
handle: 11564/844715 , 11581/464837
La ricerca propone di analizzare metodologie trasversali relative all’acquisizione delle nuove tecnologie connesse alla diffusione degli strumenti VR all’interno del flusso di lavoro, focalizzandosi su tematiche quali la robustezza e la semplicità d’uso degli apparati, il livello di narrazione emotiva ottenibile con l’ottimale calibrazione del supporto digitale, ma anche sulle criticità connesse all’uso del virtuale come la mancanza di una sperimentazione collettiva o le eventuali conseguenze dell’isolamento e decontestualizzazione dal contesto reale. Una lettura sullo stato dell’arte del Serious Game identifica l’utilizzo dei nuovi media come ottimo strumento per l’educazione rivolta a molteplici fasce di età e competenze.
The research proposes to analyze transversal methodologies related to the acquisition of new technologies related to the diffusion of VR instruments within the workflow, focusing on issues such as the robustness and ease of use of the devices, the level of emotional narrative achievable with the optimal calibration of the digital support, but also on the critical issues related to the use of virtual as the lack of collective experimentation or the possible consequences of isolation and decontextualization from the real context. A reading on the state of the art of the Serious Game identifies the use of new media as an excellent tool for education aimed at multiple age groups and competences.
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