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  • 1
    Publication Date: 2024-03-23
    Description: The volume, dedicated to the 44th International Conference of the Italian Union for Drawing, investigates the theme of ‘Transitions’, which particularly effectively represents our time and the current condition of the discipline of Drawing. The term, beyond its generic meaning of an intermediate stage in a process in which a condition changes from one state to another, has always been used in various fields, from music to geophysics. In fact, the disciplines of drawing have always been confronted with themes and issues relating to transitions from one condition to another. The history of representation tells us of transformations, even epochal ones, relating to ‘drawing’, with all that such transitions entail: suffice it to think of the evolution of forms of representation, of instrumental apparatuses, of the mutability of supports, of the analogical-digital transition underway, of the new modes of communication on platforms, of the hypertrophic offer of images also on the net that confirms Guy Debord’s intuitions relating to the new spectacularisation of society. Similarly, representation triggers transitions in the prefiguration and communication of design, the anticipation and foreshadowing of future events.The challenges posed by the digital pose open questions whose scope can only be glimpsed, such as the relationship between drawing and the act of modelling, and the construction of new paradigms of visual language and communication. ‘Transitions’, almost implicitly, points to possible futures, the evolution of technique and the search for new modes of expression; at the same time, however, it can suggest silences and reflections in a process of connection between history, theory, criticism and construction.
    Keywords: Transitions ; Cross ; Modulate ; Develop ; Drawing ; Science of Representation ; thema EDItEUR::A The Arts::AM Architecture::AMC Architectural structure and design ; thema EDItEUR::T Technology, Engineering, Agriculture, Industrial processes::TB Technology: general issues::TBG Engineering graphics and draughting / technical drawing ; thema EDItEUR::A The Arts::AG The Arts: treatments and subjects::AGZ The Arts: techniques and principles
    Language: Italian , English , Spanish
    Format: image/jpeg
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  • 2
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    FedOA - Federico II University Press
    Publication Date: 2024-03-23
    Description: The videogame is the emblematic contemporary medium that invite to think about man's new ways of making knowledge and experience of the world. Video-gaming means for the user to access the writing of a spatial narrative, consisting of virtual environments to navigate, actions to perform, and multimedia representations to interact with. Today, the videogame is also beginning to be adopted in museum institutions, which are experimenting innovative languages in order to actualize their own way of telling the artworks and collections, offering more interactive experiences appropriate for new cultural audiences. To ignore this new narrative mode would mean for museums to create a barrier towards a large audience and, consequently, to hinder the cultural and communicative action they are called upon to provide. The videogame, in fact, can become a tool capable of increasing museum accessibility: the digital one, through the use of everyday technologies; the cognitive one, by reducing the sense of cultural inadequacy and emotional detachment for those audiences, especially younger ones, who do not identify with traditional methods of cultural transmission and who are stimulated by experiences guided by factors such as discovery, free exploration, interaction and immersion; and the physical-perceptual one, as it is capable of creating new forms of relationship between virtual game space and physical museum space. The book therefore reflects on the need to deal more methodically and systematically with the spatial narrative model used in the new medium, making visual procedural maps for its aware use in both Entertainment Games and Cultural Games. The research analyzes the virtual game space as a device for organizing narrative elements that can activate important parts of the player's interpretive process, as a tool for constructing museum-related stories and creating innovative experiences of Cultural Heritage fruition.
    Description: Published
    Description: ll videogioco è il medium emblematico della contemporaneità che invita a riflettere sulle nuove modalità dell’uomo di fare conoscenza ed esperienza del mondo. Video-giocare significa per l’utente accedere alla scrittura di una narrazione spaziale, fatta di ambienti virtuali da navigare, azioni da compiere e rappresentazioni multimediali con cui interagire. Il videogioco inizia oggi ad essere accolto anche nelle istituzioni museali che stanno sperimentando linguaggi innovativi al fine di attua¬lizzare il proprio modo di raccontare le opere e le collezioni, offrendo esperienze più interattive e adatte ai nuovi pubblici culturali. Disinteressarsi di questa nuova modalità narrativa significherebbe per i musei creare una barriera nei confronti di un vasto pubblico e, di conseguenza, ostacolare l’azione culturale e comunicativa che sono chiamati a svolgere. Il videogioco, infatti, può divenire uno strumento in grado di incrementare l’accessibilità museale: quella digitale, attraverso l’uso di tecnologie d’uso quotidiano; quella cognitiva, riducendo il senso di inadeguatezza culturale e di distacco emotivo per quei pubblici, specialmente più giovani, che non si riconoscono nei metodi tradizionali di trasmissione culturale e che sono stimolati da esperienze guidate da fattori quali la scoperta, la libera esplorazione, l’interazione e l’immersione; quella fisico-percettiva, in quanto capace di creare nuove forme di relazione tra spazio virtuale di gioco e spazio fisico museale. Il volume riflette pertanto sull’esigenza di occuparsi con maggiore metodologia e sistematicità del modello narrativo spaziale utilizzato nel nuovo medium, costruendo delle mappe procedurali visive per un suo uso consapevole sia negli Entertainment Games sia nei Cultural Games. La ricerca analizza lo spazio virtuale di gioco come mezzo per organizzare elementi narrativi in grado di innescare parti importanti del processo interpretativo del giocatore, come strumento per costruire storie legate al museo e creare esperienze innovative di fruizione del patrimonio culturale.
    Keywords: Virtual Space, Narrative Space, Digital Drawing, Cultural Heritage, Cultural Video Games ; thema EDItEUR::A The Arts
    Language: Italian
    Format: image/png
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