Museums and the Web 2005
Workshops: Description
Workshops
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Experienced professionals offer in-depth training at pre-conference workshops. Explore topics at an advanced or elementary level.

Introducing Advanced Learning Paradigms For 3-D Environments

Nicoletta Di Blas, Politecnico di Milano, Italy
Caterina Poggi, Politecnico di Milano, Italy
Paolo Paolini, Politecnico di Milano, Italy

Workshop: 3-D Design

This workshop examines the design and use cooperative 3D worlds in cultural heritage aplications. The progression from goals to requirements and design will be illustrated.

3D environments for Cultural Heritage are most often designed to reproduce as carefully as possible real environments, such as buildings, museums, archeological sites, etc. In spite of their high quality in terms of graphics, the users' interest usually fades after a bit of exploration: neither objectives nor meaningful interactions are offered. On the other hand when rich content, objectives and clear patterns for interaction are given, the virtual experience turns out to be engaging, funny and culturally effective (as the instructors' experience in the field clearly demonstrates). The lesson learned is that if the goal is to build successful applications, the focus must be on the goals and requirements, rather than on the graphical rendering of the real world, no matter how nice it may look! Innovative technology and high quality graphics do not mean cultural effective communication or learning.

Examples will be taken from projects developed by the instructors' laboratory, whose efficacy has already been demonstrated through a number of successful experiments, involving more than 1400 students and teachers in Europe and Middle East: SEE- Shrine Educational Experience, (in cooperation with the Israel Museum); Learning@Europe (in cooperation with the International Accenture Foundation) and Storia@Lombardia (in cooperation with the Regional Government of Lombardy). Examples from the attendees' projects will be welcome for discussion.

Target audience

  1. Cultural Heritage managers and researchers interested in advanced ICT applications;
  2. Developers of applications for educational purposes;
  3. Teachers.

Learning objectives

At the end of the workshop, participants will be able to:
  1. Sketch the goals and requirements for the design of advanced cultural heritage applications;
  2. Better understand the impact of e-learning educational applications;
The workshop is highly interactive providing ample opportunity for sharing experience and visions among participants.

Syllabus

9.00-9.30: Goals; Taxonomy of goals for cultural heritage applications.

9.30-10.30: From requirements to design; Relation between goals and requirements; illustration of three kinds of requirements: 1) general requirements 2)graphic requirements 3)interaction requirements.Presentation and critical discussion of virtual environments for cultural heritage (examples)

11.00-11.30: coffee break

11.30-12.30: Try yourself! Hands-on session. Participants will be asked to explore 3D applications for cultural heritage and to take part in an engaging competition!

12.30-13.00: Wrap-up and open discussion