Visual museum experience

Visual museum experience

A unique Visual Museum + Virtual and Augmented Reality for business

Training course

Visual Museum Specialisation Course

Designing museum layouts and routes is both idea and creativity as well as technical and design skills. The Exhibit Designer deals with the design of all technical components of museum routes and temporary exhibition layouts, trying to harmonise his work with the curator's idea and the works of art in the best possible way. He also thinks about the conservation of the artistic and cultural heritage of the museum and seeks sustainable solutions suitable for the institution he represents. He is a professional who must have an excellent knowledge of the physical characteristics of light, colour, design techniques and tools as well as an understanding of the aesthetics of sources.
In recent years, the figure of the exhibition designer has become of fundamental importance for any curatorial project, especially with the advent of new forms of contemporary art, such as video art, multisensory installations and virtual tours. The experience, know-how and expertise of the museum designer are used not only for installations, but also in the service of communication, since in exhibition projects the ultimate goal is to communicate the message of the works of art to the visitor.
Having graphic dexterity and being able to draw by hand or through a PC is indispensable for realising projects and drafts.

Course in Virtual and Augmented Reality for Business

Experiencing spaces even before they are built has become an increasingly creative requirement thanks to the extraordinary potential of immersive reality that allows a spectacular and exciting view of spaces

In response to this growing need/requirement, a multi-stage training course was formulated to provide skills in the use of Augmented Reality and Virtual Reality as innovative tools for presenting one's projects by exploiting technologies from the world of gaming, in particular Unity 3D.

The course in Virtual and augmented reality for business will provide the skills to be able to transform 3D models created using Blender or other modelling software into augmented reality and/or virtual reality. Each participant will be able to generate AR and VR presentations on multiple platforms (Windows, Android, iOS)

A UNIQUE PATH, Visual Museum + Virtual and Augmented Reality for Business

What you will learn

Virtual and augmented reality for business

  • Differences between static and real time rendering
  • Realisation of an architectural structure with Blender
  • Optimisation for real-time rendering
  • Realisation of a virtual environment. the scene in Unity 3D
  • Using Post-Processing
  • Programming hints: creation of Flycam and implementation of Build 360
  • Creating VR apps for smartphones, PCs and Oculus Quest
  • AR app creation for smartphones

Visual Museum Specialisation Course

  • The phases of an exhibition and curatorial project.
  • Relationship between curator and designer
  • The Positioning of Works
  • Light and colour in the museum space: elements of lighting technology.
  • Creation of an exhibition design.
  • The design phases.

Programme

Visual Museum Specialisation Course Programme

INTRODUCTION

  • The phases of an exhibition and curatorial project: from historical and archaeological exhibitions to contemporary art and multimedia exhibitions.
  • The relationship between curator and designer: analysing and getting to know the authors of an exhibition
  • The indoor/outdoor/permanent and temporary fit-outs: the work of the new fit-outs
  • The research department: analysis and knowledge of roles
  • Focus: archaeology exhibitions
  • Case Studies

FITTING TECHNIQUES AND TRENDS

  • Difference between Permanent and Temporary Exhibitions
  • The approach to the exhibition space: the historical place and the ideal place
  • The positioning of works in space: differences between archaeological, modern and contemporary art exhibitions
  • The visitor experience in contemporary art exhibitions
  • Case studies of fittings from recent decades
  • Conservation of works: light and temperature, insights into regulations

LIGHTING AND COLOUR

  • Light and colour in the museum space: elements of style and lighting technology.
  • Focus: Contemporary Art Exhibitions - Video Installations/ Virtual Exhibitions
  • Examples and case studies
  • Communicating with the space: being able to communicate the exhibition to the visitor

CLOSING PHASE

  • Classroom exercises
  • How to communicate the project
  • The communication department: analysis and knowledge of roles
  • Cultural events and shows: staging and design
  • Creation of an outfitting project. Design phases with revisions.

Virtual and Augmented Reality for Business programme

Introduction to immersive technologies: definitions, examples and areas of application.

  • Virtual Reality
  • Augmented Reality
  • Extended Reality
  • Evolution of Augmented Reality and Virtual Reality from the 1950s to the present: birth and spread of the first hardware devices.

The current hardware market. AR and VR devices: most influential factors for the spread of specific hardware.VR-related issues and solutions.Why invest. Excursus on the most successful AR and VR projects.

Static rendering and real-time rendering: similarities and differences.

  • Optimisation elements for real-time rendering

From the world of video games to the world of interior design. Unity3D and Unreal Engine: analysis of the interfaces and possible outputs of both software.Test live with VR visor and AR tablet

Practical exercise: realisation of a virtual environment from a dwg or pdf file using Blender.

Basic concepts: optimisation elements for real-time rendering:

  • what low-poly means
  • what are draw-calls
  • optimal characteristics of textures and materials

Unity 3D pt 1:

  • Introduction to the software and its interface.
  • Main differences with popular static rendering software
  • creation of a project folder

Unity 3D pt 2:

  • Import of architectural structure realised with Blender
  • Scene Creation
  • Importing Textures and Creating Materials
  • Main sources for CC0-licensed material

Unity 3D pt 3:

Difference between baked, real-time and mixed light sources;

  • Lighting Baking
  • Ambient occlusion: what it is used for and how to render it

Unity 3D pt 4:

  • Flycam Creation
  • Introduction to post-processing: when to use it.
  • Creation of a PC build for immersive experience.

Unity 3D pt.5: let's create our first smartphone app

  • Scripting in C#, project anatomy, basic scripting, online resources
  • Let us create a simple script to modify the scene at runtime.
  • Build & run on smartphones.

Unity 3D pt.6: creating an AR app

  • The package manager: how to add functionality to your Unity project
  • Test scene: download projects and resources from the web and include them in our project
  • Build on smartphones: device requirements, functionalities, limitations
  • Scene customisation.

Introduction to Web 3 and the Metaverse (metaverse, what why who)

  • What is the Metaverse: definition and history
  • What is multiuser and how it works
  • What is an avatar

The economy of the Metaverse: 

  • Who and how do they make money in the metaverse?
  • How is it bought in the metaverse?
  • Overview of cryptocurrencies
  • Notes on Blockchain and NFT

Visits to the main existing Metaversi (with Visor): evaluation and comparison of different use cases and analysis of problems

Products and services we can sell in the XR Metaverse

  • BIM/CAD to VR
  • AR for marketing
  • XR for real estate

Business model and pricing: what works and what doesn't

Marketing in XR

  • what can be done now
  • what works (WebGL, AR filters, tools)
  • what will be possible in the future

VR

  • Avatars: analysis of the most common types
  • Immersive lecture (with visor): entering the IDI Multiverse and exploring a series of virtual rooms
  • Tour of virtual environments: technical tips and optimisation techniques for the realisation of immersive projects.
Admiration

Job opportunities

The Visual Museum Experience is dedicated to those who want to become proficient in the field so as to be able to practise their profession successfully, entering the market as freelancers, even on private commissions, spanning all sectors in which augmented and virtual reality is increasingly in demand, from gaming to interior design.

It is aimed at graduates and undergraduates in architecture, engineering, industrial design, design and related subjects; graduates and undergraduates in cultural heritage or graduates from the Liceo Artistico and Geometra high schools with related subjects and graduates from the Accademia delle Belle Arti (with basic knowledge of Autocad). 

Phases of the course

  • PROPEDEUTICAL LESSONS: texts + online platform
  • CLASSROOM PHASE: Blended, 72 hours classroom + 72 hours online
  • PROJECT WORK: realisation of a project following the outline provided by the teacher
  • MAX: 18 participants
  • CV DISTRIBUTION to companies nationwide

Facilitations

Possibility of financing the registration fee
Video CV realisation
Reworking and updating the CV for dissemination to companies in the sector at the end of the training course in the country.

How to apply

Fill out the information request form and we will contact you within a few days. In the selection of candidates the scholastic CV, work experience and motivational letter will be considered. It is possible and advisable to send a portfolio of previous works. The examining commission, considering these elements, will communicate the result of the selection and the admission to the Course by filling the application form.

Images from courses

Testimony

Course partners

Visual museum experience 

COURSE PHASES
  • PROPEDEUTICAL LESSONS: texts + online platform
  • CLASSROOM PHASE: Blended, 72 hours classroom + 72 hours online
  • PROJECT WORK: realisation of a project following the outline provided by the teacher
  • MAX: 18 participants
  • CV DISTRIBUTION to companies nationwide

Video CV realisation
Reworking and updating the CV for dissemination to companies in the sector at regional or national level

CERTIFICATES

Certificate of Attendance classroom phase.
Certificate of Project Work.

COURSE FEATURES

A UNIQUE PATH, Visual Museum + Virtual and Augmented Reality for Business

PROFESSIONAL OUTLETS

The Visual Museum Experience is dedicated to those who want to become proficient in the field so as to be able to practise their profession successfully, entering the market as freelancers, even on private commissions, spanning all sectors in which augmented and virtual reality is increasingly in demand, from gaming to interior design.

It is aimed at graduates and undergraduates in architecture, engineering, industrial design, design and related subjects; graduates and undergraduates in cultural heritage or graduates from the Liceo Artistico and Geometra high schools with related subjects and graduates from the Accademia delle Belle Arti (with basic knowledge of Autocad). 

TRAINING COURSE

Visual Museum Specialisation Course

Designing museum layouts and routes is both idea and creativity as well as technical and design skills. The Exhibit Designer deals with the design of all technical components of museum routes and temporary exhibition layouts, trying to harmonise his work with the curator's idea and the works of art in the best possible way. He also thinks about the conservation of the artistic and cultural heritage of the museum and seeks sustainable solutions suitable for the institution he represents. He is a professional who must have an excellent knowledge of the physical characteristics of light, colour, design techniques and tools as well as an understanding of the aesthetics of sources.
In recent years, the figure of the exhibition designer has become of fundamental importance for any curatorial project, especially with the advent of new forms of contemporary art, such as video art, multisensory installations and virtual tours. The experience, know-how and expertise of the museum designer are used not only for installations, but also in the service of communication, since in exhibition projects the ultimate goal is to communicate the message of the works of art to the visitor.
Having graphic dexterity and being able to draw by hand or through a PC is indispensable for realising projects and drafts.

Course in Virtual and Augmented Reality for Business

Experiencing spaces even before they are built has become an increasingly creative requirement thanks to the extraordinary potential of immersive reality that allows a spectacular and exciting view of spaces

In response to this growing need/requirement, a multi-stage training course was formulated to provide skills in the use of Augmented Reality and Virtual Reality as innovative tools for presenting one's projects by exploiting technologies from the world of gaming, in particular Unity 3D.

The course in Virtual and augmented reality for business will provide the skills to be able to transform 3D models created using Blender or other modelling software into augmented reality and/or virtual reality. Each participant will be able to generate AR and VR presentations on multiple platforms (Windows, Android, iOS)

PROGRAM

Visual Museum Specialisation Course Programme

INTRODUCTION

  • The phases of an exhibition and curatorial project: from historical and archaeological exhibitions to contemporary art and multimedia exhibitions.
  • The relationship between curator and designer: analysing and getting to know the authors of an exhibition
  • The indoor/outdoor/permanent and temporary fit-outs: the work of the new fit-outs
  • The research department: analysis and knowledge of roles
  • Focus: archaeology exhibitions
  • Case Studies

FITTING TECHNIQUES AND TRENDS

  • Difference between Permanent and Temporary Exhibitions
  • The approach to the exhibition space: the historical place and the ideal place
  • The positioning of works in space: differences between archaeological, modern and contemporary art exhibitions
  • The visitor experience in contemporary art exhibitions
  • Case studies of fittings from recent decades
  • Conservation of works: light and temperature, insights into regulations

LIGHTING AND COLOUR

  • Light and colour in the museum space: elements of style and lighting technology.
  • Focus: Contemporary Art Exhibitions - Video Installations/ Virtual Exhibitions
  • Examples and case studies
  • Communicating with the space: being able to communicate the exhibition to the visitor

CLOSING PHASE

  • Classroom exercises
  • How to communicate the project
  • The communication department: analysis and knowledge of roles
  • Cultural events and shows: staging and design
  • Creation of an outfitting project. Design phases with revisions.

Virtual and Augmented Reality for Business programme

Introduction to immersive technologies: definitions, examples and areas of application.

  • Virtual Reality
  • Augmented Reality
  • Extended Reality
  • Evolution of Augmented Reality and Virtual Reality from the 1950s to the present: birth and spread of the first hardware devices.

The current hardware market. AR and VR devices: most influential factors for the spread of specific hardware.VR-related issues and solutions.Why invest. Excursus on the most successful AR and VR projects.

Static rendering and real-time rendering: similarities and differences.

  • Optimisation elements for real-time rendering

From the world of video games to the world of interior design. Unity3D and Unreal Engine: analysis of the interfaces and possible outputs of both software.Test live with VR visor and AR tablet

Practical exercise: realisation of a virtual environment from a dwg or pdf file using Blender.

Basic concepts: optimisation elements for real-time rendering:

  • what low-poly means
  • what are draw-calls
  • optimal characteristics of textures and materials

Unity 3D pt 1:

  • Introduction to the software and its interface.
  • Main differences with popular static rendering software
  • creation of a project folder

Unity 3D pt 2:

  • Import of architectural structure realised with Blender
  • Scene Creation
  • Importing Textures and Creating Materials
  • Main sources for CC0-licensed material

Unity 3D pt 3:

Difference between baked, real-time and mixed light sources;

  • Lighting Baking
  • Ambient occlusion: what it is used for and how to render it

Unity 3D pt 4:

  • Flycam Creation
  • Introduction to post-processing: when to use it.
  • Creation of a PC build for immersive experience.

Unity 3D pt.5: let's create our first smartphone app

  • Scripting in C#, project anatomy, basic scripting, online resources
  • Let us create a simple script to modify the scene at runtime.
  • Build & run on smartphones.

Unity 3D pt.6: creating an AR app

  • The package manager: how to add functionality to your Unity project
  • Test scene: download projects and resources from the web and include them in our project
  • Build on smartphones: device requirements, functionalities, limitations
  • Scene customisation.

Introduction to Web 3 and the Metaverse (metaverse, what why who)

  • What is the Metaverse: definition and history
  • What is multiuser and how it works
  • What is an avatar

The economy of the Metaverse: 

  • Who and how do they make money in the metaverse?
  • How is it bought in the metaverse?
  • Overview of cryptocurrencies
  • Notes on Blockchain and NFT

Visits to the main existing Metaversi (with Visor): evaluation and comparison of different use cases and analysis of problems

Products and services we can sell in the XR Metaverse

  • BIM/CAD to VR
  • AR for marketing
  • XR for real estate

Business model and pricing: what works and what doesn't

Marketing in XR

  • what can be done now
  • what works (WebGL, AR filters, tools)
  • what will be possible in the future

VR

  • Avatars: analysis of the most common types
  • Immersive lecture (with visor): entering the IDI Multiverse and exploring a series of virtual rooms
  • Tour of virtual environments: technical tips and optimisation techniques for the realisation of immersive projects.

TEACHERS

Founder and director of qwatz - contemporary art platform, Benedetta di Loreto is a curator, art historian and art advisor with over 15 years of experience in the field of contemporary art. After graduating in Art History from the Sapienza University in Rome, she specialised in France by attending the Curatorial Training Program at Le MAGASIN in Grenoble. Here she co-curated the project AIDS RIOT, artist collectives against AIDS, New York, 1987-1994. He has collaborated with important institutions and foundations such as the WPS1/MoMA in New York, the Pistoletto Foundation in Biella, the Baruchello Foundation and the MACRO Museum in Rome. She has written for magazines such as Tema Celeste, Arte e Critica, Cura Magazine, Flash Art and has worked as a lecturer in art and communication for private institutions. From 2007 to 2012 she was a consultant for the design company Adele-C in Milan. In 2015 she was elected among the 'top 100 creatives' of the Lazio Creativo programme. www.qwatz.it

