16 December 2022
What XR can do for a Museum

Luca Roncella

28 April 2023
2022/23 Multisensoriality
104
The Genealogy of Images. From Focillon and Warburg to Computer Vision and Contemporary Semiotics

Maria Giulia Dondero

3 March 2023
2022/23 Multisensoriality
104
Who is here when I am here?

Michel Rehilac

17 February 2023
2022/23 Practices
108
Another Reality

Immersive Solutions from Training to Business.

16 February 2023
2022/23 Multisensoriality
104
About presence: perception, technologies, immersive environments.

Enrico Pitozzi

3 February 2023
2022/23 Practices
108
Mixed reality for doctors. The ARTICOR software for cardiovascular interventions
1 February 2023
2022/23 Multisensoriality
104
At the roots of digital: in praise of a rhizomatic archaeology

Francesco Casetti

20 January 2023
2022/23 Practices
108
Active Learning of Industrial Chemical Processes By Virtual Immersive Laboratory: The Eye4edu Project

Carlo Pirola

19 January 2023
2022/23 Multisensoriality
104
Sensing Cinema Heritage. For a multisensory approach to film heritage

Andrea Mariani, Eleonora Roaro

10 January 2023
2022/23 Multisensoriality
104
Archaeology of immersion

Barbara Le Maître, Natacha Pernac, Jennifer Verraes

3 November 2022
2022/23 Multisensoriality
104
But have we ever (been) immersed? Atmospherological cues

Tonino Griffero

27 October 2022
2022/23 Multisensoriality
104
How Images Appear – Ontological and Epistemological Concerns

Krešimir Purgar

31 May 2022
2022 Presence
98
Virtual reality and pictorial seeing
19 May 2022
2022 Presence
98
Osaka ’70 VR Experience

Valentina Temporin, John Volpato

4 May 2022
2022 Presence
98
The “Banal” Deception of Digital Presence – Projecting Life onto Media and Machines, from Turing to Siri

Simone Natale

10 March 2022
2022 Presence
98
Towards a Science of Complex Experiences

Alice Chirico

17 February 2022
2022 Presence
98
From screen to body

Margherita Landi, Agnese Lanza

31 May 2021
2021 Interactivity
97
Experiencing with images

Giovanni Matteucci

24 May 2021
2021 Interactivity
97
Scaffolding the Interactive Imagination

Janet Murray

20 May 2021
2021 Interactivity
97
Archaeology of Interactivity: Materiality of Cinematic devices and Physiology of Human – Machine Interaction

Simone Venturini

10 May 2021
2021 Interactivity
97
Embodied simulation and experimental aesthetics

Vittorio Gallese

research: Seminar

2022/23 Practices
108

What XR can do for a Museum

Luca Roncella

From the first experiments in VR with Oculus Rift in 2014 to the story of AI with Microsoft HoloLens in 2022.

(Almost) ten years of immersive experiences at the National Museum of Science and Technology in Milan

 

For more than 20 years, the Museum has been working on various digital developments with a dedicated in-house staff that pursues multiple goals by putting digital languages and technologies at the service of every action of the institution. This articulated knowledge brought to the creation of various types of tools: Interactive multimedia products and serious games; Mobile technologies and apps; Audio and video podcasting and broadcasting; Immersive, augmented, and mixed experiences; Activities with the public to promote knowledge and experimentation of virtual reality and digital themes in general.
The Museum is the first in Italy to have a game specialist on its staff, a professional figure dedicated to the research, creation, and promotion of gamification and technological development projects for learning, through applied games and interactive digital products in virtual, augmented, and mixed reality.
The Museum has been active in the field of immersive virtual reality since 2014, proposing the first dissemination activities about this nascent technology. In the two-year period 2018-2019, it consolidated this orientation with the creation of a permanent VR ZONE area developed in partnership with Sony Interactive Entertainment Italia. In February 2022 the Museum inaugurated VR CINEMA, a programme of documentary content in virtual reality in partnership with RAI CINEMA.

In the context of the Seminar, in addition to presenting this long-standing history of immersive experiences at the Museum, Luca Roncella will provide actual demonstrations of some of its most iconic applications, like the AR app Train stories, and previews of the newest ones, like the AR multiple-venue exhibition La visione di Leonardo.

Biography

Luca Roncella is a Game Designer leading Gaming & Digital Interactivity activities at National Museum of Science and Technology in Milan.

He has been working in the world of interactive digital media since 1996. In 2011 he created his first serious game entitled "Chimpeople" dedicated to chemical industry. Alongside the design of serious games, he creates interactive digital products in VR and AR; he is a curator of events and exhibitions devoted to the relationship between videogames and society (also in collaboration with companies and institutions in the world of entertainment); and he designs activities for the Museum's visitors that use virtual reality and videogames as languages to tell stories about science, technology, and industry.

research: seminar

What XR can do for a Museum

Luca Roncella

From the first experiments in VR with Oculus Rift in 2014 to the story of AI with Microsoft HoloLens in 2022.

(Almost) ten years of immersive experiences at the National Museum of Science and Technology in Milan

 

For more than 20 years, the Museum has been working on various digital developments with a dedicated in-house staff that pursues multiple goals by putting digital languages and technologies at the service of every action of the institution. This articulated knowledge brought to the creation of various types of tools: Interactive multimedia products and serious games; Mobile technologies and apps; Audio and video podcasting and broadcasting; Immersive, augmented, and mixed experiences; Activities with the public to promote knowledge and experimentation of virtual reality and digital themes in general.
The Museum is the first in Italy to have a game specialist on its staff, a professional figure dedicated to the research, creation, and promotion of gamification and technological development projects for learning, through applied games and interactive digital products in virtual, augmented, and mixed reality.
The Museum has been active in the field of immersive virtual reality since 2014, proposing the first dissemination activities about this nascent technology. In the two-year period 2018-2019, it consolidated this orientation with the creation of a permanent VR ZONE area developed in partnership with Sony Interactive Entertainment Italia. In February 2022 the Museum inaugurated VR CINEMA, a programme of documentary content in virtual reality in partnership with RAI CINEMA.

In the context of the Seminar, in addition to presenting this long-standing history of immersive experiences at the Museum, Luca Roncella will provide actual demonstrations of some of its most iconic applications, like the AR app Train stories, and previews of the newest ones, like the AR multiple-venue exhibition La visione di Leonardo.

16 December 2022
11:00
13:00

Sala Malliani

Via Festa del Perdono, 7 Milano

What XR can do for a Museum
Luca Roncella
Sala Malliani
Via Festa del Perdono, 7 Milano
20221216
11:00
13:00