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NODEM 2014 Proceedings

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TACTEC, Transforming Art and Culture Through Engagement and Construction<br />

With this study we aim to answer the following questions:<br />

1) Do the visitors become closer to the artwork presented?<br />

2) Does the presented model promote the creation of new visual narratives?<br />

3) How can we relate the potential for creating new images to the characteristics evident in the presented<br />

model?<br />

In the presented model, the informational paradigm can be found in a brief record, where a few notes about<br />

Hieronymus Bosch can be observed; that is, for example, the name, the origin, the period in which he worked<br />

and the name of some of his artwork. The latest version of the prototype of TACTEC allows visitors to interact<br />

with a virtual exhibition of Hieronymus Bosch’s masterpieces. The platform also constitutes itself as a medium<br />

that presents visitors with a pool of possibilities to perform and do visual compositions. Different art principles<br />

and techniques used in the fields of photography, music, literature, and visual arts have been considered as<br />

basic assignments for developmental options. Some of these principles were associated with the logical principles<br />

used in collage, montage and mixing techniques (Pollig & Suhle, 1982; Adamowicz, 1998; Wescher, 1980).<br />

Some concepts such ownership, authorship, reproduction of artwork and the spectator emancipation (Weisstein,<br />

1978; Benjamin, 1992; Benjamin, 2008; Rancière, 2010) also constitute the prototype’s design. Knowing<br />

the concepts listed, it was also considered the dimension of “Art as Experience” by John Dewey (Dewey, 2005)<br />

and some of the arguments and foundations of communication and visual culture (Arnheim, 1990; Rose, 2002;<br />

Freedman, 2003 & Arnheim, 2005). This group of concepts and techniques allowed us to establish the creation<br />

of a materialized model application in an exploratory platform - TACTEC prototype – developed for a multitouch<br />

surface. The adopted methodology was the “development methodology” (Richey & Nelson, 1996; Richey<br />

& Klein, 2005; Richey, Klein & Nelson, 2008). In order to validate the model implemented, usability tests were<br />

conducted at the Center for Computer Graphics (CCG), at the University of Minho, and afterwards its validation<br />

was also executed in a museum context, at the Sociedade Martins Sarmento (SMS) in Guimarães, Portugal. The<br />

testing sessions at the SMS museum created some images posted on the project’s Facebook page, at Transforming<br />

Art and Culture Through Engagement and Construction (TACTEC, 2013).<br />

This application simulates the environment of an art studio (Baudrillard 1994). It allows visitors to go on a journey<br />

through the artworks presented there and it also gives the visitors the possibility to create new and original<br />

images. The development of activities in the canvas results from a free exploratory action, at the level of<br />

the subject’s relation to the available visual elements, basing itself on general principles of learning the arts<br />

through experience (Dewey 2005). This approach moves away the game scenario because it provides visitors<br />

with interaction without rules, boundaries or specific final objectives. Therefore, all visual results are possible<br />

and it depends on the visitor’s activities.<br />

Related Work<br />

The world of museums is changing (Simon, 2010). Institutional structures are opening its doors to technology<br />

and enabling the creation of spaces dedicated to experimentations using the interactive media. Visitors now<br />

have access to game-like applications (Pujol et al., 2012; Ardito, Lanzilotti, Costabile & Desolda, 2013), they are<br />

able to stand before virtual actors (Swartout et al, 2010) and explore the different exhibition content in museums<br />

on multi-touch tables (Ciocca, Olivo & Schettini, 2012; Correia, Mota, Nóbrega, Silva & Almeida, 2010;<br />

Michael et al., 2010). There are several applications developed for tablets and smartphones such as the ones<br />

that we can find at Louvre, Paris (Louvre, 2012), and also projects of augmented reality and other interactive<br />

systems (Alisi, D’Amico, Ferracani, Landucci & Torpei, 2010). The museum opens the doors of its galleries and<br />

its treasures through virtual tours exhibitions, as it can be noticed by several museums that joined “Project Art”<br />

from Google (Google, 2011). The technology settles and the panorama extends to actions of enjoyment, recreational<br />

actions, and information panels enriched by interaction scenarios. Many of the developed solutions are<br />

<strong>NODEM</strong> <strong>2014</strong> Conference & Expo<br />

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