Art, education and technology

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Favorites, Groups & Events

    Art, education and technology - Presentation Transcript

    1. Open innovation for education and museums Tangible interactions and online collaborations : exchange, create and learn.
    2. Erasme Digital innovation for  Education  Museums  Aging in France, close to Lyon
    3. How can cultural institutions use digital technologies to work with schools ? - On the web - In their physical space.
    4. Case of Art Education • Artists in residence – Very interesting and effective – but expensive – Fewer national foundings – Require lots of organisation for schools • Could technology help ?
    5. Act 1 : First, do it Let an artist work with 2 classes simultaneously
    6. Act 2 : Discuss it Did it work ? Is it useful ? What didn't work ?
    7. • Very difficult to set up • Lots of technical issues : need technicians on both sides • Remote synchronisation of classrooms is a real pain But • teachers loved to introduce an artist in their class • Strong interest in working with several schools : cooperation in art can be rewarding
    8. Act 3 : Redesign it and try again...
    9. • Be asynchronous • Several classes together : collaboration and sharing • Low tech • Mix distance and presence • a collaborative website • a one page website • Real encounter at the beginning and the end of the year, remote exchanges rest of the time
    10. • During 4 years • 16 classes each year • have published around 100 different compositions • Each year a Lionnel Marchetti concert • And meetings with each classe
    11. Act 4 : adapt and spread
    12. Michel Méral : bd.laclasse.com Comics creation
    13. Michel Méral : bd.laclasse.com Comics creation
    14. Michel Méral : bd.laclasse.com Comics creation
    15. Michel Méral : bd.laclasse.com Comics creation
    16. Valérie Moënne : animation movie
    17. Sebastien Joanniez : Writer
    18. Now : projects lead by cultural centers
    19. In the physical space of museums ? • Specific places to share knowledge • Need to offer a physical experience
    20. Attention & interaction Screens help to focus attention... ...for the one who interact They can compete with museum staff also...
    21. Attention & interaction Shared screen + shared interaction = shared attention
    22. Multitouch and multi-users
    23. Immersive environments • Good for involving people • Bad for their understanding • Understanding needs some distance
    24. Making information tangible • Objects that you can feel and touch help to memorize • They give value to the museum experience • Through gestures the body interact with the brain
    25.  Touch / Feel Globe Inuit  Digitaly augmented objects
    26. Hide technology / Show poetry Ez3chiel : les mécaniques poétiques
    27. Ez3chiel : les mécaniques poétiques
    28. Objects and rules • Museum staff spend energy enforcing rules for groups • Technology can deal with that • Example : Internet of things and sensitive museums
    29. Papas del Peru / Musée des Confluences
    30. Papas del Peru / Musée des Confluences
    31. Objet en transit / Musée des Confluences
    32. Technologies & learning • On line – Asynchronous – Long time projects – Cooperation – Open the classroom to the world • In the museum space – Multiusers – Involving – Tangible – Helping dealing with groups and complexity • Both are enforcing a relation
    33. Could we mix a rich interactive on site experience and long online work ?
    34. Novaterrae : search of an exoplanet • Preparing an interactive exhibition on possible life on other planets • With a science fiction author, scientists and a planetarium • 4 classes just have be sent into space... • Imagination and collaboration help us prepare the future real exhibition
    35. Open innovation On the web or in the physical space, same process : • User centric design • Involve users in the innovation process • Iterative and open – To new technologies – To user input – Always on going
    36. Follow us www.erasme.org Yves-Armel Martin / yamartin@erasme.org twitter.com/yam

    + yves-armel martinyves-armel martin, 3 weeks ago

    custom

    176 views, 0 favs, 0 embeds more stats

    Some feedback from projects run by Erasme.
    For Cu more

    More info about this document

    CC Attribution-NonCommercial LicenseCC Attribution-NonCommercial License

    Go to text version

    • Total Views 176
      • 176 on SlideShare
      • 0 from embeds
    • Comments 0
    • Favorites 0
    • Downloads 8
    Most viewed embeds

    more

    All embeds

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories