Virtual Reality experience brings iconic Peacock Room to life at Smithsonian's National Museum of Asian Art
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Virtual Reality experience brings iconic Peacock Room to life at Smithsonian's National Museum of Asian Art
James McNeill Whistler / National Museum of Asian Art, Smithsonian Institution, Freer Collection, Gift of Charles Lang Freer, F1904.61.



WASHINGTON, DC.- “A Gorgeous Surprise: The Peacock Room in VR,” an interactive and immersive virtual reality (VR) experience of the National Museum of Asian Art’s renowned Peacock Room, will open at the museum early next year in celebration of the room’s 150th anniversary. The digital experience of American artist James McNeill Whistler’s only surviving intact interior will premiere Friday, Feb. 12, 2027, and will run as a long-term installation. Named after Whistler’s description of the Peacock Room while it was in progress, “A Gorgeous Surprise” integrates a variety of visual and audio storytelling features that allow visitors to experience and interact with the space in ways not possible in the physical room.

The VR experience will complement the sole U.S. debut of the landmark retrospective “James McNeill Whistler,” also opening Feb. 12, 2027, following stints at London’s Tate Britain and Amsterdam’s Van Gogh Museum. The exhibition will feature artworks shown exclusively in Washington, D.C. Together, “A Gorgeous Surprise” and “James McNeill Whistler” will offer visitors a deep dive into Whistler’s techniques and artistic vision, as well as the profound influence of Japanese and Chinese art on his work.

The VR project connects art and technology to share the room with a wider audience. While much of the National Museum of Asian Art’s holdings can be lent to other institutions, the original collection of museum founder Charles Lang Freer—including the Peacock Room—must physically remain within the museum due to the terms of his bequest. Later in the year, the museum will announce opportunities to experience “A Gorgeous Surprise” at select partner institutions internationally. The full VR experience will ultimately be available online on the museum’s website.

“Digital experiences such as ‘A Gorgeous Surprise: The Peacock Room in VR,’ enhance how we understand and relate to art,” said Chase F. Robinson, director of the National Museum of Asian Art. “We’re especially pleased that our Peacock Room virtual reality experience will travel, advancing our goal of reaching audiences around the world.”

Stepping into “A Gorgeous Surprise,” visitors can enjoy video previews of the experience before putting on the VR headset. When entering the VR space, various features will allow for interactive and close-up exploration of the room’s architecture, wall designs, Japanese and Chinese ceramics and Whistler’s famous painting, “The Princess from the Land of Porcelain,” whose subject moves beyond the canvas.

“This project brings together some of the newest tools in 3D capture and animation—all made possible by a remarkable spirit of collaboration,” said Sonia Coman, the museum’s associate director of brand and communications strategy, who also oversees digital innovation at the museum. “Our ambition was not only to make the Peacock Room accessible to those who cannot visit in person, but also to bring it to life in ways that further spark the imagination and create a personal, memorable experience.”

Audio overlay will detail the many stories behind the room, from the notorious clash between Whistler and his patron, British shipowner Frederick Leyland (1831–1892), depicted as dueling fowl in the room’s central mural, to the room’s evolution as it travelled to America. Interactive voiceovers describe its move to Freer’s Detroit home in 1904 and its eventual installation at its permanent home at the museum, where it has been open to the public since 1923.

“We wanted our visitors to understand this room’s complex history,” said Diana Greenwold, the museum’s associate director for curatorial affairs and the Lunder Curator of American Art. “Visitors can now step into the room’s journey—absorbing not just an exceptional work of art as it stands today, but how it evolved in three distinct contexts and homes, in London, Detroit and Washington, D.C.”

To develop the VR project, the museum collaborated with various international organizations, including Gedeon in France; TOPPAN in Japan; and Aperio, NVIDIA and Unit9 in the United States. The museum also partnered with the Smithsonian’s Digitization Program Office under the Office of Digital and Innovation, working toward the shared aim to increase the quantity, quality and impact of digitized Smithsonian collections.


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