{"title":"解锁艺术:通过增强现实逃生室在博物馆的文化调解","authors":"Masiar Babazadeh","doi":"10.34190/ecgbl.17.1.1646","DOIUrl":null,"url":null,"abstract":"In the context of a museum, cultural mediation facilitates access to the works of art for the visitors which not always share the culture the pieces of art come from. Tools and resources such as catalogs, guided tours, or the work of the curators are all part of the museum's cultural mediation, which highlights and informs the visitors of the works on display. In this case study we present the game design process and results of UnlockArt, a project developed as a cultural mediation tool at the Museo delle Culture (MUSEC) in Lugano, Switzerland. The project studied and applied the educational escape room format to enhance the museum experience for visitors, and to encourage the younger ones to approach the collection through a ludic activity. By the means of the Star Model (Botturi and Babazadeh, 2020), the project designed an educational escape room for the \"JAPAN. Arts and Life. The Montgomery Collection\" exhibition, a collection of Japanese objects from the period between the 12th and the 20th century. Educational escape rooms are a format that works well in class, but may be burdensome to apply in a museum, which intrinsically imposes many constraints. Players should be silent, the escape room should always be ready to be played and easy to be rebooted, and it should not impact the exhibition for visitors that wish not to engage in the experience. For this reason, we opted for an augmented reality educational escape room (AR EER) which can be played on tablets. Such approach only requires QR codes placed around the exhibition, which hide puzzles and hints tied to the works exhibited in the museum, and does not need any rebooting phase as the puzzles are to be solved in augmented reality.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"57 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"UnlockArt: Cultural Mediation at the Museum Through an Augmented Reality Escape Room\",\"authors\":\"Masiar Babazadeh\",\"doi\":\"10.34190/ecgbl.17.1.1646\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the context of a museum, cultural mediation facilitates access to the works of art for the visitors which not always share the culture the pieces of art come from. Tools and resources such as catalogs, guided tours, or the work of the curators are all part of the museum's cultural mediation, which highlights and informs the visitors of the works on display. In this case study we present the game design process and results of UnlockArt, a project developed as a cultural mediation tool at the Museo delle Culture (MUSEC) in Lugano, Switzerland. The project studied and applied the educational escape room format to enhance the museum experience for visitors, and to encourage the younger ones to approach the collection through a ludic activity. By the means of the Star Model (Botturi and Babazadeh, 2020), the project designed an educational escape room for the \\\"JAPAN. Arts and Life. The Montgomery Collection\\\" exhibition, a collection of Japanese objects from the period between the 12th and the 20th century. Educational escape rooms are a format that works well in class, but may be burdensome to apply in a museum, which intrinsically imposes many constraints. Players should be silent, the escape room should always be ready to be played and easy to be rebooted, and it should not impact the exhibition for visitors that wish not to engage in the experience. For this reason, we opted for an augmented reality educational escape room (AR EER) which can be played on tablets. 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引用次数: 0
摘要
在博物馆的背景下,文化调解促进了并不总是分享艺术作品来自文化的游客接触艺术作品。工具和资源,如目录、导览或策展人的工作都是博物馆文化调解的一部分,它们突出并告知参观者展出的作品。在这个案例研究中,我们展示了UnlockArt的游戏设计过程和结果,这是一个在瑞士卢加诺的Museo delle Culture (MUSEC)作为文化调解工具开发的项目。该项目研究并应用了教育逃生室的形式,以增强游客的博物馆体验,并通过有趣的活动鼓励年轻人接近收藏。通过Star模型(Botturi和Babazadeh, 2020),该项目为“日本”设计了一个教育逃生室。艺术与生活。“蒙哥马利收藏”展览,收集了12世纪至20世纪期间的日本物品。教育逃生室是一种在课堂上很有效的形式,但在博物馆中应用可能会很麻烦,因为它本质上施加了许多限制。玩家应该保持沉默,逃生室应该随时准备好玩,并且容易重新启动,并且它不应该影响希望不参与体验的游客的展览。出于这个原因,我们选择了一个可以在平板电脑上玩的增强现实教育密室(AR EER)。这种方法只需要在展览周围放置QR码,其中隐藏了与博物馆展出的作品相关的谜题和提示,并且不需要任何重启阶段,因为谜题是通过增强现实解决的。
UnlockArt: Cultural Mediation at the Museum Through an Augmented Reality Escape Room
In the context of a museum, cultural mediation facilitates access to the works of art for the visitors which not always share the culture the pieces of art come from. Tools and resources such as catalogs, guided tours, or the work of the curators are all part of the museum's cultural mediation, which highlights and informs the visitors of the works on display. In this case study we present the game design process and results of UnlockArt, a project developed as a cultural mediation tool at the Museo delle Culture (MUSEC) in Lugano, Switzerland. The project studied and applied the educational escape room format to enhance the museum experience for visitors, and to encourage the younger ones to approach the collection through a ludic activity. By the means of the Star Model (Botturi and Babazadeh, 2020), the project designed an educational escape room for the "JAPAN. Arts and Life. The Montgomery Collection" exhibition, a collection of Japanese objects from the period between the 12th and the 20th century. Educational escape rooms are a format that works well in class, but may be burdensome to apply in a museum, which intrinsically imposes many constraints. Players should be silent, the escape room should always be ready to be played and easy to be rebooted, and it should not impact the exhibition for visitors that wish not to engage in the experience. For this reason, we opted for an augmented reality educational escape room (AR EER) which can be played on tablets. Such approach only requires QR codes placed around the exhibition, which hide puzzles and hints tied to the works exhibited in the museum, and does not need any rebooting phase as the puzzles are to be solved in augmented reality.