PLAYABLE MUSEUM AWARD

 

 

 

 

 

 

 

 

1.Introduction to the proposal
The proposal is based on making accessible to all the public the enjoyment of art both outside and in the spaces given for it, in this case, museums, always bearing in mind the premise that there is no visitor to the museum. to another. With these proposals we will continue enriching the stimuli of the regulars, those who have some difficulties and even the least given to stepping on the temples of art that populate our cities.
2. Sensory element. Ear, touch, taste and smell as a substitute in sight. The estimated number of people with visual disabilities is 253 million: 36 million with blindness and 217 million with moderate or severe visual impairment, according to WHO data. This means that 253 million people can not contemplate in any way or in its totality the wonders that great artists have left us or the brilliant and risky proposals of the new emerging ones. Maybe, not with his eyes, but with the rest of his senses. Think of the most complete absence of light and color when entering a museum room, it can be disconcerting at first, but it is not about the vacuum, or the lack of lighting caused by a breakdown. It is a place of sensory stimulation, where we can hear, touch, smell or taste art with the help of an assistant as a guide. A tool that will be useful for touch samples, will be the 3D scanner, with which we can reproduce pieces of sculpture, painting and installation, making them available to the touch of our hands. Being a room in the dark, obviously these pieces can be represented in any color without influencing as a connotative element of the work. For the stimulation of smell I propose two possibilities. A general aroma in the room as a narrative link between the pieces or, individual olfactory boxes. The aromas may be created in the laboratory by experts, or selected by the artist. Although there are infinite possibilities for each work. For the stimulation of smell I propose two possibilities. A general aroma in the room as a narrative link between the pieces or, individual olfactory boxes. The aromas may be created in the laboratory by experts, or selected by the artist. Although there are infinite possibilities for each work. With very simple elements, such as candy, ice, powders or liquids in small format, I propose to integrate the sense of taste to this new exhibition form. The flavors, shapes, sizes and textures of the ingested itself will already have a great sensory load. As regards the sense of hearing, there are also several possibilities: room environment, speakers, individual headphones, surround
sound, surround sound with vibration, instruments … The most interesting part of this activity, apart from facilitating the enjoyment of art by people with visual disabilities, is also to offer any visitor a new way of facing creation and, of course, a break with certain imposed rules, such as the prohibition to touch the pieces. When it comes to reproductions, there’s nothing to worry about. Also usually, the representation of pieces of art through these other means, has the advantage of being something very chameleonic.
3. Electronic elements.
3.1. Children and technology.
It is increasingly common to use electronic devices since childhood. How many parents leave their children from very small their tablets or smartphones? How many children between 3 and 5 years old are able to search on YouTube for their favorite drawings? Surely, more than we could have imagined a few years ago. Technology is the order of the day.
Electronic devices have become a priority, even from an early age. They are tools, which provide us with access to endless information, leisure and entertainment and it is in our power to educate the new generations to make good use of them.
Now, this is a proposal focused on a museum, so it would be absurd to make do with leaving our children in a playground just by watching Peppa Pig.
It is very important the stimulation of creativity and artistic sensitivity since we are small, not because we are each and every one of us destined to make a pictorial masterpiece or write a poem capable of leaving any reader breathless, but because creativity and the use of the imagination from small can make us much more decisive in the daily vicissitudes that take place throughout our lives. Therefore, I insist on giving them the importance they deserve to the younger visitors.
Not all children are able to walk around a large room quietly with a relative for hours and it is also not fair for the adult who accompanies him to have to leave the room after 10 or 15 minutes, because if visits a museum, the normal thing, is that it is invested a much longer time to be able to enjoy the exhibition.
The solution is based on enabling children’s areas where children can entertain and have fun. In these areas it would be good to enable a library and include some toys from the museum’s gift shop, thus increasing sales. They could carry out collective activities, such as a great exquisite corpse or make an introduction to some field of creation, such as performance and make a collective interpretation.
Now, it would be difficult to have an activity running all day, so, as a complement of great importance we resort to technology.
In the children’s area should include screens with games that allow children to have fun while learning.
3.2. Play through the screen.
This section includes both the games for the screens of the children’s area and those included in the app that will be described later. In some cases, both systems will share games because in many cases what entertains a child is also capable of entertaining an adult and vice versa. Games intended for the children’s area -Connect the dots. Join all the points in the correct order until conseguri complete the picture. -Draw the pixel. In this game there is a simple image composed of large- scale pixels in which a numbering will appear, which will correspond to the predetermined color range in each case. Example: If in the color chart, red is number 1, in our pixelated image, all the pixels with that number should be painted in this color. – Puzzle with works of art. Complete the figure from the given pieces or, build the puzzle from scratch. Being a game intended for children, the complexity will be minimal, since what we are looking for is that the child can complete the piece and contemplate the result in order to recognize it in the future, in this way, we educate the view. -Find the differences. Mark the differences between the images that appear to be the same at first sight. As with puzzles, we do not look for great complexity to solve the exercise, but to expand the player’s visual record. – Art Courts The classic game where the objective is to make equal card pairs until you get them all flipped. -Find the artist. Visual skill game to locate the presented character. Before giving way to the search screen there will be an introduction to the artist. You can add as many artists, screens and levels as you want, so we will allow players to have more variety, therefore, more possibilities to enrich their eyesight and encourage learning.
Children zone games
-Dress the artist. It works just like the paper cutouts that many of us played in our childhood, this time changing the support. With this game children will be able to dress different icons of art, either with their more classic dress or with the most crazy and hilarious combinations.
-Create digital-art. Intervention in a work or creation of a digital work from scratch. As Photoshop but adapted, simplified and very intuitive for a child.
Games for the App
-Trivi-art. Classic game of questions and answers where we will find several categories, of course, about art.
-90 seconds portait. From the image shown, the player is challenged to represent it at this time. We will encourage the user to share their results on social networks through buttons linked to Facebook, Instagram, Twitter or Tumblr.
– Art couples.
-Find the artist.
-Dress the artist.
-Puzzle with works of art.
-Create digital-art.

3.3. Painting system with light. The calorific image.
Why not turn a space into a canvas and the child into a fleeting artist and into the material itself? It is something inspired by Ives Klein’s work of Anthropometry, where the artist ” stamped ” bodies on the canvas with his characteristic blue. If we can paint through the touch screen with our fingers, why not “paint” a space with our body and light?
By means of a system for capturing the heat image, the wake of movement of a body within a given space could be maintained for a determined time. What I find most interesting about this activity is that not only a child could enjoy it, but an adult could also be curious about this type of intervention, since electronic art is very interactive because it allows the viewer to take a fundamental role and be part of the work itself, leaving behind mere contemplation.
3.4. Immersion in your 3D image. The facial landscape.
Following the anthropocentric structure of the human being, more and more latent in our society thanks to the normalization of selfie or advertising, a new format is proposed, the macro lighting installation. The proposal is based on making a 3D scanner of the visitor, which will be carried on a large scale in space as a vector image projected through the technique of video mapping. In this way, as with the system of painting with light through calorific image, the visitor becomes a fundamental element of the work. Video mapping consists of projecting or displaying an animation or images on real surfaces to achieve an artistic and unusual effect based on the movements that the animation (2D and 3D) creates on that surface.

The most common mapping is the one we see on monumental buildings accompanied by sounds to make a greater spectacle. In this way an interaction with the public is allowed and a relationship between art, technology and society is created. These are fundamental characteristics in contemporary art. Currently, video mapping is not only a projection technique, since it can be used by technologies such as LED screens, video walls, etc.

