Home / Case studies / A national museum in Central Asia · Digital exhibition

Overseas / Digital Exhibits

Museum in a Central Asian Country · Digital Exhibition

Multilingual digital exhibitions with 3D content that runs smoothly on ordinary devices.

Background

A national museum in Central Asia that needed its collection and historical narrative digitised and presented to a multilingual audience.

There were three difficulties: language, which required supporting the local language, Russian and English at the same time; hardware, since venue terminals are modestly specified and cannot rely on high-end GPUs; and network, since connectivity is unstable in some areas and content has to run locally.

Solution

Delivered a digital exhibition system with 3D exhibit display, multilingual guides, touch interaction and large-screen sync.

3D content is made lightweight: after model compression it runs smoothly on ordinary devices without a discrete GPU.

Content per language is managed independently; switching language does not change page structure.

Content is separated from code, so the venue can replace exhibit material itself later instead of calling developers every time.

Technical composition

The table below lists this project's technical elements so clients can verify them independently.

Tech stack

Presentation format3D exhibits · touch guide · large-screen sync
PerformanceLightweight model that runs on ordinary terminals
LanguageIndependent management per language
ContentContent separated from code; venue staff can self-maintain
DeploymentRuns locally, no external network needed

Outcomes

  • 3D content runs smoothly on low-end terminals with no hardware replacement.
  • Multilingual coverage for three audiences: local language, Russian and English.
  • The venue can update exhibit materials itself, lowering long-term maintenance costs.
  • On-premise deployment, still fully usable when the network is unstable.

Capabilities Used

Discuss a similar scenario

01 / Constraints

The constraints the project was built under

Project stories without constraints are fiction. This section sets out four constraints: time, site, staffing and compliance.

These constraints directly shape the solution; every problem under 'Key challenges' below is forced out by one of them.

Four kinds of constraint

EquipmentThe display hardware provided locally was ordinary all-in-one PCs bought years ago; their GPUs cannot run conventional 3D exhibits.
NetworkSome exhibition halls have very low network bandwidth and are not allowed to rely on overseas CDNs.
LanguageIt has to support three languages at once and switch between them on site.
EnvironmentTemperature and power in the showroom are both unstable, so equipment must withstand abnormal power loss.
02 / Key challenges

Where It Actually Gets Stuck

It is not “we worked hard”; it is “what the problem looked like, how we solved it, and what it cost”.

3D content will not run on low-end devices

A conventional 3D exhibit ran at only 12 fps on the test machine, and visitors clearly felt the stutter.
How we solved it: three changes — cut the model to one fifth of its original polygon count, bake lighting into textures instead of computing it in real time, and dynamically scale render resolution to device capability. On the same hardware we ended up above 45 fps.

How to switch languages on site

Making three independent page sets for three languages means every update is made three times and the volume triples.
How we solved it: separate content from language — exhibit content is stored as structured data and language packs load separately, so switching languages swaps only the text, not the scene. The only added weight is the language pack, and maintenance touches one copy of the content.

Must recover automatically after abnormal power loss

Local power is unstable; an exhibit once lost power mid-startup and then hung on the loading screen after restart.
How we solved it: added startup self-check and checkpoint recovery — the exhibit's startup is instrumented in stages, so after a power cut the restart knows how far it got and resumes from there or rolls back safely.
03 / Reusable elements

What other projects can borrow directly

This section is for peers. If you are doing something similar, these points will save you a few detours.

Decimation + baking + dynamic level-of-detail

Three tricks for running 3D on low-end devices are far cheaper than new hardware.

Content separated from language

Every multilingual project should work this way to avoid N times the maintenance.

Startup self-check and resume from checkpoint

Any unattended exhibit should have one.

04 / Retrospective

If we did it again

Talking only about successes is unconvincing. This section covers what we got wrong or did too late.

Doing it again, we would specify equipment models and performance in the contract instead of a vague mention of several all-in-one machines. Differences in performance forced a full rework of the design.

We underestimated how unstable the local power supply was. We later learned there are two or three outages a week; had we known, the first version would have included a UPS and a watchdog.

Manual proofreading of the trilingual content was not sufficient. Machine translation drifts on technical terms, and several inaccurate phrasings were reported from site, so manual proofreading was added afterwards.

← All case studies Back to home