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Papers by Alessandra Antonaci

Research paper thumbnail of TECHNOLOGY ENHANCED VISIT TO MUSEUMS. A CASE STUDY: “KEYS TO ROME”

What a boring experience!” This could be a teenager comment after a school trip to a museum. In f... more What a boring experience!” This could be a teenager comment after a school trip to a museum.
In fact, the general idea about museums is that they are locations merely devoted to the exposition of
artifacts and showcases, places considered as boring and uncommunicative, far away from our
everyday life.
In this paper we are going to present a case study based on our experience related to the “Keys to
Rome” exhibition, the final event of V-Must.net project (Virtual Museums Transnational Network),
where we focused our attention on two main aspects with the purpose of demonstrating that
technology can help in changing the common idea about museums. First, we analyzed the users’
ability in interacting with the technology available in the exhibit to measure the real level of user
usability. Second, we evaluated the pedagogical potentiality of these technological applications for
further researches with schools.
“Keys to Rome” is an exhibition, unique in its genre, that runs in parallel in four different connected
locations: Alexandria of Egypt, at the Bibliotheca Alexandrina; Amsterdam, at the Allard Pierson
Museum; Sarajevo, at the Archaeological Museum, and Rome, at the Imperial Fora Museum. In this
context technology plays a very important role: with augmented reality applications, natural
interactions, serious games, virtual reconstructions, holographic displays, it contributes to create an
innovative environment that helps the users in understanding, enhancing and developing their level of
immersion and finally the experience as a whole. Therefore, thanks to technology visitors do not step
into a regular museum but they can travel through time and space in a virtual - and virtuous - visit of
the Past.

Research paper thumbnail of EDUCAZIONE ALL’IMPRENDITORIALITÀ: SPUNTI DI RIFLESSIONE

This contribution deals with Entrepreneurship Education, a growing education area which is import... more This contribution deals with Entrepreneurship Education, a growing education area which is important to see as not limited to economical and business studies. Entrepreneurship Education should rather be aimed to develop students’ entrepreneurial mentality and to provide students with both general competences (such as: self-confidence, creativity, communication and collaboration…) and specific skills needed to manage enterprises.
After briefly outlining the Italian situation as to Entrepreneurship Education, the paper, based on a concrete experience carried out in the framework of the european project eSG, some reflections are proposed around the educational suitability and effectiveness of innovative tools such as SGs and of non- traditional educational strategies such as “gamification”.

Research paper thumbnail of Virtual Museums, Cultural Heritage Education and 21st Century skills

Research paper thumbnail of A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students

Research paper thumbnail of EXPLORING THE "INTANGIBLE" THROUGH ICT

Research paper thumbnail of Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore

Research paper thumbnail of TECHNOLOGY ENHANCED VISIT TO MUSEUMS. A CASE STUDY: “KEYS TO ROME”

What a boring experience!” This could be a teenager comment after a school trip to a museum. In f... more What a boring experience!” This could be a teenager comment after a school trip to a museum.
In fact, the general idea about museums is that they are locations merely devoted to the exposition of
artifacts and showcases, places considered as boring and uncommunicative, far away from our
everyday life.
In this paper we are going to present a case study based on our experience related to the “Keys to
Rome” exhibition, the final event of V-Must.net project (Virtual Museums Transnational Network),
where we focused our attention on two main aspects with the purpose of demonstrating that
technology can help in changing the common idea about museums. First, we analyzed the users’
ability in interacting with the technology available in the exhibit to measure the real level of user
usability. Second, we evaluated the pedagogical potentiality of these technological applications for
further researches with schools.
“Keys to Rome” is an exhibition, unique in its genre, that runs in parallel in four different connected
locations: Alexandria of Egypt, at the Bibliotheca Alexandrina; Amsterdam, at the Allard Pierson
Museum; Sarajevo, at the Archaeological Museum, and Rome, at the Imperial Fora Museum. In this
context technology plays a very important role: with augmented reality applications, natural
interactions, serious games, virtual reconstructions, holographic displays, it contributes to create an
innovative environment that helps the users in understanding, enhancing and developing their level of
immersion and finally the experience as a whole. Therefore, thanks to technology visitors do not step
into a regular museum but they can travel through time and space in a virtual - and virtuous - visit of
the Past.

Research paper thumbnail of EDUCAZIONE ALL’IMPRENDITORIALITÀ: SPUNTI DI RIFLESSIONE

This contribution deals with Entrepreneurship Education, a growing education area which is import... more This contribution deals with Entrepreneurship Education, a growing education area which is important to see as not limited to economical and business studies. Entrepreneurship Education should rather be aimed to develop students’ entrepreneurial mentality and to provide students with both general competences (such as: self-confidence, creativity, communication and collaboration…) and specific skills needed to manage enterprises.
After briefly outlining the Italian situation as to Entrepreneurship Education, the paper, based on a concrete experience carried out in the framework of the european project eSG, some reflections are proposed around the educational suitability and effectiveness of innovative tools such as SGs and of non- traditional educational strategies such as “gamification”.

Research paper thumbnail of Virtual Museums, Cultural Heritage Education and 21st Century skills

Research paper thumbnail of A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students

Research paper thumbnail of EXPLORING THE "INTANGIBLE" THROUGH ICT

Research paper thumbnail of Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore