PROVIDE

AR & VR for the education at Cultural Heritage

The Course is addressed to those interested in developing engaging, immersive edutainment experiences on art and culture for young people and adults in education or cultural tourism.

Category:

Course Venue

Foligno, Italy


Content Areas
  • Digitalisation
  • Improving the competences of adult educators
  • Innovative learning and teaching practices

Topics

Cultural Heritage, Augmented Reality, Virtual Reality


Potential Participants

Trainer , Educator , Staff/Professional , Youth Learner


Course Duration (in days)

5


Next Available Course

Sep 2024



Organised by

European Grants International Academy

Language(s)

English


Description

The methodology addresses the issue of enhancing cultural heritage in a completely new way. The training methodology deals with the design and implementation of digitally enhanced art events and cultural heritage experiences. The sessions provide training in the theory, operating methods and cutting-edge design tools for the development of digitally enhanced art events and cultural heritage experiences. The course consists of two parts: o a basic introduction to key concepts, tested models and effective digital tools to improve the learning experience in culture and art; o a project-based hands-on advanced workshop focused on staging an augmented-reality-powered cultural heritage experience.


European Dimension

The multi-cultural dimension of our courses represents an added value for our participants who always have the opportunity to get in contact with colleagues from other EU countries and learn new skills through a cooperative learning approach.


Tentative Program & Schedule

BASIC COURSE

DAY 1

Welcome, getting to know each other, Introduction to digital and objectual cultural heritage. Introduction to the “Full Reality Continuum”.

DAY 2

Introduction to technologies, platforms and tools for digital cultural heritage edutainment experiences: augmented reality, virtual reality, holograms.

DAY 3

Engaging community and target groups: Museater and Digital Monuments.

DAY 4

Spatial computing techniques for hidden cultural treasures discovery in urban settings or country-side trails.

DAY 5

How to manage the production of an immersive edutainment experience.

DAY 6

Free (departure of participants attending the basic course).

ADVANCED COURSE

DAY 7

Guided tour of Umbrian medieval villages and natural sites.

DAY 8

Project work: development of an edutainment story in augmented reality for the hosting organization.

Step 1: design. Co-creating synopsis, characters and plot.

DAY 9

Project work: development of an edutainment story in augmented reality for the hosting organization.

Step 2: development. Developing a working prototype of the edutainment immersive experience. Using VR tools to create digital content for AR.

DAY 10

Project work: development of an edutainment story in augmented reality for the hosting organization.

Step 3: digital staging. Learning how to stage the immersive edutainment experience for maximum emotional impact. Creating promotional content for advertising and promotion.

DAY 11

Project work: development of an edutainment story in augmented reality for the hosting organization. Step 4: getting funds from the European Union. Presentation of financing programmes and case studies for preservation and development of cultural heritage in the digital age.

Evaluation and Certificates. Firewall party.

DAY 12

Departure of participants.


Expected Outcome

The Course intends to provide participants with the skills and competencies needed to develop digitally enhanced art events and cultural heritage experiences.

The main learning outcomes are:

  • Co-design, co-create and stagmuseatrical (museum+theatre) representations of local heritage, traditions and art;
  • Develop theoretical and practical competences in digital valorisation of tangible and intangible cultural heritage;
  • Understand key concepts regarding spatial computing and machine learning with special attention to their application to augmented reality;
  • Design of augmented reality experiences, using tested models like museater, digital monument and digital ghosts;
  • Drama-based basic digital storytelling techniques;
  • Use of virtual reality to expedite production of digital content for augmented reality experiences or video production;
  • Identification of the right open license to publish the work produced.


Certification

Attendance certificate released at the end of the course


About Umbria Region

Training courses takes place all over the Region, depending on the period of the year, the topic and the type of the course. Besides Foligno and Perugia, our favourite locations are Trasimeno Lake in summer period, the Colfiorito mountain valley in winter and the many agritouristic facilities scattered in our beautiful countryside for the rest of the year.


Venue address

Via Andrea Vici 8b
06034 Foligno
Italy


How to Apply

Interested participants can apply online here.

The next editions of the course are scheduled 24-28 June 2024 – 2-6 September 2024


Minimum Number Of Participants

8


Participation Fee

€ 400


Course Website
https://www.erasmuspluska1.eu/courses_posts/ar-vr-for-the-education-at-cultural-heritage/
European Grants International Academy
European Grants International Academy

European Grants International Academy


Address

Via Andrea Vici 8b, 06034 Foligno (PG)

Website URL

https://www.erasmuspluska1.eu/

Contact persons

Altheo Valentini, altheovalentini@egina.eu

Co-Organiser (local host)

Name of Co-Organisation

CRHACK LAB FOLIGNO 4D

Short Description of the Organisation

The CRHACK LAB FOLIGNO 4D (CLF4D) was created to help young people develop an addiction to innovative thinking and to acquire a conscious digital practical culture, exposing them in advance to the most advanced technologies to prepare them for the new jobs that will arise in the next decade. All this with the accompaniment of a team of mentors whose multidisciplinary skills range from management and enhancement of cultural heritage to spatial computing, including communication, art, publishing, and design. The NGO works as an Open Lab that makes available innovative AR/ VR technologies (such as AR/VR headsets, 3D printers etc) to the local community with the aim to involve disadvantaged young people who otherwise would not have access to these technologies. Particular attention is driven to the inclusion of those who are at risk of social exclusion.

Organisation Website

https://clf4d.eu/