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VELHO do RESTELO as a prism for CONTEMPORARY READING of the PORTUGUESE EPIC NOVEL. Aleksandra Kosztyła - AUGMENTED EXPERIENCE “os LUSÍADAS” [email protected] JUNE 2021 PhD Design, Faculdade de Belas Artes, Universidade do Porto Supervisor: Prof. Dr. Heitor Alvelos, Universidade do Porto Co-supervisor: Prof. Dr. Pedro Cardoso, Universidade de Aveiro Project financed by Fundação para a Ciência e Tecnologia 2020.09979.BD Contextualization Objectives This poster presents a part of the thesis about exploring how to enrich the presentation of masterpieces of bygone eras by introducing new technology and modern design strategies like experience design, and this way transfer their timeless values, ideas and priceless beauty into involving experiences for generations of today and tomorrow. Develop an AR device that places a virtual monument of the Velho do Restelo in contraposition to the Padrão dos Descobrimentos in Lisbon. The approach presented here concerns contextualizing the portrayal of the historical events described in the book with the help of new technology, which, at the same time, works as a trigger for interest of young society. As a starting point we take Velho do Restelo, a character from a Portuguese epic novel “Os Lusíadas” by Luís Vaz de Camões, who has an opposite view of the glorified XV century expedition for discovery of India. During the years he has been associated in the Portuguese culture with pessimism and fear, but in the light of today's decolonization movements his figure takes on a different dimension. Today many times history is being questioned, and, as a response, many statues are being taken down. In this project we propose, instead, to respond to them with the new technology, and by the use of AR add another layer of reality - introduce a new digital statue, that shows another perspective, another narrative to the historical events, this way revealing the fuller picture. Adopt design strategies, like experience, seductive, emotion design, branding and marketing approaches, destined to offer to users meanings and values rather than mere product, handed in an aesthetic form together with new technology create a representation that: shows described events in the contemporary light positions the book as still relevant today, as a literary heritage with timeless values and full of richness to be explored makes people look deeper into its meaning presents it in a way that would seem exciting is immersive and encourages people to reach out for the original book - - - - - Augmented Reality TECHNOLOGY DESIGN CULTURAL HERITAGE Experience Design “Os Lusíadas” Images: first row from L to R: 1.Fragment of Padrão dos Descobrimentos, Lisbon. Photo by Annie Spratt on Unsplash; 2.Detail of “Heraclitus”, Johannes Moreelse, 1630, Central Museum Utrecht; 3.”Melting Memories: Augmented Data Sculptures” by Refik Anadol, from vimeo.com/264369157. Second row from L to R: 1.Cover of the first edition of “Os Lusíadas” from 1572, Biblioteca Nacional Digital; 2.Nathan Shedroff’s Meaningful experiences chart from the Big D Design conference in Dallas (May 2010); 3.British Museum Augmented Reality learning device, from oforoat.blogspot.com. Meaning Status/Identity Emotion/Lifestyle Price Function Initiation Immersion Conclusion Continuation Sight Sound Smell Taste Touch Concepts Symbols Reflex Habit Engagement Passive Active Interactive Product Service Brand Name(s) Channel/Environment (Space) Promotion Price TRIGGERS SIGNIFICANCE DURATION MEANING EXPERIENCE BREADTH INTENSITY INTERACTION

“os LUSÍADAS”

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Page 1: “os LUSÍADAS”

V E L H O d o R E S T E L O a s a p r i s m f o r

C O N T E M P O R A R Y R E A D I N G

o f t h e P O R T U G U E S E E P I C N O V E L .

Aleksandra Kosztyła

- AUGMENTED EXPERIENCE

“o s LUSÍADAS”

[email protected]

J U N E 2 0 2 1

PhD Design, Faculdade de Belas Artes, Universidade do PortoSupervisor: Prof. Dr. Heitor Alvelos, Universidade do PortoCo-supervisor: Prof. Dr. Pedro Cardoso, Universidade de Aveiro

Project financed by Fundação para a Ciência e Tecnologia 2 0 2 0 . 0 9 9 7 9 . B D

Contextualization Objectives

This poster presents a part of the thesis about exploring how to

enrich the presentation of masterpieces of bygone eras by

introducing new technology and modern design strategies like

experience design, and this way transfer their timeless values,

ideas and priceless beauty into involving experiences for

generations of today and tomorrow.

Develop an AR device that places a virtual monument of the Velho do Restelo in contraposition to the Padrão dos Descobrimentos in Lisbon. The approach presented here concerns contextualizing the

portrayal of the historical events described in the book with the

help of new technology, which, at the same time, works as

a trigger for interest of young society.

As a starting point we take Velho do Restelo, a character from

a Portuguese epic novel “Os Lusíadas” by Luís Vaz de Camões,

who has an opposite view of the glorified XV century expedition

for discovery of India. During the years he has been associated in

the Portuguese culture with pessimism and fear, but in the light of

today's decolonization movements his figure takes on a different

dimension.

Today many times history is being questioned, and, as a response,

many statues are being taken down. In this project we propose,

instead, to respond to them with the new technology, and by the

use of AR add another layer of reality - introduce a new digital

statue, that shows another perspective, another narrative to the

historical events, this way revealing the fuller picture.

Adopt design strategies, like experience, seductive, emotion

design, branding and marketing approaches, destined to offer to

users meanings and values rather than mere product, handed in

an aesthetic form

together with new technology

create a representation that:

shows described events in the contemporary light

positions the book as still relevant today, as a literary heritage

with timeless values and full of richness to be explored

makes people look deeper into its meaning

presents it in a way that would seem exciting

is immersive and encourages people to reach out for the

original book

-

-

-

-

-

Augmented Reality

T E C H N O L O G YD E S I G NC U L T U R A L H E R I T A G E

Experience Design“Os Lusíadas”

Images: first row from L to R: 1.Fragment of Padrão dos Descobrimentos, Lisbon. Photo by Annie Spratt on Unsplash; 2.Detail of “Heraclitus”, Johannes Moreelse, 1630, Central Museum Utrecht; 3.”Melting Memories: Augmented Data Sculptures” by Refik Anadol, from vimeo.com/264369157.Second row from L to R: 1.Cover of the first edition of “Os Lusíadas” from 1572, Biblioteca Nacional Digital; 2.Nathan Shedroff’s Meaningful experiences chart from the Big D Design conference in Dallas (May 2010); 3.British Museum Augmented Reality learning device, from oforoat.blogspot.com.

MeaningStatus/IdentityEmotion/LifestylePriceFunction

InitiationImmersionConclusion

Continuation

SightSoundSmellTasteTouchConceptsSymbols

ReflexHabit

Engagement

PassiveActiveInteractive

ProductService

BrandName(s)

Channel/Environment(Space)

PromotionPrice

TRIGGERS

SIGNIFICANCE DURATION

MEANING

EXPERIENCE

BREADTH

INTENSITY INTERACTION