Fishhook is a small Wellington-based startup with a mission to figure out how the world works so they can create experiences for all adults to get excited about, and actively involved in science and technology. Many adults, including members of Fishhook, thought they left science behind in high school. But we can’t avoid it. Even though it was optional in school, it’s not optional in life. It’s everywhere. Science underpins every facet of our lives and the decisions we make every day and what kind of impact we have on this planet. So Fishhook wants to find out how this whole science thing works and made it accessible. They are developing a range of experiences that will allow you to do everything from extracting DNA in a cocktail glass to building a star to learning how to write a computer program. Fishhook aims to spark curiosity and prompt an enthusiasm for lifelong learning.
Hiamo is developing a mobile application which utilises modern technology to bring historic sites to life.
Many historic site managers need to invest heavily in reproductions to engage visitors. Hiamo offers a sustainable and stimulating alternative by using augmented reality to virtually reproduce the lost or damaged objects on site. This approach is less expensive to build and easier to update or extend.
Our app goes beyond restoration and encourages explorative learning for all ages using cutting-edge technology. The opportunity to interact with the past in this manner provides an avenue for lifelong learning among our users and displays history in a new and exciting light.
We are working to recreate historic guns at fortifications around Wellington. Our mission is to increase awareness and engagement with these sites to assist in protecting them.
Joyful Immersive experience.
Christchurch team focused on sensory experiences for collection objects in GLAM institutions using mixed reality.
JIX is an incredibly talented team of developers. Within the team, they have; Winners of MYOB IT Challenges, regional winners of NZ Space Challenge 2018.
They recently created a Mars augmented reality experience at NZCareersExpo 2018, which engaged at least 2000 people at the expo.
JIX is creating a mixed reality experience that allows visitors to feel like they are touching collection objects and art. This is possible through their haptic driven museum experience which utilises augmented reality, hand gesture & location detectors, and haptic generators.
Open exploration of research for everyone.
Our solution is to empower people to interact directly with the scientific literature through a game-like interface that connects directly to research data with no third parties which a user may not trust. We assemble article summaries produced by academic experts act as ‘translations’ of abstracts which can otherwise be full of technical jargon.
We will deliver this interface in the form of interactive maps on research into controversial and societally relevant topics such as climate change, vaccination, genetic engineering, the connection between cancer and smoking, and nuclear technology.
The maps will be enhanced through the use of colour and motion to be visually appealing to users. We have already made significant progress towards a technical tool for researchers but this work could be readily adapted for use in an interactive experience for a broad audience.
Merge Creative Agency
Merge Creative Agency are a group of students from Dunedin who are creating an immersive Augmented Reality game app. Through their research they found that museums are catered largely to children and families. This is why they have made their main target market Centennials and Millennials, that aren’t interested in museums and if they are, don’t really take in the information. Young people are looking for experiences not information and they value peer social engagement over individual reflection. Therefore Merge is solving this problem by developing live game narratives in museum context. Their game will bring people into the museum, by moving visitors though the exhibits to complete puzzle tasks and help create a fun learning environment that people can come back to time and time again.
Mimicry Tech is Mahuki’s first Invercargill team. After the Southland Museum was shut due to earthquake damage, co founders Louise Evans, Rachel Butler and Doug Thwaites identified the importance of keeping culture and arts alive in the regions.
The team see the closure of the museum as a chance to embrace technology and engage young people in a way museums haven’t before, shrinking the disconnect between the students of art, and art cherished and immortalised by generations past.
They’ll use leading technologies to inspire curiosity, and offer art students a way of collaborating with artists who have long since died. Students will be able to mimic the school of art, or art period, in real time, giving them a hands-on approach to studying works often beyond the budgets of regional galleries or considered too valuable and untouchable.
A multi-platform app that takes the stress out of running events. Wellington team. Showmode CEO, Aaron Blackledge, has operated as theatre technician and producer for the last ten years. He has also co-produced Fringe at the Gryphon 2017 and 2018.
During the days of an event, many elements can be out of the organisers control. One of the biggest things to combat this is to structure the day
Most processes in the entertainment industry have ‘industry standard’ programs, but not this. Organisers are still using phone alarms or count down timers as a quick fix. These don’t allow for synchronization across multiple devices or adjustments to timing that might be needed.
The Showmode team will create and further develop ‘Showmode,’ a multi-platform app that keeps track of programming and deadlines in real time, prior to and during an event, preset by the specific event management team.
Take Me Back
Our solution is based on storytelling, both capturing stories and sharing.
Historic artefacts become engaging when they illustrate a story that relates to the visitor. For instance capturing all the images of a particular individual throughout their life helps brings the character to life, as illustration to his story. Once we have this base line we can then can capture more relationships and stories by capturing links to other artefacts, e.g. family members, places of importance to them, and events. These links we captured through a variety of mutually reinforcing means, including AI, expert knowledge and crowdsourcing.
The core of our solution would be a linked data cloud based service, accessible via mobile and web applications, that could be replicated and modified to support any number of collections. Being built on open web standards, it would have the ability to link collections together across museums.
Town Square is a platform that encourages people to discover great events, connect with friends and family offline, and enjoy all the fabulous things that are happening in New Zealand cities.
We have a marketing tool which combines tech and creativity to maximise the attendance of events. Our platform is built to make it fast and easy for people to find things they really want to go to. We combine that with our love of fun, unique and interesting events, and excitement to spread the word.
On the Town Square app, you will be able to discover, reserve tickets, organise with friends, arrange restaurant bookings, and get there on time, all with a few clicks. Making it this easy will inspire people to go out and enjoy real experiences as part of everyday life. Organisers will easily grow their audience so they can focus on creating amazing events.
Online platform to encourage rangatahi (youth) to become more engaged in their community. Taranaki team.
Angela, CEO and a mum, is passionate about inspiring rangatahi to engage in more events and activities in their communities. In this digital age, it is easy for our future generation to spend their growing-up in front of a digital screen. The Upto? team want to provide more engaging options of rangatahi to spend their time. Using social media influencers, event organisers and tourism sites can engage youth to create videos about the sites to encourage other youth to participate and engage.