Page 273 - AC/E's Digital Culture Annual Report 2015
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AC/E Digital Culture Annual Report 2015273developed by the educational department offers users 48 different routes around the museum’s premises in order to find the time machine that Enrique Gaspar imagined in 1887 and chris- tened with the name Anacronópete.The application is intended for children aged around ten years old, whom it converts into time travellers who live their own adventure, having to make decisions and complete challenges. The result of each choice provides them with access to various types of augmented reality content leading to greater knowledge of the works and their context, or allows them to progress in their adventure. The combination of augmented reality and the narrative force of the story are the two strengths of this application, which is designed for smartphones and tablets and available for iOS and Android, and can be used during both real and virtual visits.The collaboration of Sony Computer Enter- tainment España, ESNE (Escuela Universitaria de Diseño, Innovación y Tecnología in Madrid), the OZ Lane Games Collective studio and the Museo Thyssen-Bornemisza has given rise to the videogame Nubla.157 This videogame attests to this museum’s commitment to using technology to develop educational projects that disseminate the institution’s content in an entertaining, cross-cutting and integrating manner that is open to new audiences.The videogame is inspired by the works in the Museo Thyssen-Bornemisza and proposes an adventure that begins in its rooms, where an imaginary character accompanies us on our challenges and missions in a fantasy world called Nubla. As well as a game, it is an interestingeducational project that brings together art, technology and new forms of storytelling to produce a creative reinterpretation of the muse- um’s works. Settings, people and mechanics are inspired by works and art styles, bringing the art world closer to users in an entertaining and playful manner.Nubla became available for download in PS4, PS3 and PS Vita through the PlayStation Store in January 2015.Lastly, one of the new apps recently launchedby the Museo Thyssen-Bornemisza concernsthe portrait of Giovanna Tornabuoni158 by the Renaissance painter Ghirlandaio. The app allows visitors to learn about its history and artistic technique by providing X-ray, infrared and ultraviolet views of the work. It also features a number of animations (more than fifteen) that explain the details of the portrait’s composition and symbols. Videos, images and factsheets complete the information provided by this app in an entertaining way, making it attractive to various types of audiences.Some applications, despite sharing the same objectives, do not use AR or 3D but other technologies with similar results and are popular with users. The following paragraphs will men- tion a few significant cases.A good example is Unique Visitors,159 a social application in which users can create and share itineraries for visiting museums’ collections. It is a joint and collaborative effort between the Museu Nacional d’Art de Catalunya (MNAC) and the Fundación Joan Miró. Created in Catalonia, it received awards at the Apps&Cul-3. Technology associated with the actual visit