![]() ![]() In order to test the applicability of digital drawing apps as a potential audience engagement activity in museums, I decided to do a side-by-side comparison of two drawing apps. These apps could be used to accompany the growing field of digital art exhibitions and to provide informal learning opportunities that allow visitors to engage with exhibits in a more thoughtful manner, ultimately creating deeper connections with the work on display. