Transforming art and culture through the engagement and construction
It is in the crossroads between art museum and technology where this project here presented is born. We are referring to a prototype designed to provide involvement of museum visitors through experiences of enjoyment, creation and sharing. The prototype is an interactive application that combines an enjoyment area with a creative exploration area. In the creative exploration area the visitors may, individually or in collaboration, create visual compositions and share them in social networks.
For the development of this project we selected the work of painter Hieronymus Bosch. It is a set of works that points to the medieval imaginary, a pictorial universe filled by multiple characters that at times place the observer before men and women, through images of extreme realism, and at other times places the observer before grotesque and fantastic figures. The narrative component of the work of this painter inspires the creation of plots and stories that get lost and cross paths in different scenarios. The modernity of the fantastic imaginary that pervades his work is by itself an element of bonding/connection with individuals of our time and that is why it is used for the first trials of this prototype that is developed using the Processing language. In the application the subjects may interact with the work, manipulating and transforming it in something else, starting from individual or collaborative compositions. Finally, the object created may be shared in social networks and increase the discursive framework and knowledge building around the original work as well as of the new image. The contribution of a project of this nature is the participation of the museum public in activities that were reserved to specific audiences, such as teachers and art students, and has characteristics that go beyond the information paradigm from multimedia kiosks and available in mobile devices. The project has a similarity to applications developed and implemented in other tangible devices such as tablets and in smartphones that allow for movements that amplify, reduce, move the image and stands out for the participative introduction in the public’s relation to artwork, that is, giving them the possibility of having an active role in taking in the artwork scenario, far away from the passive subject in front of the artwork. In this manner besides enjoyment, there is also the possibility of participation.
University of Minho, Portugal
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