Abstract

Traditional textile technologies are part of cyber-culture in all its complexity but the solutions only record the technological past and do not influence the personal development of underprivileged groups. The digital information development should mark changes not only in communication but also in education and human communities' dynamic. E-learning programs in cyber-space are undoubtedly agents of cultural change but they should be created for an immediate impact on communities and for stressing issues like alternatives for unemployed people and lifelong learning for a greater mobility. This great power of the Web to reunite people and shape their future is conditioned by the involvement and decision making of individuals. For an interactive e-learning system we have to use real time simulation social games that allow the creation of ideal spaces for the development of a learning-by-playing virtual environment, focused on skills and technologies. Also, augmented reality applications are important in developing intuitive interaction between the user and the virtual content. Using video games tactile devices or TUNE technology could enhance the real time involvement in the exploration of the "memories" of physical artifacts and technologies. "The Maps of Time" is a project developed by a team of artists and researchers from the National University of Art, Bucharest. We are building a structure for the immersive experimentation of ancient technologies in the virtual world with the purpose of preserving and revitalizing ancient traditional technologies bring them into contemporary context and present them as viable and tested solutions in lifelong education. The e-learning aspect of the project focuses on local community empowerment using visual support, expert online lessons and advice for learning traditional technologies (textile, ceramic or metal technologies). Although the e-learning sessions involve a small community in Oltenia region (south of Romania), especially school children, we are aiming for a larger audience, from experts to individuals that want to develop artistic skills. Interactive media will be used to grow awareness on sustainable traditional technologies. Digitalizing ancient technologies operational phases not only helps children discover talents but could also offer alternatives for unemployed people and be a method of active recreation. Learning technologies, creating objects to populate habitats, involving other people develops an interactive virtual community in which everyone can learn skills via information-knowledge gaining, specialist training, artist and designer involvement.

Full Text
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