4. The App of the museums.
After an investigation through the App Store, I see a great failure that is constantly repeated in the apps of museums and cultural institutions. The vast majority is simply a space loaded with information, so the function of this application is meaningless, since it is not different from a web page.
When I think of an App, I do not just look for a guide, I look for an interactive platform that really encourages me to use it. A virtual place capable of capturing my attention.
With this premise, you get the starting point What are the most used Apps?
In the first place we find Social Media, followed by Games and Shopping. With this simple data we can start working.
Below I do a breakdown of each point. Although before, we must highlight a key element. The App must be a place of union between all the centers. Since the most important thing in bringing people to all museums. This will be expanded in the Maps section.
4.1. Shopping.
The vast majority of the population resorts to or has resorted at some point in their lives to online shopping, since it is a convenient and quick way to acquire an item that we are looking for or to acquire a piece that we do not need but that captures our attention in the extensive samplers and for which, we end up acquiring it. First of all, I add again that all these proposals I do not contemplate to carry them out from a single center, but I believe in unity as a force because we seek to bring museums in general to people. Do you know the Farfetch system? It is a British international fashion website, whose luxury products are stored and sold around the world. Large firms such as Gucci, Givenchy, Armani, Vivetta, Prada, Philosophy Di Lorenzo Serafini, Furla, Paco Rabanne, P.A.R.O.S.H. , Erika Cavallini, Elie Saab, Dries Van Noten and Adidas, among many other brands, can easily be found on this website with all the stock and product information. If, for example, I buy a pair of Marni trousers through the web while residing in Brazil, maybe that item will be sent to me from Barcelona. And if I buy a Dolce & Gabbana shirt from California, I might get it from a store in Milan. The dynamics in the art world, with respect to museums, could be similar. Each center uploads its products in stock and offer tickets to the online platform. What makes the operation of this system really efficient is the product match between several places, what develops a certain competitiveness for having always the new products. If for example there is a new book about Picasso, which is for sale physically in the Reina Sofía Museum and in the Casa Natal de Málaga, the space that previously sent the product stock information will have priority online sale. . In this way we ensure that the client will always have at his disposal any novelty. If in Farfetch we buy clothes, in this platform we will buy books, tickets for exhibitions or any object of the gift shop of the museum from any part of the world. The
advantages translate into organization, increased sales and publicize centers that the user initially did not know about.
4.2. Games.
Remember the proposal of on-screen games in the children’s area and app? In this section the activity is broken down with other elements added. The goal is to make both children and adults want to use the games, not only for the simple distraction, but because there is something that encourages them to continue playing from anywhere, such as progress and obtaining a prize. Through the use of the games and with the progress in the different platforms or levels, the user will be able to fulfill objectives, which, when added together, give rise to a reward, such as discounts at the entrances or at the museum bar, Free courses or points redemption for the physical and online store …
A greater complexity or involvement, due to the requirement of knowledge or research as in Trivi-Art will increase the chances of reaching the awards. Each user, from his device, will be able to know his level of punctuation in comparison to the other participants through the linking of this app with other social networks like Facebook.
The interest in games can be a solution to attract the public to the exhibition areas, since it could trigger a GPS system, as with Pokémon Go, so that the player can get points when visiting museums.
Games with greater creative possibilities for the public, such as Dress the artist or Create digital art, could be linked with Facebook, Intagram or Tumblr, since the user can achieve a showy result worthy of teaching on their usual social networks.
4.3. Social Network
This section aims to make the visit to the museum, apart from being an educational and cultural act, social. Much will be achieved with the previous proposals, but here are proposed other additions.
In the social network of museums we can find people from our city who will visit the museum on the same day as us, can organize groups of people who do not want to attend alone or even locate the people inside and can comment through Chat what we find during our visit.
To this powerful social network we will link others that have already gained public acceptance, such as Facebook, Instagram, Snapchat or Tumblr.
In Facebook for example, we can share our view, on Instagram and Snapchat we can post what we see and even use new exclusive filters from the Museum App to share them on these social networks and on Tumblr, we will share photos of our experience.
4.4. Maps
For this section it will be essential to register all the museums worldwide, organized from most to least spatially. The user can search all the existing museums at a continental level, by country, by region, city and types.
After this previous organization, with a link to google maps the pedestrians will locate without any problem the location of the center they wish to visit.
5. Final comments
The previously written is a set of proposals developed to increase the number of visitors in museums and especially to bring art to all audiences so that it is not limited to a specific sector. It is a globalization pretension of the exhibition spaces at a social level.
What prompted me to participate in this contest was an illusion, the hope of living in a society where art is valued, not because it is only something beautiful or cultured, but because it is something close and worthy of enjoyment to all levels.
I come from a city in the south of Spain, perhaps one of the cities with the most museums per square meter, in which I have a favorite museum, CAC (Museum of Contemporary Art of Malaga). This place has inspired me since they do numerous events and I really notice how the inhabitants feel like going to the museum, unfortunately, normally this increase in visits is sometimes due to wine and free beer at the inaugurations. That’s why I wanted to write a proposal that would help bring this audience closer to the public that would normally never visit a museum except for the “day of the free drink” with things that they really like and that they use.
I intend for the museum as such to become a place for all, a place where life emanates.
I add that the proposals described above could be extended or even modified. I am a visual artist and not an expert in video games and social networks. For this reason I understand that everything should be developed with experts in these matters.
I have focused mainly on interactive art, because I feel that it is the closest, in the games, because children and adults need to have fun and in social networks because they are the order of the day.
To finish, being brief, I thank you for the launch of this initiative and I hope that in the near future we can see the real PLAYABLE MUSEUM.

Claudia Rojas Perea

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