The document proposes 4 concepts for enhancing visitors' experiences at the Sistema Museo Berrocal:
1. Crowdsourcing the creation of temporary sculptures by projecting user-generated drawings and images onto sculpture models in real-time.
2. An interactive quest where visitors assemble puzzle models of sculptures to unlock information, using a game based on "Simon Says."
3. A compass device that contextualizes the artist's works through an interactive timeline of his artistic influences and the evolution of his style.
4. Offsite installations and exhibits that communicate with the museum system to visualize information and visitor flows, linking the outside world to the museum through collected audio stories.
This document proposes a system called "Lifelines" to enhance museum visits about the artist Berrocal. It aims to contextualize Berrocal's artwork by providing information on his social network and contributions. Visitors would use "compasses" with RFID to identify artworks and obtain contextual information, which could then be reviewed in a culminating "Lifelines" installation. This installation would allow exploration of Berrocal's life through interactive strings representing time that trigger audio, video, and lighting when pulled. It seeks to immerse visitors in Berrocal's life and legacy through connecting his art to people, places, events, culture, and techniques over time.
The document proposes a connected platform called "Lifelines" to provide contextualization of artwork by the artist Joan Miró at the Berrocal Museum. It involves a wearable device called a "TimeTuner" that uses RFID and sensors to give visitors audio and visual summaries and timelines when near different artworks and exhibits. It also includes a touchscreen map to bookmark highlights and see recaps, and an installation that expands different categories and periods on the artist's timeline through pulled strings, giving more audiovisual content. The goal is to situate the art in the artist's life and times in an engaging, nonlinear way and foster social interaction among visitors.
The document proposes 4 concepts to enhance visitors' experience at the Sistema Museo Berrocal. Concept 1 allows visitors to contribute drawings and images that are projected onto a sculpture to collectively create art. Concept 2 is a game where visitors assemble puzzle pieces of sculptures to unlock information. Concept 3 uses a compass device to contextualize an artist's influences through an interactive timeline. Concept 4 connects museum sites through installations, visualizing information flows and collecting audio stories from the public.
Lifelines - concept presentation OCT 15 2010Judit Pinzón
The document proposes a connected museum platform called "Lifelines" to contextualize the works of Spanish sculptor Joan Miró at the Berrocal Museum. It involves a wearable device called "TimeTuner" that provides visitors audio and visual context about the artworks and artist's life as they move through the exhibits. An overview map allows bookmarking of pieces and planning a route. Introductions provide context at the start of rooms and recaps summarize visits. An installation expands the timeline experience through physical interaction. The goal is to better connect visitors to the artist through space, time, social and cultural contexts.
The document proposes a connected museum platform called "Lifelines" to contextualize the works of Spanish sculptor Joan Miró at the Berrocal Museum. It involves a wearable device called "TimeTuner" that provides visitors audio and visual context about the artworks and artist's life as they move through the exhibits. An overview map allows bookmarking of pieces and planning a route. Introductions provide context at the start of rooms and recaps summarize the visit. An installation expands the timeline experience through physical interactives. The goal is to foster understanding of the art through the artist's social and historical context.
The document proposes four concepts to enhance visitors' experience at the Sistema Museo Berrocal museum. The concepts are: (1) crowdsourcing temporary sculptures through user-generated drawings and images, (2) an interactive quest game to assemble sculptures and unlock information, (3) a compass device to provide context on Berrocal's artistic influences and evolution, and (4) connecting museum sites and offsite installations through a network to visualize visitor flows and collect audio stories. The concepts aim to motivate participation, reveal details of Berrocal's works, and link the museum to the outside world.
The Apa Project, Scuola estiva Cineca 2012Miki Spigarolo
A 3D stereo cartoon open pipeline, l'esperienza del Cineca Visit Lab nella realizzazione di un cortometraggio 3D di edutainment per esperienze museali.
Proposal for a first Bird of a Feathers or short meeting at TERENA conference in Prague, May 2011, to build a working group on eCulture communities and eInfrastucture.
This document proposes a system called "Lifelines" to enhance museum visits about the artist Berrocal. It aims to contextualize Berrocal's artwork by providing information on his social network and contributions. Visitors would use "compasses" with RFID to identify artworks and obtain contextual information, which could then be reviewed in a culminating "Lifelines" installation. This installation would allow exploration of Berrocal's life through interactive strings representing time that trigger audio, video, and lighting when pulled. It seeks to immerse visitors in Berrocal's life and legacy through connecting his art to people, places, events, culture, and techniques over time.
The document proposes a connected platform called "Lifelines" to provide contextualization of artwork by the artist Joan Miró at the Berrocal Museum. It involves a wearable device called a "TimeTuner" that uses RFID and sensors to give visitors audio and visual summaries and timelines when near different artworks and exhibits. It also includes a touchscreen map to bookmark highlights and see recaps, and an installation that expands different categories and periods on the artist's timeline through pulled strings, giving more audiovisual content. The goal is to situate the art in the artist's life and times in an engaging, nonlinear way and foster social interaction among visitors.
The document proposes 4 concepts to enhance visitors' experience at the Sistema Museo Berrocal. Concept 1 allows visitors to contribute drawings and images that are projected onto a sculpture to collectively create art. Concept 2 is a game where visitors assemble puzzle pieces of sculptures to unlock information. Concept 3 uses a compass device to contextualize an artist's influences through an interactive timeline. Concept 4 connects museum sites through installations, visualizing information flows and collecting audio stories from the public.
Lifelines - concept presentation OCT 15 2010Judit Pinzón
The document proposes a connected museum platform called "Lifelines" to contextualize the works of Spanish sculptor Joan Miró at the Berrocal Museum. It involves a wearable device called "TimeTuner" that provides visitors audio and visual context about the artworks and artist's life as they move through the exhibits. An overview map allows bookmarking of pieces and planning a route. Introductions provide context at the start of rooms and recaps summarize visits. An installation expands the timeline experience through physical interaction. The goal is to better connect visitors to the artist through space, time, social and cultural contexts.
The document proposes a connected museum platform called "Lifelines" to contextualize the works of Spanish sculptor Joan Miró at the Berrocal Museum. It involves a wearable device called "TimeTuner" that provides visitors audio and visual context about the artworks and artist's life as they move through the exhibits. An overview map allows bookmarking of pieces and planning a route. Introductions provide context at the start of rooms and recaps summarize the visit. An installation expands the timeline experience through physical interactives. The goal is to foster understanding of the art through the artist's social and historical context.
The document proposes four concepts to enhance visitors' experience at the Sistema Museo Berrocal museum. The concepts are: (1) crowdsourcing temporary sculptures through user-generated drawings and images, (2) an interactive quest game to assemble sculptures and unlock information, (3) a compass device to provide context on Berrocal's artistic influences and evolution, and (4) connecting museum sites and offsite installations through a network to visualize visitor flows and collect audio stories. The concepts aim to motivate participation, reveal details of Berrocal's works, and link the museum to the outside world.
The Apa Project, Scuola estiva Cineca 2012Miki Spigarolo
A 3D stereo cartoon open pipeline, l'esperienza del Cineca Visit Lab nella realizzazione di un cortometraggio 3D di edutainment per esperienze museali.
Proposal for a first Bird of a Feathers or short meeting at TERENA conference in Prague, May 2011, to build a working group on eCulture communities and eInfrastucture.
The document proposes an iPad app called Archmuse that would showcase Brooklyn Museum's institutional history and architectural image collections. The app would provide a comprehensive multimedia experience linking the museum's library and archive materials, putting them into historic context. It would allow exploration of the museum's architectural development from its earliest sketches to current exhibitions. The goals are to create a permanent digital exhibition of the museum's past and promote understanding of its building and mission through aggregating various resources into an interactive digital space.
This document discusses the digital museum and its evolution. It covers facts about digital museums such as facilitating access to collections and promoting exchange. It discusses the typology of museum visitors and how digital mediation can turn "indifferent" visitors into "amateurs." It also covers using digital scenography inside museums and providing digital collections online through features like user-generated content and social networks. Finally, it discusses perspectives on the increasing role digital tools will play in museums.
2013-12 - Nicolay Boyadjiev - Chudomir Museum strategic proposalnboyadjiev
In 2013 I initiated a collaboration with the Literary and Arts Museum of Chudomir, an important cultural institution in Bulgaria, in order to rethink its mission statement and find new means of highlighting its rich collection of works and historical artefacts. Rather than defaulting to a formal product, I proposed an integrated exhibition experience incorporating media, culture and design in a single immersive and continuous narrative.
DOKLAB is an innovation company working in DOK Library Concept Center. DOKLAB builts Storytelling Tools, mainly based on multitouch solutions.
In this presentation Koen Rotteveel of DOKLAB tells something about what multitouch is, how it works, and how it apply to public libraries. In the end he shows two examples of applications he created for libraries on the Microsoft Surface.
The eyes want to have it: Multimedia Handhelds in the Museum (an evolving story)Peter Samis
A variant of this presentation, titled "Knowledge on Demand, Knowledge in Hand: Visitor-centered mobile multimedia," was delivered on 3 October 2008 at the conference "Knowledge in Demand '08" in Bern, Switzerland.
STW | 3D technologies and open digitized collectionsJonathan Beck
This document discusses 3D scanning and digitization of cultural artifacts. It describes various 3D scanning technologies like photogrammetry, structured light, and lidar scanning. It discusses how these scans can be used to create 3D printable models and facilitate accessibility, education, and reinterpretation. Releasing 3D scans with open licenses can inspire new knowledge and interpretations by allowing global access beyond museum walls.
A argument for academics to get on board the open-source sea change in digital media creation and teach their students new tools for digital creativity beyond proprietary software applications, but programming skills to make their own along with stunning creations.
iBeaken is a visitor engagement and activation program making it possible to publish content around heritage, nature, tourism, museums to the visitor's own smartphones.
The document discusses the Appleton Compassion Project, which involved over 10,500 K-12 student artworks and statements. Skyline was tasked with creating an online exhibit to showcase the project. They built a virtual exhibit on the Microsoft Azure platform using tools like PivotViewer and Deep Zoom. This allowed visitors to search for and view high-resolution artwork and read accompanying statements online or through mobile apps. The Azure platform was cost-effective and scalable for hosting the large number of artworks and statements.
This document discusses how technology plays a key role in fine arts. It focuses on digital art, Pixar animation, and technology in museums. For Pixar animation, it describes the multi-step process of building a single frame from sketches to rendering. In museums, technology increases audience participation through digital catalogs, augmented reality applications, and mobile phone apps.
A Cultural Heritage Repository as Source for Learning MaterialsManjulaPatel
A presentation given by Manjula Patel (UKOLN) at VAST 2004: The 5th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage (http://www.informatik.uni-trier.de/~ley/db/conf/vast/vast2004.html)
Live Labels: e-Ink displays in a museum environmentNils Pokel
This document summarizes a pilot project testing the use of e-ink displays in the Auckland Museum. The pilot aimed to display digital information in galleries without competing with exhibits using e-ink labels on a display case. It was found that visitors did not realize they were looking at a screen and that the technology provided benefits like flexibility to update text and integrate with digital publishing workflows. However, e-ink displays still have limitations like low contrast and cost. Further uses under consideration include connecting displays to the collection database and using for multi-language or emergency messaging.
Approaching the visualization of controversial heritageMattia Sullini
Monuments dating back to problematic times such as the regimes or dictatorships of '900 are often at the center of harsh wranglings. May their digitalization preserve the information they provide as cultural heritage while helping their historicisation process proceed quicker? These questions had been the guide for the survey and playable reconstruction of Ciano Mausoleum in Livorno presented at CHNT 2018 in Wien
Cineca is a consortium of 70 Italian universities working in high performance computing (HPC) for research and education. It manages virtual heritage projects using open source tools like Blender for 3D modeling and simulation. Recent projects include a 3D movie about the history of Bologna and its Etruscan origins made in Blender. Cineca is developing smart historical city platforms to create emotional and participatory virtual spaces for cultural dissemination using transmedia technologies like virtual reality, augmented reality, and social media. The goal is to deal with the complexity of cultural heritage and promote Italy's historical and artistic heritage.
Presented at the 2013 Annual Conference of the Council of American Jewish Museums (http://www.cajm.net/annual-conference). Based on the research exhibition "Case Study No. 3 | Sound Objects," created at The Magnes Collection of Jewish Art and Life, University of California, Berkeley, in 2012-2013 (http://bit.ly/sound-objects).
This document describes the design of the Rice Cluster for Expo 2015. It involves universities from Italy, China, and Vietnam. The cluster aims to provide individual exhibition spaces for each country around a common area. This area will feature refreshments, sales, and events to promote the expo's theme. The design seeks to educate visitors about rice in an engaging way and ensure visibility of each national pavilion. Key elements include rice fields, water features, and pergolas containing interactive digital content.
Cristian Bettini, known as P.ankh, will embark on four journeys through Asturias with his donkey Minuto. Minuto will be equipped with digital technologies like a GPS, camera, and internet connection to document their travels. Local people and online users can contribute to the project during the journeys. Bettini and Minuto will return to LABoral Centro de Arte y Creación Industrial after each trip to share what they collected and evolve an exhibition. The project aims to remix physical and virtual experiences of mapping Asturias' territory and knowledge.
The document summarizes Petr Pridal's presentation about Old Maps Online and related projects. Old Maps Online allows users to search maps from libraries around the world by location. It indexes maps from several participating institutions and links to high-resolution versions. The technology was developed by Klokan Technologies and is open source. The Georeferencer tool allows crowdsourcing the georeferencing of maps. Future plans include adding more institutions and improving search, social features, and mobile access.
The Sony Wonder Technology Lab underwent renovations to better reflect how technology has evolved. Visitors now create digital profiles that are incorporated into interactive exhibits along the ramps of the four-story museum. Highly advanced and sometimes unreleased technologies are showcased, allowing visitors to feel virtual open heart surgery or program robots. The bright, transparent design aims to demystify technology and show how it can spark creativity.
The document proposes an iPad app called Archmuse that would showcase Brooklyn Museum's institutional history and architectural image collections. The app would provide a comprehensive multimedia experience linking the museum's library and archive materials, putting them into historic context. It would allow exploration of the museum's architectural development from its earliest sketches to current exhibitions. The goals are to create a permanent digital exhibition of the museum's past and promote understanding of its building and mission through aggregating various resources into an interactive digital space.
This document discusses the digital museum and its evolution. It covers facts about digital museums such as facilitating access to collections and promoting exchange. It discusses the typology of museum visitors and how digital mediation can turn "indifferent" visitors into "amateurs." It also covers using digital scenography inside museums and providing digital collections online through features like user-generated content and social networks. Finally, it discusses perspectives on the increasing role digital tools will play in museums.
2013-12 - Nicolay Boyadjiev - Chudomir Museum strategic proposalnboyadjiev
In 2013 I initiated a collaboration with the Literary and Arts Museum of Chudomir, an important cultural institution in Bulgaria, in order to rethink its mission statement and find new means of highlighting its rich collection of works and historical artefacts. Rather than defaulting to a formal product, I proposed an integrated exhibition experience incorporating media, culture and design in a single immersive and continuous narrative.
DOKLAB is an innovation company working in DOK Library Concept Center. DOKLAB builts Storytelling Tools, mainly based on multitouch solutions.
In this presentation Koen Rotteveel of DOKLAB tells something about what multitouch is, how it works, and how it apply to public libraries. In the end he shows two examples of applications he created for libraries on the Microsoft Surface.
The eyes want to have it: Multimedia Handhelds in the Museum (an evolving story)Peter Samis
A variant of this presentation, titled "Knowledge on Demand, Knowledge in Hand: Visitor-centered mobile multimedia," was delivered on 3 October 2008 at the conference "Knowledge in Demand '08" in Bern, Switzerland.
STW | 3D technologies and open digitized collectionsJonathan Beck
This document discusses 3D scanning and digitization of cultural artifacts. It describes various 3D scanning technologies like photogrammetry, structured light, and lidar scanning. It discusses how these scans can be used to create 3D printable models and facilitate accessibility, education, and reinterpretation. Releasing 3D scans with open licenses can inspire new knowledge and interpretations by allowing global access beyond museum walls.
A argument for academics to get on board the open-source sea change in digital media creation and teach their students new tools for digital creativity beyond proprietary software applications, but programming skills to make their own along with stunning creations.
iBeaken is a visitor engagement and activation program making it possible to publish content around heritage, nature, tourism, museums to the visitor's own smartphones.
