85447 - Intangible Artifacts, Cultural Heritage and Multimedia (1) (LM)

Academic Year 2018/2019

  • Teaching Mode: Traditional lectures
  • Campus: Bologna
  • Corso: Second cycle degree programme (LM) in Digital Humanities and Digital Knowledge (cod. 9224)

Learning outcomes

At the end of the course students are put in touch with the intangible cultural heritage mediated by computer science and expressed under the form of practices, representations and skills that the multimedia research community recognizes as part of its identity. Students are able to reflect upon and manipulate a variety of digital instruments, including objects, artifacts and cultural spaces, manifested through interactive multimedia signs and actions.

Course contents

The course is divided into four main chapters (A,B,C,D). Each chapter starts with the exploration of a relevant multimedia application, developed at International level in the last years (1). An analysis follows (2), through which students will be able to decompose each example into single digital elements and undestand their basics, how to acquire and process them. A further analysis (3) is than carried out on the use oftools, software and ICT infrastructure needed to build a multimedia project and finally an excercise is selected and developed by students (4). During these process students will enrich their vocabulary learning of images, audio, video, 3d models (both reality-based and computer-graphic/source-based), geospatial vector and raster dataset (including remote sensing)

  1. Embodiment. This chapter deals with digital immersive experiences, engagement, narrative and projections, images, audio and videos, with a specific focus on intangible heritage (such as traditions or lost/unaccessible heritage), and art & creativity in immersive digital environments.
  2. Landscape. This chapter deals with geo-spatial digital scenarios, with simulation and lost landscapes, but also with impossible perspectives. It has a special focus on GIS, vector, raster, 3d territories and web3d.
  3. Cognition. During these lectures, students will learn about interactivity and 3d models, and how to align digital interactive applications with cognitive experiences. A special focus will be on applied games and built heritage.
  4. Design. The last part of the course will treat co-design of multimedia application. The focus will be on digital collections.

The excercise the students will be asked to do regards a type of intangible heritage.

Readings/Bibliography

Ansel A., The Camera, Little Brown and Company New York, pp. 44-93

Kenderdine S., Embodied Museography, in “The digital in Cultural Spaces”, 2016, pp. 24-43

Jarold J., The VR book. Human-Centered Design for Virtual Reality,  ACM books, 2016, parts I, II, IV, V, VI

Preece J.,Sharp H.,Rogers Y., Interaction Design – beyond human-computer interaction, John Wiley & Sons, Inc. 2015. (or new edition 2019)

Remondino F., El-Hakim S. (2006): Image-based 3D modelling: a review. Photogrammetric Record, 21(115), pp. 269-291

Scopigno R., Cignoni P. et al. (2017), Digital Fabrication Techniques for Cultural Heritage: A Survey, Computer Graphics Forum, Volume 36, Number 1, page 6-21 - Jan. 2017

Ze-Nian Li, Mark S. Drew, Jiangchuan Liu., Fundamentals of multimedia, 2. ed Cham: Springer, 2014, pp. 3-23, 57-77, 81-85, 99-103, 115-135, 139-175

Notes from the lectures

Office hours

See the website of Sofia Pescarin