Sommer school on museums in Volos 2006
A voyage continues and with it a new narrative shall be found.
HERMES Sommer School Volos 2006

Vasilis Sgouris – the voyage route the Argo ship took Volos 26.9.2006
Website of DEMEKAV
Volos Summer School,
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HERMES Volos Summer School
PART B: Preparing for the Argonauts Museum in Volos
Monday 28 August - Friday 1 September 2006
A 5 day course on exhibit development under the guidance of
Stacy Koumbis, Hellenic Museum and Cultural Center, Chicago, USA together with Hatto Fischer, Advisor to Volos for the HERMES Project
Part of the course will include reviewing together samples of digital works done by artists, and exhibits produced using digital technologies. Reference shall be made to the Virtual Fish Tank to talk about the production methods. The aim of the course is to work out a practical proposal for the Argonaut Museum in the form of an Interactive Argonauts exhibit.
Monday 28 August 2006
9.00 - 14.00 Concept
An immersive story-room is an environment designed to wholly engage an individual or a group in an experience. Interactivity in this type of environment can be facilitated through props in the room, such as the furniture, or even surfaces, like chalkboards or walls.
The Argonaut's Room, is an interactive story room that will allow museum visitors the opportunity to learn, and experience the myth of Jason and the Argonauts. Interacting with the characters and the narrative in an immersive environment, visitors learn story-making skills through the technology of the experience.
Tuesday 29 August 2006
9.00 - 14.00 Audience
The primary audience for this exhibition is school age children (6-13 years old).
By bringing interactivity and story-telling into the same room we make the visitor an active part of the story, and they internalize the experience. Beyond the primary audience, entire families will benefit from the interaction. Participants will learn the ancient myth of Jason and the Argonauts, in an active and engaging environment, giving them the opportunity to change how the story flows.
This exhibition is designed so that groups of 6-10 children are able to experience the story at a time. The experience itself would be approximately 8-10 minutes in length.
On the background of this work there shall be examined what appeals generally to a contemporary audience that might otherwise visit a science museum for a similar experience.
Wednesday 30 August 2006
9.00 - 14.00 Methodology
High-end computer software will create the interactive experience. Large-screen projections will illustrate the story through computer animation. The animations will be projected onto the walls to create a virtual room where the story of Jason and the Argonauts will play.
Using computer vision, the story's interactivity will depend on where visitors in the room happen to be - different parts of the story will be prompted by specific circumstances. The computers will be enabled through cameras networked to the computers controlling the exhibition. The networked computers will read the data from the cameras and interpret where people are in the room, prompting the story's interactive feature.
Thursday 31 August 2006
9.00 - 14.00 Venues and Goals
The Interactive Argonauts exhibition to be developed can be compared as to what is being proposed already as the inaugural exhibition for the Hellenic Museum of Chicago's new facility, scheduled to open in 2008. What differences do venues make and how to anticipate the expectations of the audience? A main part of the work by any curator is to convince the director and board of the museum of the concept.
The story's theme promotes the mission of the Hellenic Museum. This exhibition teaches traditional Greek themes of mythology and story-telling in a contemporary manner. Ancillary programming would include workshops that introduce museum visitors to traditional and modern story-telling techniques.
Friday 1 September 2006
9.00 - 14.00 Development Consultancy
When a story as complex as Jason and the Argonauts is presented to the public, we must be responsible to our audience and maintain that the story is clear. To ensure this, we will establish a story committee to collaborate with our technology consultants to make certain that the story's clarity is not lost through technology. The story committee will have experts in the areas of story-telling and Greek mythology.
The contractors that will develop the technology for this project are Nearlife, a Boston-based firm who have developed other immersive and educational experiences internationally. In Boston, they produced the highly acclaimed Virtual FishTank project at the Museum of Science. At London's Millennium Dome, they developed the KidsRoom - an interactive story room. Both of these projects were highly acclaimed projects for their use of new technologies to create interesting and immersive experiences.
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