Page 42 - AC/E Digital Culture Annual Report
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found to work perfectly through testimonial videos accompanied by sketches. For this purpose, we selected two totally different publishing projects, Otra vuelta de tuerca (the Spanish translation of The Turn of the Screw) and Snowhite. In the first case, Ana Juan uses a dual approach to illustrate the enigmatic novel chiefly with large-format colour paintings. In Snowhite, she starts from the editor’s premise of revising a popular tale with absolute freedom, albeit limiting herself to using only black and white. She thus makes decisions with respect
to the content to create an album in which the narrative significance is divided between the illustration and the text, which is also written by her.
However, as stated earlier, this time we wanted to involve the spectator more actively in bringing the artist’s work closer. Taking as a basis the story that told her version of Snow White enabled us to create a parallel story, Erthaland. Snowhite’s Mystery Tale, where it was feasible to work with other creative parameters and intro- duce new arguments for the development of augmented and virtual reality. The game Er- thaland is designed to be a story that runs parallel to the book and is also open to new situations, characters and even endings.
Fig. 5. Videogame Erthaland, Snowhite’s Mystery Tale, created from the story illustrated by Ana Juan.
Visitors can immerse themselves in the first chapter of the game and enjoy a virtual visit to
the setting in which it takes place. What is more, through augmented reality, users can solve dif- ferent challenges that turn the Museo ABC into an interactive environment. The graphic adven- ture is transferred to the room, which becomes the “board” of the game. The spectator explores a trail with clues by means of augmented reality, interacting with the elements of the room to overcome the challenges and receives a reward on completing them. The exhibition room thus offers a dual route: spectators can view the origi- nal drawings used to illustrate the book Snowhite and in addition, adopting the role of player or gamer, they can play the part of Snow White in the videogame created from the illustrated tale. Although it is true that the gaming experience inside the museum depends on the physical location, currently much of the material created for the occasion remains alive in the application Ana Juan that we can use with the exhibition catalogue as we did in the first one to preserve it over time.
Through augmented reality, users can solve different challenges that turn the exhibition space into an interactive environment.
Other proposals
Above and beyond our own experience, which can be of interest to both institutions and creators of content, we believe it is interesting to share the analysis of the exhibition venues and projects on display in order to understand the direction in which the relationship between cultural content and digital design is set to head over the next few years.
It is therefore essential to study the decisions made by exhibition venues that are open to new possibilities in the use of digital technologies. Such is the case of the Cooper Hewitt Museum, which has designed and produced a tool capable of personalising each visit, making it unique and offering the possibility of storing the experience individually. After revamping its premises, the
DIGITAL DESIGN OF CULTURAL CONTENT: TOWARDS A TRANSMEDIA EXHIBITION MODEL · UNIT
Digital Trends in Culture