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Telling know-how with augmented and virtual reality. Fitstic students visiting M9.

They come from Bologna. They study virtual and augmented reality. They come to the M9 museum in Mestre to draw inspiration from the many multimedia installations at the museum, one of the best in Italy in this respect. 

The goal is to gather new insights for the implementation of innovative projects for the companies involved in our pathways including, Micromega (which produces eyewear) and Martina Vidal (clothing and home lines using Burano Lace) who are participating in Upskill Venice, a project sponsored by the Venice Foundation.

They are the students of theITS FITSTIC of Bologna!

Telling know-how with augmented and virtual reality. Fitstic students visiting M9.

In these weeks, students are involved in the prototyping phase, a crucial step within the Design Thinking methodology. Having thoroughly studied companies, consumers and the context in which they move, they now find themselves shaping the ideas they have developed. They have to realize concrete solutions that are really applicable by companies.

To face the challenge of prototyping, we think the best thing is to go and see very innovative solutions with our own eyes. For this reason, in agreement with Fitstic faculty, including Alessandro Agostini of Virtual Reality who accompanied the two classes, we chose theM9 which belongs to a new generation of museums that uses advanced technologies and immersive installations in the service of storytelling. Visiting the museum was a great help for the students to understand how such special realities as Martina Vidal and Micromega can be told by combining 4.0 technologies with a storytelling of artisan know-how.

Telling know-how with augmented and virtual reality. Fitstic students visiting M9.

But which installations struck the imagination of the students the most? 

In the section HOW WE WERE, HOW WE ARE. Demographics and Social Structures., a large 360-degree projection makes it possible to compare, for example, the quality and life expectancy of a woman in her thirties in the early twentieth century with that of a woman in our day.

In the section THE ITALIAN WAY OF LIFE. Consumption, customs and lifestyles. interactive touchscreens and 3-D projections provide insight into the many transformations of Italians' consumption, behavior and sociality over the past century.

In THE RACE FOR PROGRESS. Science, Technology, Innovation there are many installations mostly made with technologies that can read gestures (a new hand-tracking technology that brings hand gestures into virtual reality), which allow us to see the evolution of objects, especially some iconic objects such as the legendary Fiat 500. In this section there were also various experiences of gamification that reproduced the stages of the productions of historic companies, such as Ansaldo. This area tells the story of how large companies came into being: from the first factories, whose machinery required many workers, to today's automated factory where technicians and robots have replaced much of the traditional workforce.

In the sections on theEconomy, labor, production and welfare, such as those devoted to State, institutions and politics, there are a host of immersive experiences, sound and light games and large holograms, which make it possible to simulate different situations, from a war shelter to a more prosaic 1970s disco with a strobe ball in the center, made of sounds and lights that increase with the simple movement of the hand.

Telling know-how with augmented and virtual reality. Fitstic students visiting M9.

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