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Open innovation for education and museums
Tangible interactions and online collaborations : exchange, create and learn.
Erasme
Digital innovation for

   Education
   Museums
   Aging


    in France, close to Lyon
How can cultural institutions use digital
        technologies to work with schools ?


- On the web
- In their physical space.
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 ?
Act 1 : First, do it


Let an artist work with 2 classes simultaneously
Act 2 : Discuss it


Did it work ? Is it useful ? What didn't work ?
• 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
Act 3 : Redesign it


   and try again...
• 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
• During 4 years
• 16 classes each year
• have published around 100 different
    compositions
• Each year a Lionnel Marchetti concert
• And meetings with each classe
Act 4 : adapt and spread
Michel Méral : bd.laclasse.com



Comics creation
Michel Méral : bd.laclasse.com



Comics creation
Michel Méral : bd.laclasse.com



Comics creation
Michel Méral : bd.laclasse.com



Comics creation
Valérie Moënne : animation movie
Sebastien Joanniez : Writer
Now : projects lead by cultural centers
In the physical space of museums ?


•    Specific places to share knowledge
•    Need to offer a physical experience
Attention & interaction



Screens help to focus attention...
...for the one who interact

They can compete with museum staff also...
Attention & interaction


Shared screen
+ shared interaction
= shared attention
Multitouch and multi-users
Immersive environments

• Good for involving people
• Bad for their understanding


• Understanding needs some distance
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
   Touch / Feel    Globe Inuit
   Digitaly augmented objects
Hide technology / Show poetry




Ez3chiel : les mécaniques poétiques
Ez3chiel : les mécaniques poétiques
Objects and rules


• Museum staff spend energy enforcing rules for
   groups
• Technology can deal with that
• Example : Internet of things and sensitive
   museums
Papas del Peru / Musée des Confluences
Papas del Peru / Musée des Confluences
Objet en transit / Musée des Confluences
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
Could we mix a rich interactive on site
 experience and long online work ?
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
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
Follow us

                  www.erasme.org




Yves-Armel Martin / yamartin@erasme.org twitter.com/yam

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Art, education and technology

  • 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.
  • 7.
  • 8.
  • 9. Act 2 : Discuss it Did it work ? Is it useful ? What didn't work ?
  • 10. • 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
  • 11. Act 3 : Redesign it and try again...
  • 12. • 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
  • 13.
  • 14.
  • 15.
  • 16.
  • 17. • During 4 years • 16 classes each year • have published around 100 different compositions • Each year a Lionnel Marchetti concert • And meetings with each classe
  • 18. Act 4 : adapt and spread
  • 19. Michel Méral : bd.laclasse.com Comics creation
  • 20. Michel Méral : bd.laclasse.com Comics creation
  • 21. Michel Méral : bd.laclasse.com Comics creation
  • 22. Michel Méral : bd.laclasse.com Comics creation
  • 23. Valérie Moënne : animation movie
  • 25.
  • 26.
  • 27. Now : projects lead by cultural centers
  • 28. In the physical space of museums ? • Specific places to share knowledge • Need to offer a physical experience
  • 29. Attention & interaction Screens help to focus attention... ...for the one who interact They can compete with museum staff also...
  • 30. Attention & interaction Shared screen + shared interaction = shared attention
  • 32.
  • 33. Immersive environments • Good for involving people • Bad for their understanding • Understanding needs some distance
  • 34. 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
  • 35. Touch / Feel Globe Inuit  Digitaly augmented objects
  • 36. Hide technology / Show poetry Ez3chiel : les mécaniques poétiques
  • 37. Ez3chiel : les mécaniques poétiques
  • 38. Objects and rules • Museum staff spend energy enforcing rules for groups • Technology can deal with that • Example : Internet of things and sensitive museums
  • 39. Papas del Peru / Musée des Confluences
  • 40. Papas del Peru / Musée des Confluences
  • 41. Objet en transit / Musée des Confluences
  • 42. 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
  • 43. Could we mix a rich interactive on site experience and long online work ?
  • 44. 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
  • 45.
  • 46. 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
  • 47. Follow us www.erasme.org Yves-Armel Martin / yamartin@erasme.org twitter.com/yam