scholarly journals Modern interactive technologies in the cultural and educational activities of the art museum (in case of the Primorye State Art Gallery)

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):  
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):  
Ava Linda Cardoso

This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using augmented reality has overall pros and cons and even though is a technology on its early stages it shows a great potential to revolutionize the supply chain in its totality.


2013 ◽  
Vol 2013 ◽  
pp. 1-8 ◽  
Author(s):  
Panagiotis Petridis ◽  
Ian Dunwell ◽  
Fotis Liarokapis ◽  
George Constantinou ◽  
Sylvester Arnab ◽  
...  

In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.


Author(s):  
Sharafat Hussain

Whether we go to a restaurant or jogging, almost all the experiences in our daily lives consist of what we see, hear, smell, taste, and feel. Lately, especially in the COVID-19-affected world, many of these multisensory experiences have been transformed and capitalized through invents in technology. This chapter looks at the technological advancements in the area of new interactive technologies and multisensory experiences. This chapter describes the basics of multisensory experiences, the relationship between the human senses and technologies. It discusses the concepts that help analyze and explain how the senses interact with each other. Further, this chapter highlights the difference between virtual reality, augmented reality, and mixed reality using the reality-virtuality continuum. In the end, this chapter underscores some ethical concerns, our responsibility towards it, and what the future of those multisensory experiences may hold for us.


Author(s):  
Gricelda Rodriguez-Robledo ◽  
Alma Lilia Gonzalez-Aspera ◽  
Leticia Rubicela Rodriguez-Ruiz ◽  
Araceli Gonzalez-Aspera

This work deals with the process of creating 3Dpieces of handicrafts Michoacanas to be shown through the use of Virtual Reality and Augmented as part of the solution to promote a strategy of marketing and promotion of the products of the craft workshop Cerámica Mara, SA de CV . These resources are innovative elements incorporated into an Electronic Commerce site, which allow the user to appreciate during their journey the handmade pieces exhibited in the virtual gallery, with the possibility of selecting the pieces, being able to configure the color and texture, and / or visualize them in their mobile device through the QR codes provided in the site catalog; all with the intention of serving as elements that potentiate the user's purchase intention. The design of the research was based on the qualitative model of case study, under the Scrum development methodology, being a collaborative work between the Academic Bodies of Multimedia and Electronic Commerce of the Technological University of Morelia and the Science, Technology and Management of the Organizations of the Technological Institute of Morelia. The scope obtained so far consists of a functional prototype of the Electronic Commerce Site, which incorporates a journey with 3D models of Virtual Reality and Augmented Reality via QR codes, with the possibility of purchase. It is expected that in later stages data will be obtained that allow studying how to modify the purchase intention, level of sales and market captured in commercialization of Michoacán ceramic crafts, through this proposa


Author(s):  
Ana Martí Testón

Resumen: La ya eterna crisis de los principales valores tradicionales de la fotografía sigue cuestionando su esencia y su papel en nuestra sociedad postmoderna. La abundancia de imágenes que invaden las pantallas de nuestros teléfonos inteligentes ha terminado por conformar una nueva realidad virtual que se superpone a nuestro mundo real y físico hasta prácticamente su total disolución, en lo que vendría a ser un nuevo estado de conciencia, que podríamos definir como post-realidad. El advenimiento de nuevos dispositivos de realidad aumentada ampliaría estos límites para crear un nuevo tipo de imágenes capaces de retratar distintos ámbitos, ya alejados del puro consumo de identidades ficticias surgidos a raíz del uso de redes sociales como Instagram.  Palabras clave: Fotografía, post-realidad, Instagram, Realidad Aumentada Resumen en inglés: The already eternal crisis of the main traditional values of photography continues to question its essence and its role in our postmodern society. The abundance of images that invade the screens of our smartphones has ended up shaping a new virtual reality that overlaps our real and physical world until practically its total dissolution, in what would become a new state of consciousness, which we could define as post-reality. The advent of new augmented reality devices would expand these limits to create a new type of images capable of portraying different areas, already removed from the pure consumption of fictitious identities arising from the use of social networks like Instagram. Key words: Photography, post-reality, Instagram, Augmented Reality


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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