(Universidad de Málaga, Málaga, Spain)

Keywords: teaching strategies, 3DModelling, Virtual Reality, Art History, Light Environments

The new interactive digital aesthetic has replaced the traditional “subject/artwork” relationship with a new conceptual vision “user/artwork” where the participation of the subject becomes important. The presence of light as an aesthetic resource configures hybrid, performative, participatory, de-temporalized and disruptive spaces that require deep reflection as a subject. Virtual Reality will allow us to propose an alternative prototype of cataloging of light environments.
The theatrical dimension of these interventions is the key, because we speak of a tool that amplifies communication through access to referential worlds based on reality. This approaches us to this type of manifestations, helping us to understand and experience these sensations through 3D models. These strategies of representation allow us to value these spaces, learning directly in a simulated environment in which the physical body becomes a priority element.
In this research, a reflection and application work is developed with practical cases from the perspective of the philosophy of art and aesthetics (50 artists selected and their works). In them we can observe the displacement of the artistic object to the idea: aesthetic dimension, experience and perception of the subject. In addition, its reception, dissemination and research within the museographic practice is analyzed. This will allow us to examine its discursive, philosophical and theoretical content.
The aim is to increase the value of this type of intervention by proposing a cataloging alternative that improves the reception and production of knowledge of these interventions. This is an interdisciplinary project that uses 3D visualization and Virtual Reality, tools of the current immersive and interactive strategies of the new Vanguard Museography, and proves to be very useful for its accessibility and didactic value in the field of heritage dissemination in museums and classrooms.

Relevance for the conference: This alternative of 3D cataloging can allow rethinking the accesibility of contents and its conservation for future generations
Relevance for the session: developing arquitectural spaces throught softwares and interfaces that allow the subject to enter in three-dimensional spaces wich the traditional catalog couldn’t make accesible, in order to create a total knowledge about this kind of interventions
Innovation: stimulating discourses that encourage the acquisition of new knowledge throught the Avant-garde museography