Here - Liberty Science Center

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Here - Liberty Science Center

Exploring the innovations and insights inspired

by 40 years of playing with the world's most

popular mind-bending puzzle.

Available January 2015


A STEAM exhibition and creative

partnership between Liberty Science

Center and Google.

Beyond Rubik's Cube is also being generously supported

by the Hungarian government. Additional support is

being provided by Seven Towns and Erno Rubik.


ONE in every

SEVEn people on

the planet has played with a

Rubik’s Cube.


There are

43,252,003,274,489,856,000

possible configurations

of Rubik’s Cube, and any

one of them can be

unscrambled in at most

20 twists.

ORGANIZATION


OVERVIEW

BEYOND RUBIK'S CUBE, a 7,000 sq.

ft. traveling exhibition opening in April

2014, celebrates the innovations and

insights inspired by 40 years of

playing with the world's most popular

mind-bending puzzle.

Highly interactive physical and

digital challenges invite visitors to

consider why this timeless toy became

a worldwide phenomenon and fostered

creativity across the fields of science,

technology, engineering, the arts and

mathematics. Organized around

the themes INVENT, PLAY and

INSPIRE, tantalizing puzzles, robotic

manipulations, music- and art-making

and original artifacts become creative

platforms for exploration of the Cube

and the culture it has inspired.

Accompanying the exhibition is a store

featuring exclusive 40th-anniversary

Rubik's Cube products designed by

Professor Rubik. Beyond the walls of

the gallery, visitors can collaborate

online and on-site to manipulate the

glowing, 35-foot tall Groovik’s Cube.

The BEYOND RUBIK'S CUBE

Creativity Festival Program Guide will

provide suggestions to venues for

hosting collaborative Cube–based

art, music, dance, engineering and

architecture competitions, human and

robotic speedcubing championships

and spectacular performances by

juggling, one–handed or blindfolded

speedcubers.

Google is the lead creative partner of

BEYOND RUBIK'S CUBE. Google’s

team will extend the exhibition into

the digital realm, personalizing the

experiences and embedding the

exhibition in global social media.

Photo: Michael Holden


Some photos used under Creative Commons licenses. Credits to Flickr

users sk8geek, fw42, batintherain, rcourtie, laurenfriedman, labourparty,

wbaiv, atoxinsocks, kirtaph, groume, salmon92, UNC-CFC-USFK,

fw42, Mathematical Association of America, heipei, Jepoycamboy,

jemsweb, ari, and kurtxio. “Twisty puzzle” images courtesy of Oskar

van Deventer


RELEVANCE

Rubik’s Cube is languageless; it comes

with no instructions. More than just

a toy, Rubik’s Cube has crossed all

the world’s borders, gained popularity

among hundreds of millions of devoted

players and inspired three generations

of scientists, mathematicians and

artists. From its beginning over 40

years ago, Rubik’s Cube has resonated

with an international audience and

connected to people engaged in a

diverse range of creative endeavors.

The Cube’s universality and complexity

allows the exhibition to present a

huge range of science, technology,

engineering, art and math topics at

a variety of age and skill levels. By

marrying complex topics to fun and

accessible gameplay, Rubik’s Cube

offers unique opportunities for

experiences that engage a

diverse audience.

The exhibition will use Rubik’s Cube

as an entry into STEAM* fields, and

as a springboard for experiences

about the process of invention, the

math and science of puzzles, and the

interplay of design and engineering.

*Science Technology Engineering Art Mathematics


As a puzzle, the geometry of the Cube

has an appealing and universal form

that is found in nature and symbolism

throughout the globe. Why does the

mathematical immensity of the Cube’s

43 quintillion possible configurations

continue to inspire new cubers and

generations of puzzlers?

The challenge of the puzzle encourages

and rewards perseverance and logical

thinking. The ability to predict patterns,

anticipate future moves and deal with

consequences is the core of algorithmic

logic, an integral component of

computer programming and

mathematics.

The Cube has also become a focus of

robotics. Building a robot that solves

Rubik’s Cube allows mechanical

engineers and artificial intelligence

researchers to highlight the algorithmic

thinking and manual dexterity of

their machines.

The ability to think multilaterally, make

decisions based on available evidence,

predict outcomes and anticipate

consequences with a collaborative,

creative, problem-solving approach

is vital to success within a modern

workplace. The Cube is both a symbolic

representation of this kind of thinking

and a tool to teach it.

Indeed, 40 years after its humble

birth in a Hungarian classroom,

Rubik’s Cube continues to be alive

in culture, and an enduring metaphor

for innovation and complexity. The

exhibition will showcase the art,

invention and scientific explorations

that have sprung from Erno Rubik’s

timeless invention.


INTENDED GOALS

Love it or hate it, most people have

seen or played with Rubik's Cube.

This familiarity allows us numerous

opportunities to create experiences

that explore STEAM concepts and

foster critical-thinking skills in

children and adults.

BEYOND RUBIK'S CUBE will be

developed to achieve the following

goals for visitors and design:

KnowlEdgE

• Explore STEAM concepts and

foster critical thinking skills in

children and adults.

• Follow the phenomenon of Rubik’s

Cube from its invention by Erno

Rubik in Hungary to today.

• Discover how the Rubik’s Cube

inspires artists, mathematicians,

engineers, scientists and

filmmakers.

• Understand that puzzles and play

are valuable ways to develop

individual and collaborative

problem–solving skills.

• Appreciate that innovation is the

practical expression of curiosity,

imagination, reasoning and

persistence.


EXPERIENCE

• Participate in the real and virtual

global community surrounding

the Rubik’s Cube.

• Work cooperatively with others to

find solutions to problems.

• Apply and strengthen the skills of

spatial reasoning, pattern

recognition and logical thinking.

• Gain confidence in tackling

difficult problems, and

experience the satisfying “aha”

moment when a solution is

discovered.

DESIGN

• Create exhibits that are

interactive to the greatest

extent possible.

• Support the developmental and

ergonomic needs of the target

audience.

• Accommodate users with varied

physical and cognitive abilities.

• Interpret the content bilingually

and allow for change out to

additional languages.

• Provide a context for the topic

through an innovative and

immersive environment.

• Allow a flexible and modular

layout to accommodate different

venues.

• Be durable to withstand 5+ years

on tour.


AUDIENCE

BEYOND RUBIK'S CUBE will target

families with children and school

groups. But the unique popularity of

Rubik’s Cube means that the exhibition

will also attract, and provide material

for, a much wider audience of devoted

fans, from teenage speedcubers to

adults who grew up with Rubik’s Cube

in the 1980’s to visitors interested in

art, design and pop culture. The world’s

fascination with the Cube offers the

chance to expand audiences beyond

the traditional science-center cohort.

For the core audiences of school-age

children and young adults, BEYOND

RUBIK'S CUBE will provide a tactile,

enjoyable and educational experience.

Interactive puzzles throughout

the exhibition will meet varying

developmental levels. Activities

and content will support STEAM

curriculum standards for grades 4-8,

particularly with respect to

problem-solving, geometry and

engineering.


The exhibition will also extend its

support to standards for grades

9-12, given that Rubik’s Cube is most

popular among 11- to 18-year-olds, a

slightly older-than-usual, and highly

desirable, age range for science

centers and cultural organizations.

The fun and familiarity of this toy will

make advanced topics more accessible

to teenagers. Many activities

will encourage collaboration, which

will foster caregiver-child interaction,

inspire discussion and engage

school groups.


RESEARCH

Front End

Initial audience surveys, conducted

with visitors to Liberty Science Center,

suggest that interest in a Rubik’s Cube

exhibition is strong across all

demographics. 75% of respondents,

from teens to seniors, said that they

would be interested in attending, with

more than half of those describing

their excitement as “extreme.”

Studies of Rubik’s Cube social media

sites indicate a passionate audience

for the Cube among 11– to 18–year

olds and people in their 40s. (The

Rubik’s Cube fan page on Facebook has

446,723 likes.) LSC will ensure that

the exhibition engages and educates

both existing fans of Rubik’s Cube and

general visitors alike.

Front End research included the creation

of a Developmental Framework detailing

the relevant educational standards and

the physical, intellectual and social

development of a school–age audience

of 7– to 17– year olds. These findings are

reflected in the exhibition’s goals for

visitor experience and learning; and

guide design, exhibit and program

development.

FormativE

Testing with visitors was undertaken

during the Schematic Design phase,

and will be ongoing through subsequent

project phases. Formative

evaluation consists of concept testing

to assess content learning; technical

prototyping to uncover any

functionality or user–related issues

and user satisfaction and effectiveness

of the exhibits in meeting intended

goals. Data includes recorded

observations of visitor behaviors and

conversations, and post-use interviews

to determine how visitors interpret

interactives and construct meaning

from their experience. Issues are


REmEdial

After opening, and during its run at

LSC, Remedial evaluation will measure

the extent to which the exhibition

and programs have met the project’s

intended goals. The findings will guide

remediation before the exhibition ships

to the first host venue.

identified and prototypes are modified

and retested until the team is satisfied

as to the exhibit's effectiveness.

Findings are then incorporated into the

next iteration of the exhibit design.

Preliminary findings suggest that

messages are communicated through

the activities and that visitors are

feeling successful and engaged. A

surprising result was that the exhibits

the team expected to be difficult or

frustrating for visitors were in fact ones

that they reported finding the most

enjoyable, in large part because of the

challenges posed. Pre-teen and teen

audiences were especially drawn to the

prototypes, with lower participation

by adults, caregivers, and younger

audiences. Collaborative work,

conversation and shared learning

was high. In addition to the exhibit

activities themselves, we are also

testing the use of screen-based

interfaces for content and instructional

text as a way to accommodate

multiple languages as the exhibition

travels internationally.


ORGANIZATION

The INVENT zone examines the

process of innovation. The PLAY zone

celebrates the challenge of puzzles.

The INSPIRE zone investigates the

creative explosion instigated by

the Cube.

In INVENT, visitors explore the

underlying geometry that informed

Erno Rubik's investigations, and

practice his process of invention

and experimentation. Original

prototypes, artifacts, period footage

and interviews with Professor Rubik,

and others, trace the Cube's journey

from Hungarian workshop to

worldwide fad.

The PLAY zone examines the pleasure

and challenge of puzzles. A suite of

non-Cube games tests the cognitive

skills we use when focused on

problem solving. Insights into cracking

the Cube are revealed through

math-based experiments and

computer algorithms. Visitors become

a puzzle when they map photos of

themselves onto different faces of

the Cube. Manipulating a 12-foot tall

exploded Cube exposes the ingenious

core mechanism.

The INSPIRE zone celebrates Rubik’s

Cube as a muse, metaphor and pop

culture icon. The Cube becomes a

medium to make music, compose

poems, and create pixel art murals.

A large display of twisty puzzles,

engendered by the Cube, informs

visitors’ own twisty puzzle designs.

The global subculture of speedcubing

(competitive Rubik’s Cube solving)

and the Cube's universality as a

symbol of innovation and challenge

are introduced through digital media,

physical artifacts and activities.


1.02

Puzzle History

2.02

Finding Order

Visualization

2.05

Solve Bar

2.04

Robot Command

2.07

I'm a Cube

2.08

Cube Brain

Challenges

1.04

Faces of the

Cube

3.02

Robot Race

1.07

Walk In Cube

3.09

Cube Font

1.06

Cube Origins

2.06

Color Cube

3.16

Cube Remix

B.O.H

380 SQF

1.05

Cube

Prototypes

3.05

Cube Boy

3.17

Cube Symphony

1.08

Tesselation

Sculpture

1.03

Platonic Solids

3.03

Twisty Lounge

3.04

Twisty Design

3.07

Haikube

3.19

Display Case

3.06

Cube Sense

3.01

Speedcubing

1.01

Tesselation Maker

3.08

Masterpiece Cube

3.20

Cube Sculpture

3.10

Monumental Mosaic

Exhibit Store

1000 SQF

0.01

Chaos to Order

3.18

Cube Culture

3.11

Collaborative Mosaic

2.09

Cube ID

Entry

Exit


EXPERIENCES

CubE ID

Before entering the exhibition,

visitors claim their own unique

scrambled Cube position at a digital

kiosk. The position serves as the user's

key, allowing them to digitally save

anything they create in the exhibition,

unlock special features in the media

pieces and link them to a wealth of

Google-supported online content that

they can access at home.

TitlE & CrEdits

On a large media screen outside

the entrance, an animated BEYOND

RUBIK'S CUBE logo plays over a

changing background of images and

colors. Alternating with the exhibition

title on the “Cube” is the host venue

name and notable sponsors.

Chaos to OrdEr

Visitors enter the exhibit through

a passageway whose walls are

illuminated by vibrant, animated

projections of abstract grids. At the

beginning, the grid moves and re-forms

into seemingly chaotic patterns,

triggering the same emotions of

mystified curiosity that visitors may

feel when they first encounter a

scrambled Rubik’s Cube. Over

the course of the experience, the

disordered patterns resolve into

ordered geometry, just as the disorder

of a scrambled Cube transforms into

the order of a solved puzzle. As visitors

move through the space, the

projections react to the movement of

the visitors, creating an experience as

dynamic as the puzzle itself.


EXPERIENCES

PlatoniC Solids

By arranging puzzle pieces to form

the geometric shapes known as

the “Platonic Solids,” visitors

investigate the area of basic geometry

that inspired Erno Rubik to build the

first cube models. Adjacent to the

work area are illuminated models

of the Platonic solids mounted on

spinning poles; stopping the spin

reveals them to be frames of shapes.

The spinning frames add a sculptural

element to the experience and

highlight how the shapes look

different while moving through space.

FaCEs oF thE CubE

Visitors select short videos of Erno

Rubik and others, who describe their

personal connection to the Cube.

Together, they tell the story of the

Cube that began with Professor Rubik

but has since grown into something

much more, thanks to many dedicated

individuals.

CubE Origins

Media and artifacts tell the story of

the Cube’s invention, initial production

in Hungary and eventual introduction

to the world at large. Visitors access

period clips documenting the Cube's

introduction into popular culture and

examine a display of artifacts ranging

from the Cube's patent—accompanied

by an exploded 3-D diagram of the

Cube—to artifacts from the early days

of the Rubik’s Cube craze.

PuzzlE Bar

Visitors investigate the physical

puzzles that, like Rubik's Cube, use

geometry, motion and color to

challenge players. The bar environment

encourages collaboration and

sharing while playing with classic

brainteasers like 15 Puzzle, Towers of

Hanoi, Pigs in Clover and Tangrams.

A display holds additional examples

of physical puzzles.


EXPERIENCES


EXPERIENCES

Walk-In CubE

At a 12-foot high working Rubik's Cube

(visible throughout the exhibition),

several “cubelets” are exploded out

of the Cube so visitors can witness

the inner workings of a mechanism

so elegant and innovative that even

experienced engineers can't always

figure it out. Two sides of the cube fully

articulate, allowing visitors to control

the cube and see how the puzzle twists

and holds together.

CubE PrototypEs

Inspired by a display of Erno Rubik’s

prototypes, visitors practice his trial

and error process to build their own

twisting objects. Using wooden blocks,

springs, bungees and dowels, they

create structures that rotate, expand

and otherwise reshape themselves.

A series of prompts such as “can you

build something that twists?” or “how

many blocks can you join together?”

will informally guide visitors to solve

the same kinds of problems Professor

Rubik confronted.

TEssEllation MakEr

Working simultaneously, multiple

visitors create complex, tessellated

patterns by laying physical tiles onto an

interactive digital table. Digital copies

of the physical tiles replicate across any

table space not occupied by another

pattern. Where different patterns meet,

the digital tessellations integrate,

allowing visitors to collaborate on new

and unexpected patterns. When a

visitor creates a tessellation that mimics

those found in nature or culture, they

trigger Easter Egg videos or photos

that spread in a wave across the table's

entire surface. Visitors can share their

pattern through email or social media

by logging in with their Cube ID.

Finding OrdEr

Visualization

At a reactive media wall, visitors

watch a beautiful, fluid animation of

the different solving algorithms, from

beginner to speedcuber, that have

been developed to take the Cube

from a scrambled to a resolved state.

Visitors are also introduced to the

mystery of “God’s Number:” the

solution of 20 moves (or less) that

researchers know exists for every

configuration, even if they don't

necessarily know yet what it is. Visitors

can enter their Cube IDs, acquire

the solutions to their unique cube

configuration and send themselves

the results.

Robot Command

The moves used to solve the Cube

mimic the algorithms used to run all

computers. Both consist of discrete

steps that must be done in a particular

order to work correctly. Visitors

program a simple robot with

instructions to run a maze-like route.

Four to five different paths of varying

complexity challenge visitors to pay

careful attention to the order of the

directions they use to steer the robot.

SolvE Bar

At a bar-like station seeded with

Rubik's Cubes, visitors can sit and

try out some of the many methods

for solving the Cube—beginner or

advanced, printed or digital—that

have been devised since the Cube's

introduction. The instructions will offer

various formats, such as simple

graphics or more complex notation.


EXPERIENCES

Brain ChallEngEs

Three interactive games isolate and

highlight the skills required for solving

Rubik’s Cube: a block building puzzle

tests spatial reasoning, a competitive

two-player game tests pattern

recognition and a large-scale electronic

game uses sequences of light, sound

and color to test short term memory

retention.

Color MatCh

Younger visitors practice their color

matching skills at an oversized cube

with 3x3 grids on four of the sides.

Visitors “solve” the cube by matching

the colors of the multi-sided spinning

blocks, within each grid, until each of

the cube's sides is a single color. The

visitors can also engage in free play,

arranging the blocks as they please.

I'm A CubE!

At this playful take on a photo-booth,

visitors are transformed into a Rubik's

Cube. A camera takes six pictures and

maps the images onto the sides of a

Cube in place of the six colors. Visitors

can then choose to send their cube

to their cell phones, order a physical

custom cube online or play with a

digital version of their cube on a

nearby touchscreen.

Robot RaCE

Robot engineers and software

designers have adopted the Cube as

a touchstone for technological

innovation. Visitors interact firsthand

with a state-of-the-art robot by

scrambling a Cube, loading it into a

delivery chute and watching as the

robot solves it in approximately a

minute. Other Cube-solving robots,

such as the world-record holder,

historic examples invented by

computer-science pioneers and

industrial robots that use the Cube to

demonstrate their dexterity, are also

displayed. Visitors access information

about the robots and their designers

along with videos of the robots in

action on a digital tablet.

Twisty PuzzlEs

At a display of 50 varieties of twisty

puzzles, visitors select puzzles on a

touchpad to watch animations of their

movements and learn how they fit into

the Rubik's Cube family tree. Several

touchable puzzles allow visitors to

experience the often-surprising way

the puzzles are engineered to twist.


EXPERIENCES

Twisty PuzzlE

DEsign

In this digital interactive game, visitors

design and test their own virtual twisty

puzzle ideas on a multitouch table.

Selecting shapes , they snap them

together in different configurations and

test how the resulting twisty puzzle

would spin in the real world. Puzzle

designers can manipulate the

number of divisions, symmetry and

other features of their puzzle, try

puzzles created by other users and

collaborate to make more complex

forms. Through the Cube ID

interface, visitors can save and

share their puzzles.


EXPERIENCES

SpEEdCubing

Visitors are initiated into the

global subculture of competitive

speedcubing. Stepping onto a

speedcubing competition stage they

“compete” against video representations

of champion cubers. A timer

records the fastest solve times from

the exhibit, allowing skilled visitors to

join the hobby’s elite. A cased

display holds all the different tools

speedcubers use to optimize their

cubes. A short video features famous

speedcubers describing their passion

and showing them in action.

CubE Boy

Young learners manipulate an

oversize, fully functional, anthropomorphic

Rubik’s Cube inspired by an

original design by Erno Rubik. Unlike

the other puzzles in the exhibition, this

experience is open ended, providing

opportunities for free play and creative

experimentation by younger visitors.

The original piece is displayed in an

adjacent artifact case.


EXPERIENCES

Rotation Symphony

Inspired by a composer who mapped

musical notations on the Cube to

write a piece for wind ensemble,

visitors use cube controllers to produce

a collaborative musical creation.

Three large stanchions hold Rubik’s

Cube-shaped controllers. Each one

directs a discrete set of voices or

instruments. Each twist triggers a

change in some aspect of the music

(i.e. tone, pitch, or tempo). Twisting

also controls the lighting. The more

players work together, the greater the

environmental effect they produce.

Collaborators can select the musical

style they prefer or elect to let the

experience cycle through various

modes. For example, “rock” features

guitars, an electric organ, snare drums

or bass; “choral” includes voices from

bass through soprano; “orchestral”

consists of brass, string and wind

instruments, and so on. Completed

compositions can be shared using the

Cube ID system.

HaikubE

Created by two artists, the Haikube

marries the Rubik's Cube with the

traditional three-line Japanese poem.

Inspired by the original, visitors will

become poets with just a few twists.

Each face of the Haikube has its own

haiku, font and color. Rotating the

Haikube in any direction maintains the

poem structure. Using a Haikube made

for the exhibition, poets can either

solve the cube to find the original

haikus or compose their own by simply

turning the faces as they please. The

results may be surprising, funny, or

touching. A display case holds the

original artwork. Completed poems

can be shared via Cube ID.

