672 research outputs found

    Academic heritage at LERU universities

    Full text link
    Special book on academic heritage at LERU universities. It is a special, commemorative volume to mark LERU’s 20th anniversary existence in 2022

    METROPOLITAN ENCHANTMENT AND DISENCHANTMENT. METROPOLITAN ANTHROPOLOGY FOR THE CONTEMPORARY LIVING MAP CONSTRUCTION

    Get PDF
    We can no longer interpret the contemporary metropolis as we did in the last century. The thought of civil economy regarding the contemporary Metropolis conflicts more or less radically with the merely acquisitive dimension of the behaviour of its citizens. What is needed is therefore a new capacity for imagining the economic-productive future of the city: hybrid social enterprises, economically sustainable, structured and capable of using technologies, could be a solution for producing value and distributing it fairly and inclusively. Metropolitan Urbanity is another issue to establish. Metropolis needs new spaces where inclusion can occur, and where a repository of the imagery can be recreated. What is the ontology behind the technique of metropolitan planning and management, its vision and its symbols? Competitiveness, speed, and meritocracy are political words, not technical ones. Metropolitan Urbanity is the characteristic of a polis that expresses itself in its public places. Today, however, public places are private ones that are destined for public use. The Common Good has always had a space of representation in the city, which was the public space. Today, the Green-Grey Infrastructure is the metropolitan city's monument that communicates a value for future generations and must therefore be recognised and imagined; it is the production of the metropolitan symbolic imagery, the new magic of the city

    Virtual Heritage: new technologies for edutainment

    Get PDF
    Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage, artistic, historical and cultural contents, what can be done to preserve and properly disseminate their heritage significance? How can these items be disseminated in the proper way to the public, taking into account their enormous heterogeneity? Answering this question requires to deal as well with another aspect of the problem: the evolution of culture, literacy and society during the last decades of 20th century. To reflect such transformations, this period witnessed a shift in the museum’s focus from the aesthetic value of museum artifacts to the historical and artistic information they encompass, and a change into the museums’ role from a mere "container" of cultural objects to a "narrative space" able to explain, describe, and revive the historical material in order to attract and entertain visitors. These developments require creating novel exhibits, able to tell stories about the objects and enabling visitors to construct semantic meanings around them. The objective that museums presently pursue is reflected by the concept of Edutainment, Education + Entertainment. Nowadays, visitors are not satisfied with ‘learning something’, but would rather engage in an ‘experience of learning’, or ‘learning for fun’, being active actors and players in their own cultural experience. As a result, institutions are faced with several new problems, like the need to communicate with people from different age groups and different cultural backgrounds, the change in people attitude due to the massive and unexpected diffusion of technology into everyday life, the need to design the visit by a personal point of view, leading to a high level of customization that allows visitors to shape their path according to their characteristics and interests. In order to cope with these issues, I investigated several approaches. In particular, I focused on Virtual Learning Environments (VLE): real-time interactive virtual environments where visitors can experience a journey through time and space, being immersed into the original historical, cultural and artistic context of the work of arts on display. VLE can strongly help archivists and exhibit designers, allowing to create new interesting and captivating ways to present cultural materials. In this dissertation I will tackle many of the different dimensions related to the creation of a cultural virtual experience. During my research project, the entire pipeline involved into the development and deployment of VLE has been investigated. The approach followed was to analyze in details the main sub-problems to face, in order to better focus on specific issues. Therefore, I first analyzed different approaches to an effective recreation of the historical and cultural context of heritage contents, which is ultimately aimed at an effective transfer of knowledge to the end-users. In particular, I identified the enhancement of the users’ sense of presence in VLE as one of the main tools to reach this objective. Presence is generally expressed as the perception of 'being there', i.e. the subjective belief of users that they are in a certain place, even if they know that the experience is mediated by the computer. Presence is related to the number of senses involved by the VLE and to the quality of the sensorial stimuli. But in a cultural scenario, this is not sufficient as the cultural presence plays a relevant role. Cultural presence is not just a feeling of 'being there' but of being - not only physically, but also socially, culturally - 'there and then'. In other words, the VLE must be able to transfer not only the appearance, but also all the significance and characteristics of the context that makes it a place and both the environment and the context become tools capable of transferring the cultural significance of a historic place. The attention that users pay to the mediated environment is another aspect that contributes to presence. Attention is related to users’ focalization and concentration and to their interests. Thus, in order to improve the involvement and capture the attention of users, I investigated in my work the adoption of narratives and storytelling experiences, which can help people making sense of history and culture, and of gamification approaches, which explore the use of game thinking and game mechanics in cultural contexts, thus engaging users while disseminating cultural contents and, why not?, letting them have fun during this process. Another dimension related to the effectiveness of any VLE is also the quality of the user experience (UX). User interaction, with both the virtual environment and its digital contents, is one of the main elements affecting UX. With respect to this I focused on one of the most recent and promising approaches: the natural interaction, which is based on the idea that persons need to interact with technology in the same way they are used to interact with the real world in everyday life. Then, I focused on the problem of presenting, displaying and communicating contents. VLE represent an ideal presentation layer, being multiplatform hypermedia applications where users are free to interact with the virtual reconstructions by choosing their own visiting path. Cultural items, embedded into the environment, can be accessed by users according to their own curiosity and interests, with the support of narrative structures, which can guide them through the exploration of the virtual spaces, and conceptual maps, which help building meaningful connections between cultural items. Thus, VLE environments can even be seen as visual interfaces to DBs of cultural contents. Users can navigate the VE as if they were browsing the DB contents, exploiting both text-based queries and visual-based queries, provided by the re-contextualization of the objects into their original spaces, whose virtual exploration can provide new insights on specific elements and improve the awareness of relationships between objects in the database. Finally, I have explored the mobile dimension, which became absolutely relevant in the last period. Nowadays, off-the-shelf consumer devices as smartphones and tablets guarantees amazing computing capabilities, support for rich multimedia contents, geo-localization and high network bandwidth. Thus, mobile devices can support users in mobility and detect the user context, thus allowing to develop a plethora of location-based services, from way-finding to the contextualized communication of cultural contents, aimed at providing a meaningful exploration of exhibits and cultural or tourist sites according to visitors’ personal interest and curiosity

