Page 48 - AC/E Digital Culture Annual Report
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be naïve not to realise that there is still a long way to go before these systems become truly popular and useful. The fragmented market for the various devices and formats that make them possible is one of the stumbling blocks that need to be overcome.
In addition, drawing a comparison with the world of cinema, we might regard virtual and augmented reality as still being in the era of si- lent movies, when films were viewed as recorded plays. We are past the initial impact made by the Lumière brothers’ footage of workers coming out of the factory or of the train that seemed to be hurtling towards the theatre audience. But we have yet to see it develop a language of its own like that of directors such as David W. Griffith, Sergei Eisenstein and the German expression- ists, who caused the language of film to reach maturity and established the visual and narrative codes that govern it even today. Indeed, we have not even glimpsed the true potential these me- dia offer. Nor have we witnessed the change of mentality needed to exploit its full possibilities, which go much further than translating possible realities into three-dimensional space and may even change the very meaning and sense of storytelling. Therefore it is worth continuing to work in these fields, because something truly new is in the making.
In short, museums and exhibition venues that have traditionally played the role of safekeeping and disseminating art and knowledge need to keep an eye on this progress, especially as today they also perform the task of content creators, for their future will largely depend on their ability to understand and adopt these formats.
References
Alcalá, J., Fernández, L. and Rico, J. (2009). ¿Cómo se cuelga un cuadro virtual? Las exposiciones en la era digital. Gijón, Trea.
Green, H., and Hannon, C. (2007). Their Space. Education for a Digital Generation. London, Demos.
Hernández, F. (2009). “Interactividad didáctica y museos”. Enseñanza de las Ciencias Sociales, 8, 91-96.
Hernández, F., Martínez, T. and Rojo, M. (2010). “Los límites de la interactividad”. In J. Santacana and C. Martín, Manual de museografía interactiva. Gijón, Trea.
Lippenholtz, B. (2014). Gamificación en los mu- seos (I). Documotion.com.ar [online resource]. Available at http://documotion.com.ar/gamifi- cacion-en-los-museos-i/ [Accessed 15 December 2015].
Morville, P. (2004). User Experience Design. Semanticstudios.com [online resource]. Available at http://www.semanticstudios.com/user_expe- rience_design/ [accessed 1 November 2016].
Murphy, C. (2011). Why Games Work and the Science of Learning. Modsim World conference. Virginia Beach, Alion Science and Technology.
Rico, J. (2002). ¿Por qué no vienen a los museos? Historia de un fracaso. Madrid, Sílex.
Schell, J. (2010). When Games invade Real Life. Ted Talks [online resource]. Available at http://www. ted.com/talks/jesse_schell_when_games_in- vade_real_life [accessed 12 December 2015].
                      DIGITAL DESIGN OF CULTURAL CONTENT: TOWARDS A TRANSMEDIA EXHIBITION MODEL · UNIT
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