The document discusses the Appleton Compassion Project, which involved over 10,500 K-12 student artworks and statements. Skyline was tasked with creating an online exhibit to showcase the project. They built a virtual exhibit on the Microsoft Azure platform using tools like PivotViewer and Deep Zoom. This allowed visitors to search for and view high-resolution artwork and read accompanying statements online or through mobile apps. The Azure platform was cost-effective and scalable for hosting the large number of artworks and statements.
This document discusses how technology plays a key role in fine arts. It focuses on digital art, Pixar animation, and technology in museums. For Pixar animation, it describes the multi-step process of building a single frame from sketches to rendering. In museums, technology increases audience participation through digital catalogs, augmented reality applications, and mobile phone apps.
A Cultural Heritage Repository as Source for Learning MaterialsManjulaPatel
A presentation given by Manjula Patel (UKOLN) at VAST 2004: The 5th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage (http://www.informatik.uni-trier.de/~ley/db/conf/vast/vast2004.html)
Live Labels: e-Ink displays in a museum environmentNils Pokel
This document summarizes a pilot project testing the use of e-ink displays in the Auckland Museum. The pilot aimed to display digital information in galleries without competing with exhibits using e-ink labels on a display case. It was found that visitors did not realize they were looking at a screen and that the technology provided benefits like flexibility to update text and integrate with digital publishing workflows. However, e-ink displays still have limitations like low contrast and cost. Further uses under consideration include connecting displays to the collection database and using for multi-language or emergency messaging.
Approaching the visualization of controversial heritageMattia Sullini
Monuments dating back to problematic times such as the regimes or dictatorships of '900 are often at the center of harsh wranglings. May their digitalization preserve the information they provide as cultural heritage while helping their historicisation process proceed quicker? These questions had been the guide for the survey and playable reconstruction of Ciano Mausoleum in Livorno presented at CHNT 2018 in Wien
Cineca is a consortium of 70 Italian universities working in high performance computing (HPC) for research and education. It manages virtual heritage projects using open source tools like Blender for 3D modeling and simulation. Recent projects include a 3D movie about the history of Bologna and its Etruscan origins made in Blender. Cineca is developing smart historical city platforms to create emotional and participatory virtual spaces for cultural dissemination using transmedia technologies like virtual reality, augmented reality, and social media. The goal is to deal with the complexity of cultural heritage and promote Italy's historical and artistic heritage.
Presented at the 2013 Annual Conference of the Council of American Jewish Museums (http://www.cajm.net/annual-conference). Based on the research exhibition "Case Study No. 3 | Sound Objects," created at The Magnes Collection of Jewish Art and Life, University of California, Berkeley, in 2012-2013 (http://bit.ly/sound-objects).
This document describes the design of the Rice Cluster for Expo 2015. It involves universities from Italy, China, and Vietnam. The cluster aims to provide individual exhibition spaces for each country around a common area. This area will feature refreshments, sales, and events to promote the expo's theme. The design seeks to educate visitors about rice in an engaging way and ensure visibility of each national pavilion. Key elements include rice fields, water features, and pergolas containing interactive digital content.
Cristian Bettini, known as P.ankh, will embark on four journeys through Asturias with his donkey Minuto. Minuto will be equipped with digital technologies like a GPS, camera, and internet connection to document their travels. Local people and online users can contribute to the project during the journeys. Bettini and Minuto will return to LABoral Centro de Arte y Creación Industrial after each trip to share what they collected and evolve an exhibition. The project aims to remix physical and virtual experiences of mapping Asturias' territory and knowledge.
The document summarizes Petr Pridal's presentation about Old Maps Online and related projects. Old Maps Online allows users to search maps from libraries around the world by location. It indexes maps from several participating institutions and links to high-resolution versions. The technology was developed by Klokan Technologies and is open source. The Georeferencer tool allows crowdsourcing the georeferencing of maps. Future plans include adding more institutions and improving search, social features, and mobile access.
The Sony Wonder Technology Lab underwent renovations to better reflect how technology has evolved. Visitors now create digital profiles that are incorporated into interactive exhibits along the ramps of the four-story museum. Highly advanced and sometimes unreleased technologies are showcased, allowing visitors to feel virtual open heart surgery or program robots. The bright, transparent design aims to demystify technology and show how it can spark creativity.
