scholarly journals The ways of gathering of the art works of Primorye in the funds of Primorye State Art Gallery

Author(s):  
A.A. Dаtsenko

The article analyzes the experience of introducing interactive technologies in the practice of scientific and educational work of an art museum. The article considers the prerequisites for using such practices, pros and cons, relevance and prospects for their development in the Primorye State Art Gallery in 2014–2020. On the basis of a number of exhibition projects held in the gallery, the effectiveness of such forms of interaction with the audience is shown as the following: thematic video presentation, expansion of information carriers using QR codes, virtual reality cinema, elements of augmented reality, or AR, quests within the edutainment direction. The article also briefly presents the communication of employees of the Primorye State Art Gallery with the audience in social networks. Статья посвящена истории и направлениям комплектования коллекции приморского искусства в Приморской государственной картинной галерее. Процесс формирования коллекции самого восточного художественного музея России представлен комплексно, с опорой на архивные документы и в соответствии с этапами развития художественного процесса Приморского края. Материал исследования охватывает период с 1930-х годов до 2020 года и отражает становление разных видов приморского изобразительного искусства: живописи, скульптуры, графики, декоративно-прикладного искусства. Широко представлен жанровый диапазон произведений: портрет, пейзаж, тематическая и историческая картины, анималистика и многие другие. Впервые сделан обзор поступлений последнего десятилетия в коллекцию галереи.

Author(s):  
Y.P. Blazhenkova

The article analyzes the experience of introducing interactive technologies in the practice of scientific and educational work of an art museum. The article considers the prerequisites for using such practices, pros and cons, relevance and prospects for their development in the Primorye State Art Gallery in 2014–2020. On the basis of a number of exhibition projects held in the gallery, the effectiveness of such forms of interaction with the audience is shown as the following: thematic video presentation, expansion of information carriers using QR codes, virtual reality cinema, elements of augmented reality, or AR, quests within the edutainment direction. The article also briefly presents the communication of employees of the Primorye State Art Gallery with the audience in social networks. В статье анализируется опыт внедрения интерактивных технологий в научно-просветительскую работу художественного музея. Рассматриваются предпосылки возникновения таких практик, плюсы и минусы, актуальность и перспективы развития в Приморской государственной картинной галерее в 2014–2020 годы. На примере ряда выставочных проектов, состоявшихся в галерее, показана эффективность таких форм взаимодействия со зрителями, как тематическая видеопрезентация, расширение информационных носителей с помощью QR-кодов, кинотеатр виртуальной реальности, элементы дополненной реальности, или AR, квесты в рамках направления «эдьютейнмент» — игрового и развлекательного обучения. Кратко представлена коммуникация сотрудников музея с аудиторией в социальных сетях.


Author(s):  
Jon Crowcroft ◽  
Hamed Haddadi ◽  
Tristan Henderson

Researchers have found online social networks a goldmine for research into various aspects of social behavior and interpersonal communication. For example, observing social interaction between individuals and their engagement in conversations, or performing sentiment analysis on these communications, is often carried out for research in a number of disciplines such as health, sociology, or politics. Such studies introduce many challenges for conducting research in a responsible manner. Data may be repurposed or cross-correlated in ways that participants may not have anticipated or desired, private information may be collected, or legal requirements may not be met. This chapter explores some of the challenges and dilemmas faced by industry, academia, regulators, privacy advocates, and ultimately the individuals using these services. It discusses the pros and cons of the collection, analysis, and archiving of personal data for digital research. The chapter concludes by discussing theoretical and practical approaches that target these dilemmas.


Leonardo ◽  
2021 ◽  
pp. 1-10
Author(s):  
Julia A Scott ◽  
Max Sims ◽  
Lee Harrold ◽  
Nicole Jacobus ◽  
Cecilia Avelar ◽  
...  

Abstract Technology can translocate traditional art into interactive, immersive experiences. At the Asian Art Museum of San Francisco, we transformed Tibetan Buddhist mandalas into a 3D virtual reality mandala installation. Further, we externalized an analog of the meditative experience by recording electroencephalograms that dynamically modulated the visual scene. Using neurofeedback, fluctuations in the alpha power drove the intensity of the fog obscuring the mandala. This creates the illusion of clearing the fog with one's mind in a meditation-like state. The collaboration demonstrated how technology intended for scientific use may be adapted to an artistic installation that enriches the visitor experience.


2021 ◽  
Vol 74 (2) ◽  
pp. 123-128
Author(s):  
M. Zhumagulov ◽  

In the proposed article, the author describes the content and directions of the forms of influence of mass media and social networks on the legal culture of young people. Due to the fact that the media and social networks are carriers of modern information, scientific works and their own expert approaches were presented in determining their role in the dissemination of legal knowledge, legal education, legal propaganda. The mass media actively act as a means of conducting legal education among young people. The mass media and the Internet, which inform young people about illegal actions and conduct propaganda on the way to raising the level of legal culture as the main factor in preventing it, are an important tool for combating lawlessness. Conducting legal educational work among young people through the media is the main requirement for the creation of a rule of law State and civil society.


Author(s):  
Vicente Galiano ◽  
Victoria Herranz

In this chapter, the authors describe the project of a virtual world that they developed in their university and with their students. In this work, they joined concepts like social networks and virtual reality, creating a virtual model of the University Miguel Hernandez (UMH), where students are able to walk around the campus, inside the buildings, chat with other students, and moreover, use videoconferencing rooms where students talk and see other students in the same virtual world. The authors describe this project, called UMHvirtual (available in http://virtual.umh.es), which has been supervised by the authors, implemented by a group of students, and focused on all the university students.


Author(s):  
Eryn Parker ◽  
Michael Saker

Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and effects of VR, there is a notable dearth of studies examining the impact VR might be having on the spatial and social experience of art museums. This article, therefore, reports on an original research project designed to address these concerns. The project was conducted at Anise Gallery in London, United Kingdom, between June and July 2018 and focused on the multisensory, and VR-based, exhibition, Scents of Shad Thames. The research involved 19 semi-structured interviews with participants who had just experienced this exhibition. Drawing on scholarly literature that surrounds the spatial and social norms pertaining to art museums, this study advances along three lines. First, the research explores whether the inclusion of VR might alter the practice of people watching, which is endemic of this setting. Second, the research explores whether established ways of navigating the physical setting of art museums might influence how users approach the digital space of VR. Third, the research examines whether the incorporation of VR might produce a qualitatively different experience of the art museum as a shared social space.


Leonardo ◽  
2006 ◽  
Vol 39 (2) ◽  
pp. 135-137 ◽  
Author(s):  
Y.Y. Cai ◽  
B.F. Lu ◽  
Z.W. Fan ◽  
C.W. Chan ◽  
K.T. Lim ◽  
...  

The authors present their research on using virtual reality (VR) in the presentation of protein music and immersive games. They first describe the core components of VR technology for protein modeling, visualization and interaction. They then present their implementations of VR protein games and protein-derived computer music. Instruction in protein-structure learning is discussed in the context of the authors' trial project in the Chinese High School in Singapore and an exhibition at Singapore Art Museum.


2009 ◽  
Vol 13 (3) ◽  
pp. 137-139 ◽  
Author(s):  
Anna Spagnolli ◽  
Matthew Lombard ◽  
Luciano Gamberini

Sign in / Sign up

Export Citation Format

Share Document