165 resultados para Interactive Exhibition

em Deakin Research Online - Australia


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 An interactive exhibition, which recreates the Max Gallery and re-interprets two of Geelong's most renowned paintings (View of Geelong and A Bush Burial) through digital animation

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Drawing on cultural artefacts, images and interactive audio-visual material, this exhibition depicts a vivid portrait of the Anglo-Indian community in Australia.

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This paper argues that the influence of multimedia on exhibition practices can be felt not only by the presence of multimedia interactives in the exhibition itself but more generally by the presence of similar structural principles. The argument is conducted by borrowing from Stephen Johnson’s (2005) thesis that contemporary forms of popular culture, particularly those found in video games, television and film, are based on an ‘architecture of rewards’. In taking this term across to exhibition practices, I use it to analyse an approach to the interpretation of a heritage site, which attempts neither to reconstruct its former uses nor to insert traditional forms of ‘contextual’ displays. Instead, I argue that the curatorial attempt to find ways in which the site could become the principal object of display resulted in the conscious production of narrative gaps which become the structural armature for the encouragement of game playing in a similar process to that discussed by Johnson in relation to video games.

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Vincs, McCormick and dancers Steph Hutchinson & Megan Beckwith present live motion capture interactive pipelines that visualise the kinematics of a performer’s movement in stereoscopic environments created using the Unity game engine, and discuss their use in Choreotopography (2010) and Choreotopography (2011). This work forms part of Vincs’ ARC Discovery Project Capturing Dance: using motion capture to enhance the creation of innovative Australian dance (DP0987101).

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Vincs & Divers, with dancer Steph Hutchinson, present a new system for real-time previsualization in Motion Builder that enables choreographers and artists making interactive 3D work to make on-the-fly lensing decisions. Using motion capture to drive a ‘character’ created from a cloth simulation in real time, the presentation highlights the advantage of live lensing for interactive work-flow in creating 3D dance visualizations. This work forms part of Vincs’ ARC Discovery project ‘Building innovative capacity in Australian dance through new visualization technologies’ (DP120101695).

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This chapter uses three cases studies - the Melbourne Watch House Experience, the Titanic international travelling exhibition and the interpretation centre underneath the Memorial for the Murdered Jews of Europe in Berlin to discuss the ethics and politics involved in using strategies of interpretation that foster identification with victims.

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Public installation running throughout the night at Cube 37 gallery. Morphing forms are projected onto the glass front of the gallery, facing the street. Human perticipants interact with the forms whose morphology changes with the movements of the participants. When no human participants are present, a neural network based agent that has learnt how to dance from a trained dancer, takes over and the forms follow the agent's movement.

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The Immigration Museum Melbourne, Australia, launched the Identity: Yours, Mine, Ours exhibition in 2011. Aimed primarily at secondary school students, this long-term installation seeks to foster reflection on identity and belonging, as well as dialogue about racism, through an interactive, immersive museum experience. This paper describes a multi-method research project, which included narrative interviews, focus groups and video diaries with 47 Year 11–12 students from three secondary schools in Victoria, Australia, and discusses each method's contribution to an overall empirical understanding of the installation's impact on students' experiences. Emerging findings suggest the ways in which the exhibition space supports students to encounter and engage with individual stories and experiences, thus moving beyond an abstract tolerance of cultural diversity by unsettling the self and destabilising stereotyped and prejudiced interpretations of the ‘other’. The paper concludes by discussing the potential for triangulated qualitative approaches to provide rich emic perspectives on multi-sensory exhibitions.

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This paper outlines some key issues that arose from several projects that investigated the use of interactive television in schooling. In this paper we draw on these projects, to illustrate and discuss how a (then) new form of distance education -- satellite-based, narrowcast ITV -- was designated for use in primary (elementary) and secondary (high school) classroom settings, how it was implemented, and how it collapsed as an endeavour. Issues raised by students, teachers and administrators are related to each to illustrate how ITV slowly declined over several years, despite its usefulness for some and strong support from those involved.

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World Wide Web has brought us a lot of challenges, such as infinite contents, resource diversity, and maintenance and update of contents. Web-based database (WBDB) is one of the answers to these challenges. Currently the most commonly used WBDB architecture is three-tier architecture, which is still somehow lack of flexibility to adapt to frequently changed user requirements. In this paper, we propose a hybrid interactive architecture for WBDB based on the reactive system concepts. In this architecture, we use sensors to catch users frequently changed requirements and use a decision making manager agent to process them and generate SQL commands dynamically. Hence the efficiency and flexibility are gained from this architecture, and the performance of WBDB is enhanced accordingly.

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This article investigates aspects of the production, dissemination and consumption of UNESCO’s first international touring exhibition, Australian Aboriginal Culture, in order to explore the relationship between UNESCO and Australia in the development of a key cultural heritage program. It argues that the exhibition indicates a national and international spirit of universalism that attempted to address crosscultural ignorance in a period of post-war optimism.

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The international exhibitions of the late nineteenth and early twentieth centuries are now generally seen as sites for the dissemination of an evolving discourse on modernity's primary theme: progress. These technological and cultural spectacles represented 'the self-congratulatory pride' of the bourgeoisie in their attainment of world power (Corbey 1994:60). The didactic function of international exhibitions lay embedded in their carefully arranged, itemised and annotated displays, as well as in the very architecture within which such displays were housed. It was a pedagogy palely echoed in every elementary classroom and school textbook of the newly created mass education systems of the day (Cote 2000a). The exhibitions were also modern in their embrace of the mass audience and their intentionally populist focus. An exhibition was intended to provide the visitor, already touched by a modern curiosity, with personal access to the wonders of modernity.

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Ecobehavioural analysis procedures were used to examine the interactive engagement of children with developmental disabilities due to Down syndrome who attended inclusive preschools for 2 years. Compared with typical children, the children with disabilities displayed infrequent interactions with peers for the duration of the study. For the children with disabilities, interactive engagement was largely unrelated to the characteristics of class activities, while typical children responded positively to activities expected to promote peer interaction. The results are discussed in terms of the inadequacy of informal strategies commonly applied in inclusive preschool settings to promote interactive engagement in children with disabilities.

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This paper proposes a set of strategies to maximise learner-content and learner-learner interactions in on-line learning environments. Extrapolating the outcomes of a research study that investigated the ways in which users responded to the interactive constructs embedded within interactive multimedia applications, the concept of encounter theory is introduced. Using observation and interview techniques, participants in the study identified a range of options by which learnercomputer interactions might be enhanced. The implications of these findings for online and desktop environments are considered, specifically in terms of the independent learner's encounter with content material and other learners. Developing a comprehensive understanding of the interactive phenomenon will not only lead to more effective useability and learning in on-line environments, but also to their working better for the learner.