The paper proposes a reflection on the relationship between cultural heritage and digital technologies with reference to digital environments and learning experiences. In this context, the first results of a critical repertoire are presented (organized by types of objects, uses, technologies) which has set itself the objective of verifying some of the conditions necessary for the effectiveness and quality of experiences through the use of VR and AR. The selection of experiences, procedures and actions from the critical repertoire was functionally operated on the relationships between the discipline of Representation and technological innovation-communication-learning, favouring case studies with explicit application of storytelling or gamification techniques. All this in the belief that in this segment Representation can concretely favour the advancement of knowledge for that mix of knowledge and technical-humanistic skills typical of the discipline and punctually referable both to the Cultural Heritage object of the research, both to the technologies involved and to the languages visuals, central in reconnecting those relationships, essential for understanding, between the work, visual codes and the context that generated them.
Il paper propone una riflessione sul rapporto tra patrimonio culturale e tecnologie digitali con riferimento agli ambienti digitali e alle esperienze di apprendimento. In questo quadro si presentano i primi risultati di un repertorio critico (organizzato per tipi di oggetti, fruizioni, tecnologie) che si è posto l’obiettivo di verificare alcune delle condizioni necessarie per l’efficacia e la qualità delle esperienze attraverso l’utilizzo della VR e AR. La selezione di esperienze, procedure e azioni del repertorio critico è stata operata funzionalmente alle relazioni tra la disciplina della Rappresentazione e innovazione tecnologica-comunicazione-apprendimento, privilegiando casi studio con esplicita applicazione delle tecniche dello storytelling o della gamification. Ciò nella convinzione che in tale segmento la Rappresentazione possa concretamente favorire l’avanzamento delle conoscenze per quel mix di saperi e competenze tecnico-umanistiche proprie della disciplina e puntualmente riferibili sia ai Beni oggetto della ricerca, sia alle tecnologie coinvolte e sia ai linguaggi visuali, centrali nel riallacciare quelle relazioni, indispensabili alla comprensione, tra opera, codici visivi e contesto che le ha generate.
Ambienti digitali e patrimonio culturale. Il contributo della rappresentazione tra tecnologie ed empatia / Ippoliti, E; Pedone, Thea. - (2021), pp. -1273.
Ambienti digitali e patrimonio culturale. Il contributo della rappresentazione tra tecnologie ed empatia
Ippoliti,E
Primo
;Pedone, TheaSecondo
2021
Abstract
The paper proposes a reflection on the relationship between cultural heritage and digital technologies with reference to digital environments and learning experiences. In this context, the first results of a critical repertoire are presented (organized by types of objects, uses, technologies) which has set itself the objective of verifying some of the conditions necessary for the effectiveness and quality of experiences through the use of VR and AR. The selection of experiences, procedures and actions from the critical repertoire was functionally operated on the relationships between the discipline of Representation and technological innovation-communication-learning, favouring case studies with explicit application of storytelling or gamification techniques. All this in the belief that in this segment Representation can concretely favour the advancement of knowledge for that mix of knowledge and technical-humanistic skills typical of the discipline and punctually referable both to the Cultural Heritage object of the research, both to the technologies involved and to the languages visuals, central in reconnecting those relationships, essential for understanding, between the work, visual codes and the context that generated them.File | Dimensione | Formato | |
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