Giovanni Francesco Frascino is an architect and professor based in Naples.
Alongside his professional practice, he also has a keen interest in research. In addition to residential design, he is also involved in exhibition design, pavilions, eateries and product design. He remains active in university research by teaching courses, masters and workshops. In 2015, he designed the Italian pavilion at the Venice Biennale together with Vincenzo Trione. and still collaborates with leading curators on museum exhibition projects throughout Italy. He currently holds a contract in Milan for teaching an official course in DESIGNING SETTINGS at the Department of Communication, Arts and Media in the Faculty of Arts and Tourism at IULM.
Among the most significant exhibition projects: "AFFINITY gabriele basilico, mimmo jodice su alvaro siza" "EL SIGLO DE GIORGIO DE CHIRICO metafisica y architectura", the Valencia Biennial 09 "CONFINES pasajes de las artes contemporaneas".

TEACHERS

A graduate in Computer Engineering from the University of L'Aquila, he started his professional career first as a web programmer and later as a developer in the video game industry.
In 2016, together with Veronica Vecci, he founded AmbiensVR, a platform that brings Virtual Reality into the world of Architecture and Design, connecting gaming experience with the world of design.
Four years after the company's foundation, customers include Mediaset, Lube Cucine, eFM, LUISS.
Ennio currently holds the role of administrator and CTO at AmbiensVR, while at the same time dealing with VR training and programming.

A graduate in Building Engineering-Architecture at the University of Bologna, she collaborated with several design studios before becoming co-founder of AmbiensVR, a platform that brings Virtual Reality to the world of Architecture and Design. The idea of exploiting VR and immersive technologies to help designers make their work easier to read came from a chat with a developer friend, Ennio Pirolo: together they realised that bringing gaming know-how into design could be the answer to a communication problem. Three years after the company was founded, they have clients such as Mediaset, Lube Cucine, eFM, LUISS.
Named one of the 10 Female Founders to Watch in Italy in 2018, Veronica Vecci currently holds the role of COO at AmbiensVR, working in parallel on VR training and 3D modelling.

TEACHERS

Luca Solazzo was born in Rome, where he graduated in Architecture at La Sapienza University, with a thesis in Industrial Design entitled 'The places of pause in working environments'. In 2005, he obtained a Second Level Master's degree in Lighting Design. He dedicates himself to research and experimentation, participating in national and international design seminars, as well as in several architecture and design competitions, including the winning project "Ufficio Ideale" of the National Design Competition on offices of the future. Lecturer in architecture at La Sapienza University in Rome and Camerino University in Ascoli. He has participated in several television programmes on interior design, including "Case e Stili" (Alice TV channel) and "Work in Progress" (Sky TV channel). In addition to his freelance activities as a planner and project manager, he also works as a designer, designing and producing furnishing accessories, some of which are on sale in specialised shops. Many of his works have been the subject of publications in the main magazines of the sector including: l'Arca, Ottagono, Abitare, Inside Quality Design, Progetti, Ambiente Casa, Casa 99 Idee. He founded the Luca Solazzo Architettura e Design studio in 2000. He has collaborated for several museums on lighting and installations. He is currently active in the field of interior architecture and residential and commercial research and design, in Rome and throughout Italy.

TEACHERS

Information updated to 01/08/2024
Document generated on 04/05/2024 up-to-date information on the training course are available online at this link: https://www.italiandesigninstitute.com/en/visual-museum-experience-idi/

www.italiandesigninstitute.com

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Sviluppo Europa s.r.l.
Via Albricci, 9 - 20122 Milan
P.I. 10282190965
unique code: M5UXCR1
[email protected]


Province Register Office. chamber of commerce Milan Monza Brianza Lodi
Fiscal Code is the VAT number
REA number MI-2519496
Share Capital 10,000

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