
Standard Cataloguing of Augmented Objects for a Design Museum
Author(s) -
Isabella Patti
Publication year - 2020
Publication title -
iop conference series. materials science and engineering
Language(s) - English
Resource type - Journals
eISSN - 1757-899X
pISSN - 1757-8981
DOI - 10.1088/1757-899x/949/1/012054
Subject(s) - augmented reality , narrative , computer science , cultural heritage , relation (database) , dimension (graph theory) , value (mathematics) , asset (computer security) , humanism , object (grammar) , interpretation (philosophy) , sociology , human–computer interaction , history , artificial intelligence , art , literature , archaeology , mathematics , computer security , database , machine learning , pure mathematics , programming language , political science , law
Demo-ethno-anthropological assets belonging to the cultural heritage are not “autonomous” but represent the nodes of a complex system of relations. Their narration – for the purposes of knowledge and cultural diffusion – cannot transcend this relational dimension that recognises an enormous potential for development in the application of digital culture and in the prudent use of augmented reality. In the perspective of a design museum, it is therefore necessary to accompany each artefact / asset with a digital matrix that provides accurate information in relation to its critical interpretation. The exposure of an augmented object, in fact, allows to read better its use and social value along specific interpretative lines. This essay summarizes the study of a new type of archive – the animated archive of cultural materials – intended as a system of standard cataloguing of objects for a museum on design. Moreover, it is based on the critical comparison between the contribution of ludic humanism and the augmented narrative. This comparison is necessary because the rhetorical and design systems of the playful narrative offers interesting information for the realization of virtual – and non – exhibits, since the type of involvement and the environment required by the spectator is very similar; but above all because games are an important experimentation of interactive models of learning and cultural production.