Pilot Experience & Application

The proposed experience aims at highlighting the archival material, at the essential emotional involvement of the visitor with it, but also at the evaluation of whether and to what extent it varies – intensified or not – when the visitor’s contact with the work of art is followed by the knowledge of historical and socio-political becoming in which it developed. This knowledge is valuable at a research level for musicologists, museologists, librarians, and other Library researchers. Therefore, the proposed experience looks forward to being structured around three main axes (Figure 1), which will succeed each other in time:

1

Initial impression of the visitor’s emotions

This first stage corresponds to the visitor’s arrival at the Library and aims to capture their perception and emotions during the initial listening of a musical work, possibly ignoring details about the artist’s life and the historical and socio-political context.

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For the purposes of this stage, the visitor will be able to highlight, i.e. define, the feelings created for him in an augmented score in an immersive virtual environment. At the same time, details of the visitor’s profile are also recorded with the aim of personalising their experience afterwards. For this part of the experience, appropriate display equipment will be used that adapts to the user’s head (Head Mounted Display), such as that offered by the HTC Vive Virtual Reality System.

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2

Substantial involvement with the project

The second stage aims at the use of technological means(e.g. smart mobile devices), in combination with audiovisual material concerning the composer, in an interactive and collaborative digital storytelling experience.

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Through this process, visitors take on roles and are involved in the life and work of the artist. The interaction will focus both on the visitor’s relationship with the artistic work and the relationship between the visitors.

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3

Ultimate emotion capture

The last section is the epilogue of the experience and works in addition to the previous two levels. Having now received a complete picture of the artist’s life and work, as well as the historical and social context of his time.

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The visitor comes back into contact with the musical work of the first stage and is invited to communicate once again his thoughts and feelings in the augmented score. The recording and collection of data will take place through the use of effective means of expression with respect and care for the goals of the participants. The use of colours as a means of expressing emotions could be a remarkable example of the above.

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1. Immersive Virtual Reality Experience. The user tags the music track and their profile is recorded.

2. Collaborative mobile experience – The user interacts with the archival material and gets to know the creator.

3. Immersive Virtual Reality Experience – The user re-interacts with the piece of music.

Figure 1. The flow of the proposed experience

The ultimate goal of the process is to highlight the life and work of a great composer, to enhance the recreational and educational dimensions of visiting a cultural heritage site, as well as to draw conclusions about the influence it causes on the psyche and perceptions of those involved.