Touching the Untouchable: Playing the Virtual Glass Harmonica
Design and develop an interactive virtual glass harmonica instrument targeted Meta Quest 2 for the The Danish National Museum.
CLIENT:
The Danish National Museum
ROLE:
Experience designer, developer
TECHNOLOGIES USED:
Blender, Unity
Problem
At The Danish Music Museum, the glass harmonica—a rare, historical instrument—was displayed but non-operational due to preservation restrictions. This created a challenge for visitors, as the interactive nature of the instrument could not be fully appreciated through mere observation. The museum needed a solution to offer an engaging, educational experience that allowed visitors to interact with the instrument without risking its preservation.
Research
The project explored how virtual reality (VR) technology could be used to enhance the visitor experience by enabling interaction with the glass harmonica. Drawing from principles of VR musical instruments (VRMIs), the team aimed to faithfully replicate the instrument's acoustics and interaction. Through co-design workshops with museum staff and incorporating feedback from informal user testing, the research focused on creating an immersive experience that combined historical context with accurate, interactive musical play.
Solution
The project developed a VR installation using Meta Quest 2, enabling visitors to virtually play the glass harmonica. The virtual environment replicated the study of Benjamin Franklin, the instrument’s inventor, and provided an immersive auditory and visual experience. Visitors could use hand-tracking to simulate playing the instrument, receiving visual and auditory feedback.
The installation also included a narrative, with Franklin’s portrait guiding users through the instrument's history and interaction, creating a compelling blend of education and entertainment. The installation successfully connected the virtual and physical experiences, making the instrument's history more accessible and engaging for museum visitors.
Process
The development of the Virtual Glass Harmonica installation was an iterative, collaborative process shaped by co-design with The Danish Music Museum. From early sketches to final deployment, the project was guided by hands-on testing, visitor observation, and close dialogue with museum staff.
The core idea was to explore how virtual reality could reintroduce touch and play to an untouchable historical object. The result was a site-specific installation — designed to sit directly in front of the real glass harmonica — that connected digital immersion with physical presence.
The virtual harmonica was carefully modeled after its physical counterpart in the museum, capturing both form and materiality. This replication anchored the VR experience in authenticity; making the transition between real and virtual feel seamless.
Prototype
We created a standalone VR experience using hand tracking on Meta Quest 2, so users could interact without controllers. The design was grounded in:
Historical reconstruction — The virtual space mimicked Benjamin Franklin’s 18th-century study.
Sound modeling — Using the FAUST physical modeling toolkit, we synthesized the harmonica’s glassy tones.
Guided storytelling — An animated portrait of Franklin narrated the history, rise, and myths surrounding the instrument.
Visual feedback — Glass bowls lit up as users touched them, enhancing the sense of interaction despite the lack of haptics.
The installation was placed directly in front of the real glass harmonica. When users removed the headset, the physical object was right there — creating an immediate link between digital experience and real-world artifact.
The virtual environment was designed to subtly support immersion without overloading users. Set in a stylized version of Benjamin Franklin’s study, the scene combined historic reference with minimal distractions to focus attention on the instrument.
The space included:
🛠 A high-fidelity 3D model of the glass harmonica
🎵 Physically-modeled audio synthesis (via the FAUST toolkit)
💡 Interactive lighting feedback upon finger contact
🌫 Environmental design that supports immersion and contemplative interaction
To assist onboarding, a talking portrait of Benjamin Franklin was integrated into the virtual space. Triggered by interaction, the avatar narrated the history, rise, and decline of the glass harmonica in a guided format. Both story and tutorial animations could be accessed through virtual buttons, allowing users to choose their own path through the experience.
Evaluation and Insights
The Virtual Glass Harmonica was tested over three days with visitors aged 6 to 78. While each interaction was unique, clear behavioral patterns emerged — from initial hesitation to joyful play and post-experience reflection.
Key stats:
🧠 68.2% felt motivated and engaged
🎵 73.6% felt a clear connection to the real instrument
✋ 47% experienced a sense of touch — without any haptic feedback
👨👩👧 Most visitors used the installation in small social groups
From approach to reflection, each stage revealed insights into how users interacted, felt, and responded — both in and beyond the headset.
Key Learnings from the Virtual Glass Harmonica Project
Embodied interaction deepens understanding – Even without haptic feedback, hand-tracked gestures created a strong sense of physicality and presence.
Placement matters – Situating the installation in direct relation to the physical instrument helped bridge the digital and real, reinforcing interpretation.
Narration builds emotional connection – A guided, voice-led experience helped users feel anchored and supported, especially first-time VR participants.
Social context shapes engagement – Visitors often experienced the installation as a group, highlighting the importance of bystander design and shared discovery.
Technical reliability is crucial – Disruptions in hand tracking and unclear onboarding flow interrupted immersion, pointing to the need for more robust setups and clearer guidance.
The evaluation revealed how VR can create meaningful, memory-forming encounters with cultural artifacts — not just by replicating touch, but by inviting visitors to play, listen, and connect across time and medium.