scholarly journals Kyivan Rus Kolts with enamels and Niello: genesis, sources of inspiration, iconography, attribution issues

2021 ◽  
Vol 5 (S2) ◽  
pp. 645-677
Author(s):  
Olga V. Shkolna ◽  
Olha D. Sosik ◽  
Oleksandra V. Barbalat ◽  
Iryna V. Sytnyk ◽  
Olena S. Kashshay

Kolts of the Kyivan Rus era is a Ukrainian goldsmiths' brand, personification of the highest achievements of artistic thought of the then jewelers, behind which you can feel the huge inner spiritual culture of the masters and their professional impeccable knowledge of materials and techniques. At the same time, the ability of Kyivan Rus authors to crystallize their own domestic style is striking. Its special refinement indicates the deep knowledge the local people had of the best creative achievements of the artistic ecumene, awareness of many of the then fashionable trends of jewelry art in Europe and the East. Currently a significant part of the available artifacts from the heritage of jewelers of the Kyivan Rus era requires verification. After all, using a low level of provenance, individual collections announce fake or “modified” or reconstructed kolts to be the real pre-Ukrainian ones. In this regard, the factors of professional art history attribution are extremely important, though they are not widely used in the circles of archeologists, historians, and local history museum specialists.

Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


2020 ◽  
Vol 20 (1) ◽  
pp. 54-68

AbstractIn 2014 through 2018, Sichuan Provincial Institute of Cultural Relics and Archaeology and History Museum of Quxian County conducted a systematic archaeological survey, detection, and excavation to the Chengba site in Quxian County. The excavation uncovered 4,000sq m in total, from which 444 various features were recovered and over 1,000 artifacts were unearthed. The functional zoning of this site has been roughly made clear; the excavations of the western gate and important building foundations of the Guojiatai city site are important archaeological discoveries of the city sites of the Han through Western Jin dynasties, and at the checkpoint site on the waterway of this period was uncovered for the first time in China. The large amounts of bamboo slips and wooden tablets unearthed in the excavation provided important materials for the explorations on the management of the central government of the Han and Jin empires to the administrative areas of commandery and district levels and the social lives of the local people at that time.


2018 ◽  
Vol 6 ◽  
pp. 55-58
Author(s):  
Kamil Drzas ◽  
Dominik Alchimowicz ◽  
Maciej Pańczyk

Game development consists of many elements. Implementation of basic features such as rendering and sound handling requires usage of low level libraries and deep knowledge. Libraries that help to create user interfaces (UI), because of their functionality, may be an attractive platform for creating basic games. This paper presents the results of comparison of the two popular libraries: GTK+ and Qt.


2019 ◽  
Vol 25 (59) ◽  
pp. 503-508
Author(s):  
Fumiko NAKATANI ◽  
Natsuko SUGIE ◽  
Kazusa NONAMI ◽  
Yusuke KAWAKAMI ◽  
Futoshi INOUE

Author(s):  
Agnieszka Kozera

The main aim of the article was to show the importance of the agricultural tax as a source of own income of rural communes in Poland in 2004-2015. In order to determine the fiscal importance of the tax, the amount and share of income from the agricultural tax in the own income of rural communes were compared to other types of communes. In addition, the amount of income lost due to the agricultural tax was analyzed. The study showed that the agricultural tax as a source of own income plays the most important role in the budgets of rural communes, although the fiscal role of the tax in these local government sector entities is getting smaller. The agricultural taxation system, which is ineffective from the point of view of communes’ financial self-sufficiency and the construction of which is to a very limited extent related to the real amount of production and income in agriculture, is reflected in the low level of own income potential of rural communes.


1970 ◽  
pp. 31
Author(s):  
Bruno Ingemann

See, talk, listen – the art of experience This article presents the manner in which two informants experience an exhibition of the works of a well known Danish painter, Ole Sporring. One of the informants, Jakob (27), wears a small video camera on his head which records his walk through the exhibition, looking at the paintings and talking with his companion, Gunnar (55). Ingemann states that he has used this method in video-walks previously in the context of a cultural history museum (Ingemann 1999). A painting can be seen as an object taken from one functional context – the painter’s studio – and contextualised in an exhibition with others of his paintings, drawings, photographs and objects (Braxendale 1991). Csikszentmihalyi & Robinson have found four factors that are important when one encounters an art-work: the perceptual, the emotional, the intellectual and the communication dimensions. In their project 57 informants educated in the field of fine arts themselves chose the artworks they related to as prototypical examples. In my project I focused on informants who had no formal art history training and I myself selected the exhibition they would visit. My theoretical starting point differs from that of Csikszentmihalyi & Robin- son in that they focus on the art whereas I focus on the informants and their experience (Dewey 1934). 


2021 ◽  
Vol 16 (3) ◽  
pp. 71-78
Author(s):  
Bershadskaia Svetlana V. ◽  

By examining the personal journal of Marfa Solov’eva, one of the staff of Krasnoyarsk Local History Museum (Yenissei Province), the article aims to analyze some changes of everyday life at the beginning of the 1920s. Aged 33, Ms. Solov’eva found herself among the members of the Yenissei Province delegation sent to participate in the First All-Union Agriculture and Orchard Industry Exhibition in Moscow in 1923. She wrote down her personal experiences of travelling from Krasnoyarsk to Moscow. Given that anthropological shift has taken the lead in historical research, the materials of personal origin (like personal journals) provide an additional avenue to get firsthand information on how contemporaries interpreted the turning points in history. By focusing on the findings from the personal journal introduced for the first time the article investigates the transformations in early Soviet society at the grassroots level and from the point of view of a young representative of Siberian intelligentsia. The article demonstrates how day-to-day and leisure practices of those who took part in the trip were organized. Additionally, it considers the emotional sphere, which is missed to a greater extent by official sources. A mixture of interdisciplinary, systematic and sociocultural approaches and descriptive methods for interpreting sources has been adopted. Keywords: personal journal, everyday life, the intelligentsia, Siberia, the Yenissei province, the onset of NEP, the First All-Union Agriculture and Orchard Industry Exhibition in Moscow in 1923


2019 ◽  
Vol 11 (20) ◽  
pp. 5830 ◽  
Author(s):  
Florin Nechita ◽  
Catalina-Ionela Rezeanu

The aim of this paper is to demonstrate how museums use Augmented Reality (AR) to enhance communication services with their audiences and attract new ones. Still, there is no definite answer to how young audiences perceive the educational effects of experiencing this augmented space of communication as an immersive medium. This study is based on a survey of 400 students after they visited an AR technology-enhanced exhibition held by a local history museum. Two stimulus–response marketing scale metrics, widely used to assess TV commercials, were adapted for AR experiences and validated. The mediation analysis revealed an intervening emotional mechanism, in which the multisensory AR experience has educational effects through entertainment and empathy. An improved stimulus–response empirical model is proposed, in which AR technologies, as environmental multisensory stimuli, produce cognitive responses through emotional immersion. The findings have significance in improving how museums encode their message using AR technologies as a secondary communication medium with young audiences. This study could help museum professionals and application developers to find AR implementation solutions as service tools to enhancing user experience by using a widely tested scale for evaluating TV commercials applied to measure AR experiences.


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