Discover the backstage of some of the most famous paintings through AR.
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 23
Presenters


Session description
Purpose & objective
Our objetive is to share the results of this project and show how children can learn a little more about the most famous paintings in the world, as well as their techniques and information about the author in a fun way to achieve meaningful learning.
Outline
Welcome: a trigger question about the topic will be initially applied for them to answer by means of a survey. Duration 10 min
Presentation of the project: The project will be presented by means of infographics that will be presented at the stand, and the functioning of the recreated paintings will be explained along with the AR resources.
Duration 20 min.
Project objectives: The students will present the objectives of the project through a presentation in Canva. Duration 10 min.
Demonstration of the project: A participant from the audience will be asked to pass by and scan one of the recreated paintings so that he/she can visualize in AR the 360 degree videos of the students explaining details of the famous painting. Duration 30 min.
Space for questions: 10 min.
Conclusion: To conclude, we will mention the importance of encouraging children's interest in art, as well as motivating them to learn about emerging technologies and share their knowledge. Duration: 10 min.
Supporting research
Ruiz Torres, D. (2011). Augmented reality and Cultural Heritage: new perspectives for the knowledge and dissemination of the cultural object.
Martí Testón, A. (2018). Towards a museography 4.0. Design of immersive experiences with augmented reality devices (Doctoral dissertation, Universitat Politècnica de València).
Ruiz Torres, D. (2014). The role of augmented reality in the artistic-cultural field: virtuality at the service of exhibition and dissemination. University of Granada.
Reyes-Romero, J. (2019). Guide for museums with augmented reality.
Session specifications
Empowered Learner
- Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
- Students develop, test and refine prototypes as part of a cyclical design process.
- Students publish or present content that customizes the message and medium for their intended audiences.