MastErpiECE CubE

The Masterpiece Cube is an 18-karat

gold, jewel encrusted, fully functional

Rubik’s Cube. Displayed in a lit security

case within a screened area of the

exhibition, visitors use a tablet to zoom

in and see magnified images of the

exquisite detail, and to learn more

about its construction.

CubE SEnsE

Rubik's Cubes have been modified to

accommodate sight-impaired cubers.

Placing their hands in a sleeve, visitors

feel a tactile cube, one that replaces

the Cube colors with different textures.

Using a special filter, they observe

how a standard Cube looks to

someone who is colorblind—the inability

to distinguish between certain

colors, particularly red, green and

blue. A display case holds examples of

modified Rubik's Cubes.

CubE Font

TExt Station

Rubik’s Cube has also inspired graphic

artists to design Cube-based fonts.

Using a text-messaging interface,

visitors send short text messages that

appear in an animated Cube-based

font. Visitors can use Cube ID to send

their message over a social media

platform as an animated .gif or a static

image, and/or post it to a screen visible

to the rest of the exhibition gallery.


EXPERIENCES

CubE REmix

YouTube is full of DIY videos of

enthusiasts using the puzzle as an

instrument to create beat mixes and

rapping about the Cube. At a mixing

board or turntable set up for digital

music production, visitors create their

own audio track using Cube noises

such as: a speedcuber slapping the

timing pad, the squishing of lubricant

being injected into a cube, the click

of a twisting cube or the slam of

someone spiking the puzzle in

frustration. A microphone allows

visitors to lay down a vocal track on

top of their beat. Artists can share

their tracks, through email or social

media, by logging in with their

Cube ID.

CollaborativE

PuzzlE MosaiC

Visitors collaborate to create a Rubik's

Cube mosaic mural. A touchscreen

guides them in creating the specific

cube configuration needed for each

pixel in the mosaic and for placing

them in the proper location on the

larger grid. The completed mosaic

pattern will slowly reveal itself as

more and more Cubes are added.

Online, a web-based program will

generate Cube-mosaic instructions

for replicating any uploaded picture.

This will allow visitors create their own

unique murals at home, and each

host venue to produce their own

customized mural.

MonumEntal

MosaiC

Artists use Rubik’s Cubes as pixels to

create monumental mosaics ranging

from recreations of famous paintings,

such as a 4,000-cube version of

Leonardo da Vinci’s Last Supper, to

original works. A large, wall-mounted

projection screen displays a

stop-motion video documenting

the construction of one of these

complex works being built. The current

Guinness record holder used 80,940

Rubik’s Cubes to create the skyline of

Macau, China in 2012.

CubE CulturE

Multiple screens and numerous

artifacts immerse visitors in 30 years

of Cube-related cultural memorabilia.

TV and film clips, websites and videos,

games and artifacts, and cartoons and

books, invite investigations of how the

global ubiquity of the Cube as icon,

metaphor and muse has remained

constant over 30 years even as the

context has changed.


GROOVIK'S CUBE

Photo: Michael Holden

Visitors will play with this fully

interactive sculpture, and quickly

discover that this giant, incandescent

puzzle presents a very different

challenge than the traditional Rubik’s

Cube. Here visitors must work as a

team, communicating strategy. Three

controller stations, each with limited

sight lines and functions, test visitors

to work with each other for a group

solution. Remote users connect to the

Cube through a Web gateway, and then

compete for the chance to play.

The Groovik’s Cube will function for at

least three different user groups: those

onsite during the day, those in line of

sight at night, and online users.

Online interactions under consideration

include using the Groovik’s Cube as a

platform for a number of different

collaborative online games.

Regulating how many online users have

access at any given time could be

controlled with either a timer or by

granting control of the Cube as a

reward for successfully completing an

online puzzle. Google Hang-Out would

allow online collaboration in real time.

The Groovik’s Cube might also become

the scoreboard for team competitions

that take place online. Winning teams

would gain a square in their team

colors, and the team to complete

one side first wins.

Onsite players who achieve a certain

level, whether by solving the Cube or

winning several rounds of games, could

gain priority access that allows them

to manipulate the real cube for a

period of time, either animating it to

music or working on a collaborative

solve.