    Augmented and Virtual Reality for the promotion of the cultural heritage: analysis of museum mission and visitor experience

    Get PDF
    The thesis discusses the role of Augmented and Virtual Reality technology for the promotion of the cultural heritage, considering both the museum mission and the visitor experience. The research framework represents an integration of the Contextual Model of Learning developed in the field of Museum Visitor Studies, and the cultural-historical Activity Theory, so to consider the different human, environmental and technological dimensions that determine the visitor experience. The research includes two studies. The first study is a qualitative investigation performed at the Ara Pacis Museum in Rome, in order to explore the "design for use" and the "design in use", by collecting data through ethnographic methods and analyzing data through the Service Design Thinking methodology. The second study is an investigation of the museum audience performed using an online questionnaire, to complement and validate the results from study 1. The thesis discusses the results related to the technology as engagement factor, the artifacts ecology and the social interaction among visitors

    Cultural Heritage and Representation in Jamaica: Broaching the Digital Age

    Get PDF
    This thesis discusses Jamaica’s cultural heritage management in the 21st century and questions how the country’s cultural heritage is represented in today’s digital age. Tracing the development of Jamaica’s cultural policies since the late-colonial period (beginning in the late 1930s), I consider the ways in which the state has managed cultural heritage historically and connect the evolution of theoretical understandings of heritage to explore evolving ideologies of policy and management. I then examine three digital cultural heritage projects in Jamaica to question their representation of heritage material to the local population and the wider world. I argue that these presentations of Jamaica’s cultural heritage illustrate a 21st century neoliberal interplay of cultural heritage, nationalism, and economic development. The projects put forward a restricted and exclusive form of heritage knowledge which re-inscribes historical inequalities. I conclude that cultural heritage organizations and policymakers must incorporate participatory methods to leverage digital technologies to ameliorate ongoing issues of hegemonic representation

