The Glass Drawing Room virtual reality reconstruction was designed as an in-gallery experience as part of the exhibition In Sparkling Company: Glass and the Costs of Social Life in Britain During the 1700s on view May 2021-January 2022.
Initially planned to be installed in front of three of the surviving glass panels from the room, and later replaced by a touchscreen version due to the COVID-19 pandemic, the program relies on exhibition interpretation and the virtual reality experience is designed to be purely experiential.
Through a specially commissioned virtual reality reconstruction, step into the dazzling world of the 1st Duke and Duchess of Northumberland in this sparkling recreation of the glass drawing room at Northumberland House, London. You can explore every corner of this now-lost interior and see the mirrored glass panels come alive in candlelight.
Designed for Hugh Percy, 1st Duke of Northumberland (1714-1786), by celebrated architect Robert Adam (1728-1792),the glass drawing room was subsequently altered and finally dismantled in 1874, before the house was demolished. It has not been seen in its original form for 200 years, until now.
The virtual space was developed using surviving glass panels and furniture from the V&A Museum and the collection of the Duke of Northumberland, as well as objects in the collection of the National Trust, The Corning Museum of Glass, and the architect’s original design drawings from Sir John Soane’s Museum.
How to Access the VR Experience
Oculus App Lab
The Glass Drawing Room is available to download on the Oculus App Lab, for free.
To receive access to the app, send an email to [email protected] with the email address associated with your Oculus/Facebook account, and we’ll send you an invitation.
Download the app file
If you are familiar with sideloading apps onto your VR headset, you can download the apk app file for free. Download the file (200.06 MB) from Dropbox using the link below.
This VR project was developed in Unity. The Unity project files for The Glass Drawing Room will be made available on GitHub for VR developers to use or adapt under CC license. Check back here for the link when it is available.
John Buckley, Niall Ó hOisín, Klemens Kopetzky and Aaron Deevy from Noho, digital experience producers based in Dublin, worked on the development of the VR. Maria Roussou, Hara Sfyri, and Dimitris Nastos from Makebelieve, an interactive experience design and consulting company based in Athens, worked on the research, modeling and design. Tom Hambleton of Undertone Music based in Minneapolis, MN composed the music and sound design. Sina Bahram of Prime Access Consulting provided initial guidance on the limitations and accommodations related to VR accessibility. Dr. Adriano Aymonino, of the University of Buckingham, provided research on the room’s paintings and iconography. And, from the Corning Museum of Glass, Mandy Kritzeck and Scott Sayre from CMoG’s digital team managed the project with Kit Maxwell, Curator of Early Modern Glass.
Don't miss the VR Panel at Seminar on Glass
Friday, October 8, 12:30–1:30 pm EST
Hear about what went into developing the Museum’s first virtual reality (VR) experience in a free, online panel with Niall Ó hOisín and John Buckley from Noho, Maria Roussou from the University of Athens, Tom Hambleton of Undertone Music, and Scott Sayre and Mandy Kritzeck from the Corning Museum of Glass.