CREATIVITY FESTIVAL

Of all the things that Rubik’s Cube

has inspired, community is the most

enduring. Speedcubers travel around

the world to meet other fans that share

their passion. DIY game designers

trade secrets and collaborate on new

puzzles. Musicians post their latest

Cube–inspired tracks online for all the

world to hear.

This exhibit will serve as a focal point

for those communities and many

more, bringing them together in a

Creativity Festival that shows off the

spirit of innovation that grows out of

playing with the Cube. Through the

Creativity Festival, craft hobbyists,

artists and curious visitors will engage

in a vast variety of inventive projects.

The initial Creativity Festival will take

place at LSC, but guidelines for

organizing local events will travel with

the exhibit, allowing each host venue

to create their own regional version of

the festival.

Some of the possible events in the

Creativity Festival could include:

• Cube Mobbing — Mass interaction

events where people engage in

Cube–inspired dance routines,

choreographed card stunts and

puzzle–related flash mobs.

• World Hacking — Geocaching

scavenger hunts, specially designed

lighting schemes in office buildings

and guerilla street art campaigns

that alter the landscape as the

exhibition travels.


• Record Breaking Events — The

current world record for most cubes

solved in one place stands at 1,414, as

of November 21, 2012. The fastest time

for solving a single 3x3 cube remains

5.66 seconds. The Creativity Festival

will aim to produce new records in as

many categories as possible.

• Cube–Related Art Exhibitions —

Artists will create new pieces for the

festival, along with musicians, fashion

designers and other creative

professionals.

• DIY Meet–ups — Amateur engineers

and tinkerers, DIY game designers,

3–D printing aficionados and technicians

who build Cube–solving robots

will have the opportunity to get

together, exchange ideas and wow

the audience with their innovative

inventions.

• The Virtual Festival — For people

who can’t attend in person, the festival

will extend online as well. There,

people can post art and music, display

their digital puzzles for other people

to play and engage in the online

community–building that has fueled so

much of the Cube’s popularity in the

last decade.


SPONSORSHIP BENEFITS


TOUR

Beyond Rubik’s Cube is slated to open

at Liberty Science Center in April 2014

(the Cube's 40th anniversary) and

tour science centers, cultural institutions

and alternative exhibit spaces

around the world for seven years.

Visitors will examine why this timeless

toy is a worldwide phenomenon and

fosters creativity across diverse fields

of science, technology, engineering,

mathematics, and the arts. Google’s

team will extend the exhibition into

the digital realm, personalizing the

experiences and embedding the

exhibition in global social media.

$295,000 with $10,000 deposit

(price excludes inbound shipping, etc.)

RENTAL FEE

INCLUDES

• 7,000 sq. ft. of core exhibition area,

includes a store

• Original artifacts — puzzles,

prototypes, pop–culture ephemera

• Engaging physical and digital

experiences that expand critical

thinking and problem solving skills.

• 15x15x15 ft. interactive Groovik’s

Cube

• Creativity Festival programming

guide

• Support materials for promotional,

marketing and educational use

CONTACT

Ann Neumann

Beyond Rubik's Cube Project Lead

201.253.1282

aneumann@lsc.org


ERNO RUBIK

Inventor, architect, founder and

president emeritus of the

Hungarian Academy of Engineering

and professor of design at

Moholy-Nagy University of Art

and Design and the Aquincum

Institute of Technology.

A recipient of several prestigious

international awards, Professor

Rubik also acted as an Ambassador

to the European Year of Creativity

and Innovation in 2009.


ABOUT LSC

Liberty Science Center (LSC) is a

major not-for-profit science center

devoted to STEM (science, technology,

engineering, mathematics) education.

Located near the Statue of Liberty on

the Jersey bank of the Hudson River,

LSC is the most visited museum in

New Jersey and the largest science

center in the tri-state region (New

York, Connecticut, and New Jersey).

LSC is a 15-minute ferry ride from

New York City.

The Science Center’s mission is to

educate and inspire interest in the

sciences and encourage students to

consider careers in science fields.

Approximately 600,000 children and

adults visit LSC annually, including

some 210,000 students and

teachers. Of the total, approximately

40% are low-income, underserved

youth, their families and teachers.

Liberty Science Center also provides

expertise in master planning, architectural

consulting, operations planning,

exhibition development and design,

and interpretive and environmental

design to museums around the globe.

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