Page 271 - AC/E's Digital Culture Annual Report 2015
P. 271

AC/E Digital Culture Annual Report 2015271She carried out research on the museum’s collection, finally taking her inspiration fromthe textile pieces by the well-known British designer and poet William Morris, located in the museum’s galleries. The game encourages users’ creativity, allowing them to learn more about the works by creating their own drawings, adding colour and interacting with them through an iPad screen. The magnificent graphics and content of the videogame are enhanced by the soundtrack created by Neil Cullen of the Royal Scottish National Orchestra (RSNO).The Museo de la Evolución Humana (Burgos) is a national example of the skilful and educa- tional incorporation of new technologies.In 2014, it launched several experiments using various technologies such as AR, 3D and geo- location jointly through applications for smart- phones or tablets. One of them is interactive postcards. In this case, a specific application was not needed to be able to enjoy the interactive content, as the Layar application makes this possible. Postcards are distributed to the people who attend the explanations given daily during the institution’s exhibitions.All visitors need to do is to scan the imageof the Feathered Neanderthal featured in the exhibition Cambio de Imagen. Una Nueva Visión de los Neandertales (Change of image.A new vision of the Neanderthals) to be able to see the video in which Juan Luis Arsuaga, scientific director of the museum, explainsthe exhibition in detail. It also allows them to access another type of basic, useful informa- tion, such as buying tickets, and to access their social networks. This experiment stems fromcollaboration between the museum and the Asociación Cultural Ocupación Poética.The MEH also provides a series of educational and technological activities requiring different touch terminals that can be found in the rooms of the museum. To develop them, the museum has collaborated with the firm ArteHistoria Proyectos Digitales with the support of the Ministry of Development of the regional gov- ernment of Castile and León. Altogether there are eight activities, aimed at different age groups. For the youngest visitors two characters have been designed, a girl and a boy accompanied by a pet: a baby mammoth. The mammoth pro- vides clues to how the game is going. If it looks bored, the user is not doing the activity proper- ly; on the contrary, if it is playful and happy, this means that the user is doing well and gets to see a video related to the content of the game.Also in 2014 – on this occasion in collaboration with Teseo and the University of Burgos and with the support of the Ministry of Education, Culture and Sport – an application for tablets has been developed which includes various options for enjoying the visit to the museum, combining interactivity, scientific and education- al content and leisure. The tablets are available for hire from the museum’s reception desk.In 2014, the Museo de América in Madrid, which is organisationally responsible to the Min- istry of Education, Culture and Sport, developed an immersive videogame in collaboration with the UCM Museum I+D+C, Proyecto MOMU, a systems engineering group of the Universidad Javeriana in Cali, Medialab Prado and Bour- nemouth University in the United Kingdom.3. Technology associated with the actual visit


































































































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