    Tourism and History: World Heritage – Case Studies of Ibero-American Space

    Get PDF
    The relationship between tourism and history based on the use of tangible and intangible cultural heritage for tourism has been growing stronger, potentiating encounters with ‘the other’ and related cultures in countries pertaining to the Ibero-American space. Concurrently, this trend includes an emphasis on cultural heritage classified by the United Nations Educational, Scientific and Cultural Organisation (UNESCO) as ‘world heritage’. Many touristic and cultural resources and products of Ibero-America can be understood in the context of common or shared historical and cultural roots from which – from the perspective of Braudelian global history and cultural studies – emerges the concept of ‘Iberian globalisation’. This is associated with a network of exchanges, circuits and routes of people, ideas and goods throughout the world and, more specifically, Europe and the Americas. Once the European world centred on the Mediterranean, but this subcontinent turned to the Atlantic Ocean because of the relationship that developed between the Iberian Peninsula and the Americas within the framework of what Sallmann calls the ‘grande desbloqueio do mundo’ (great unlocking of the world). Recent historiography has thus emphasised not only what the Iberians took from, imposed on or received from other cultures but also primarily how the Iberians contributed to the spread of cultures and intercultural dialogues. These can now be seen as creators of identity, authenticity and distinctiveness in the global tourism market. This book presents a set of 27 case studies anchored in the relationship between tourism and history based on cultural heritage classified as UNESCO World Heritage of Humanity. Monuments, buildings, landscapes, places, museums, battles, personalities, cuisine, dance and music, among other cultural elements, have an economic value that is discussed in the context of an Ibero-American identity. They are reflections of a common socioeconomic and cultural history that can be valued from the point of view of memorable tourist experiences that potentiate knowledge and intercultural dialogues. In addition, since other classifications are also growing in importance, this publication includes studies of UNESCO’s Creative Cities Network, Memory of the World Register and Biosphere Reserves

    Architecture and urban design as influences on the communication of place and experience in graphic design

    Get PDF
    Most architects and urban designers are challenged to design schemas and structures to create a particular experience and sense of place. It is through the manipulation and design of actual three-dimensional spaces that they are able to achieve this. How then is a three-dimensional experience of a place conveyed in two dimensions? Distilling an actual experience into a graphic solution can be exceptionally challenging, but graphic designers may need to accomplish this for particular clients. Examining the ideologies and methodologies of architecture and urban design may offer new and thoughtful approaches for graphic interpretations of three-dimensional experiences. This thesis first examines how a sense of place is created by architecture and urban design solutions through careful considerations related to culture, history, community and environment. The realm of actual places exists in three-dimensions, rather than two-dimensions. However, there are many instances when it is beneficial to distill three-dimensional experiences into two-dimensional formats (i.e. tourism materials, cookbooks, school catalogues) to help visually and verbally summarize and communicate an environment or experience to an audience. This study draws parallels to the field of graphic design from architecture and urban design, to establish ways in which these goals can be effectively communicated through a graphic design solution

    Green Cities Artificial Intelligence

    Get PDF
    119 pagesIn an era defined by rapid urbanization, the effective planning and management of cities have become paramount to ensure sustainable development, efficient resource allocation, and enhanced quality of life for residents. Traditional methods of urban planning and management are grappling with the complexities and challenges presented by modern cities. Enter Artificial Intelligence (AI), a disruptive technology that holds immense potential to revolutionize the way cities are planned, designed, and operated. The primary aim of this report is to provide an in-depth exploration of the multifaceted role that Artificial Intelligence plays in modern city planning and management. Through a comprehensive analysis of key AI applications, case studies, challenges, and ethical considerations, the report aims to provide resources for urban planners, City staff, and elected officials responsible for community planning and development. These include a model City policy, draft informational public meeting format, AI software and applications, implementation actions, AI timeline, glossary, and research references. This report represents the cumulative efforts of many participants and is sponsored by the City of Salem and Sustainable City Year Program. The Green Cities AI project website is at: https://blogs.uoregon.edu/artificialintelligence/. As cities continue to evolve into complex ecosystems, the integration of Artificial Intelligence stands as a pivotal force in shaping their trajectories. Through this report, we aim to provide a comprehensive understanding of how AI is transforming the way cities are planned, operated, and experienced. By analyzing the tools, applications, and ethical considerations, we hope to equip policymakers, urban planners, and stakeholders with the insights needed to navigate the AI-driven urban landscape effectively and create cities that are not only smart but also sustainable, resilient, and regenerative.This year's SCYP partnership is possible in part due to support from U.S. Senators Ron Wyden and Jeff Merkley, as well as former Congressman Peter DeFazio, who secured federal funding for SCYP through Congressionally Directed Spending. With additional funding from the city of Salem, the partnerships will allow UO students and faculty to study and make recommendations on city-identified projects and issues
    • …
    corecore