin & Bones AR app, all of which animate extinct species to create immersive learning. Sound installations, such as the last Kaua'i 'ō'ō bird’s recorded song at the British Library and the thylacine’s hunting sounds at the Royal Belgian Institute of Natural Sciences, further evoke emotional connections. These approaches combine education with imaginative play to encourage visitors to consider the causes and consequences of extinction and inspire efforts to protect existing wildlife. [Extracted from the article]
ISSN:02747529