Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e linguaggi non scontati. Le narrazioni della realtà aumentata - LIVE Performance
Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e linguaggi non scontati. Le narrazioni della realtà aumentata, dal 31/05 al 2/06/2013.
Arte quantistica e realtà aumentata: verso orizzonti di ben-essere. CASCIANA TERME (Pisa).
Semelhante a Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e linguaggi non scontati. Le narrazioni della realtà aumentata - LIVE Performance
Boston Civic Media Projects from Consortium AffiliatesBecky Michelson
Semelhante a Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e linguaggi non scontati. Le narrazioni della realtà aumentata - LIVE Performance (20)
Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e linguaggi non scontati. Le narrazioni della realtà aumentata - LIVE Performance
1. Superfici specchianti, gesti, forme e linguaggi non scontati
Le narrazioni della realtà aumentata
di Giuliana Guazzaroni
*
Casciana Terme (Pisa) - 2 giugno 2013 - Arte quantistica e realtà aumentata
2. *
*Urban paths to engage citizens,
students and visitors with local
heritage, memories and art
(Guazzaroni, 2013)
3. *
*A collective urban ritual, with its own
rhythm. The rhythm of poetry and
storytelling that can be repeated each
time visitors decide to walk those paths,
each time people participate and rise arms
holding smartphones or tablets. It is an act
of pure performance (Guazzaroni, 2012)
4. *
*Elicit: The facilitator/designer/artist prepares
useful technologies and material
*Engage: The facilitator/designer/artist explains the
experience
*Explore: Visitors start detecting artworks
*Explain: Groups start an active interaction with real
objects and points of interest
*Elaborate: Each group content to be left in the
location
*Extend: Participants collect additional content
*Evaluate: The facilitator/designer/artist evaluate
the performance (Eisenkraft, 2003; Guazzaroni & Leo, 2011;
Guazzaroni 2012a; Guazzaroni, 2012b; Guazzaroni, 2013a)
5. *
*Andare su Google Play o Apple Store e scaricare l’App
gratuita AURASMA
*Lanciare AURASMA
*Cliccare sulla A stilizzata in basso al centro
*Cliccare sulla Lente d’Ingrandimento (SEARCH) in basso verso
destra
*Scrivere EMMAP e poi cliccare su CERCA
*Appare il Canale EMMAP, cliccare sopra per aprirlo
*Cliccare su FOLLOWING in alto a destra
*Cliccare sul quadratino di LIVE CAM
*Posizionare LIVE CAM sulle immagini indicate con il logo
AURASMA
18. *
*During “Street poetry” performances
participants repeat apparently insignificant
gestures, the ritual of using augmented
reality to detect emotional paths and to
leave stories for future visitors
*These gestures may reconstruct bonds and
social links
*They may narrate different stories through
different overlay of reality, they may
represent a message to the future, or a
vital storify of daily life using wearable
smart interfaces (Guazzaroni, 2013)
24. *
*Social benefits: most of the participants felt that working in groups had
improved their attitude to listening to their peers (87%); moreover, most of them
said that everybody in the group had contributed to the construction of
knowledge (77%); lastly, they improved the awareness and respect for their peers
(90%).
*Creative thinking benefits: Most of the participants said that they improved
their creative thinking during the experience (93%); the interaction with digital
artworks stimulated their creative mind (96,7%); moreover, they all agreed that
the possibility to tell a story, and to leave it in the streets for future visitors,
inspired creative thinking (96%).
*Techno-didactic benefits: All the ambassadors said that the use of technologies
reinforced social participation and fostered group work; moreover, they affirmed
that technology promoted a dialogue with future visitors (100%), and it improved
the interest in artworks (93%).
*Emotional benefits: Most of the participants said that the augmented reality
routes fostered the creation of an emotional bond with the location (97%);
moreover, they believed that routes activated an “emotional dimension” with
objects and people related to the past, present and future of L’Aquila (97%); they
said that a “sentimental dimension” was fostered by a storytelling activity (95%).
25. *
* Guazzaroni, G. & Compagno, M. (2013, December). AR Moulded-Objects Performing Giuseppe Verdi’s 200th Birthday. In Archeomatica (4), 38-
41.
* Guazzaroni, G. & Compagno, M. (2013, November). Narrazioni performative ed esperienziali a sostegno dell’arte e smart city. In Juliet Cloud
Magazine (JCM) Art&Tech.
* Guazzaroni, G. (2013, October). Street Poetry in Augmented Reality. In S. Leone (Ed.). Synergic Integration of Formal and Informal E-Learning
Environments for Adult Lifelong Learners, IGI Global, USA.
* Guazzaroni, G. (2013, October). The Ritual and the Rhythm: Interacting with Augmented Reality, Visual Poetry and Storytelling across the
Streets of Scattered L’Aquila. In eLearning Papers on Design for Learning Spaces and Innovative Classrooms (34).
* Guazzaroni, G. (2013, May). Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e linguaggi non scontati. La narrazione
dell’Aquila in realtà aumentata. In G. Griziotti (Ed.) Bioipermedia Moltitudini Connesse. Alfabeta2 (29), 4.
* Guazzaroni, G. (2013, March). Emotional Mapping of the Archaeologist Game. In M. Lytras, P. Ordoñez De Pablos & F. J. García-Peñalvo
(Eds.) Advanced Human-Computer Interaction. Computers in Human Behavior Elsevier, 29 (2), 335-344.
* Guazzaroni, G. (2012). Experiential Mapping of Museum Augmented Places – Using Mobile Devices for Learning. Saarbrücken, D: LAP.
* Guazzaroni, G. (2012). Emotional Mapping of Museum Augmented Places (EMMAP). In M. Pieri (Ed.) Mobile Learning. Esperienze e Riflessioni
“Made in Italy”. Bari, IT: Progedit.
* Guazzaroni, G. (2012, December). Emotional Mapping of Museum Augmented Places. In Archeomatica (3), 44-46.
* Guazzaroni, G. & Leo, T. (2011). Emotional Mapping of a Place of Interest Using Mobile Devices for Learning. In I. Arnedillo Sánchez & P. Isaías
(Eds.) Proceedings of IADIS International Conference on Mobile Learning (pp. 277-281) Avila, E.
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