4. VISIT ENHANCEMENT
01. TORSO /Crowdsourcing the sculpture
Creating ‘temporary sculptures’ through
user-generated content.
People are motivated to draw, paint and post media
related to specific topics which are projected real-time
over a blank sculpture model.
Contributed material creates an image archive and
permanent user-generated exhibition for the museum.
REFERENCES
Democracy poster project
Ten thousand cents
V&A museum cropping image archive
5. VISIT ENHANCEMENT
01. TORSO /Crowdsourcing the sculpture
OBJECTIVE Bring the museum to the people
Exchange between museum and visitors
Motivate visitors to become part of the Berrocal community
COMPONENTS Blank sculpture torso models
Input interface
Camera and projector
INPUT Drawings, patters and images (onsite & offsite visitors)
i MODALITIES Digital drawing and painting on model parts
Posting material and voting through screens
FEEDBACK Real time ‘projection’ of contributions over blank model
Visualization of contributors’ basic profile data (country, age)
OUTCOME Archive from user-generated content
Exhibition of images of the series of ‘temporary sculptures’
7. ARTWORK EXPERIENCE
02. BERROCAL SAYS…/ Almogávares quest
Playful collective approach for visit.
The quest consists of finding the 10 Almogávares
and building up their puzzle models following a
strategy similar to SIMON SAYS.
The progress of assembly unlocks visualizations
and information related to the sculptures.
REFERENCES
3D mapping projections
Simon Says game
Conqwest
8. ARTWORK EXPERIENCE
02. BERROCAL SAYS…/ Almogávares quest
OBJECTIVE Learn while playing
Reveal hidden features of sculptures
COMPONENTS Quest map showing completion of tasks
Sculpture model parts (LED, RFID + piezo speaker)
3D mapping projections or handheld device + AR
INPUT Sculpture recognition
Assembly
i MODALITIES Physical assembly
Scanning with handheld device
FEEDBACK Glowing light from parts + sound
Unlocking visuals and info
Automatic disassembly
OUTCOME Built sculptures and quest completion
Projections w/t technical drawings & watercolors / AR
Information about technique, process, components, warrior, anecdote
10. VISIT ENHANCEMENT
03. LIFELINE COMPASS / Berrocal’s social network
Compass device that enhances the visit by
contextualizing Berrocal’s work.
Points out major artistic influences from his social
network and evolution of style & technique through
an interactive timeline.
REFERENCES
Tate Modern, art history timeline
Layered, Augmented Reality
The Globe, Shakespeare’s work
11. VISIT ENHANCEMENT
03. LIFELINE COMPASS / Berrocal’s social network
OBJECTIVE Contextualize Berrocal’s artwork
Focalize in the artist’s social network
Show his contributions to other artists
COMPONENTS Compass
RFID reader and tags
INPUT Search & questions
i MODALITIES Browsing the interface by date / artist network / style evolution
FEEDBACK Compass signals
Audio
OUTCOME The compass guides the visitor through the experience
13. STRATEGY
04. CONEXIONES / Links with outside world
Offsite installations, teasers and exhibits communicate
with the museum system and viceversa.
Communication network that visualizes what happens
inside and outside the museum system buildings.
Layered flows of information and visitors.
Contributions through audio stories.
REFERENCES
Flight patterns, Aaron Koblin
Augmented Sound Data sculpture
1001 stories of Denmark
14. STRATEGY
04. CONEXIONES / Links with outside world
OBJECTIVE Connect the museum system components
Link the outside world with the museum system
Participation & contribution of new possible visitors
Visualize flows of information, visitors and collected stories
Bring new visitors from ‘territorial targets’
COMPONENTS RFID tags on visitor tickets
Website traffic data
Audio recorders on each site
Projector
INPUT Voice recording
i MODALITIES Interface interaction
Browsing through collected stories and visualized data
FEEDBACK Visualization of personal contribution to the system
Audio stories
OUTCOME Dynamic visualization sculpture with stories archive
15. 01. TORSO / Crowdsourcing the sculpture
02. BERROCAL SAYS… / Almogávares quest
03. LIFELINE COMPASS / Berrocal’s social network
04. CONEXIONES / Links with outside world
MUSEUM AS A PLATFORM Sistema Museo Berrocal
Domus Academy MID2010 . final project . Judit Pinzón Navarro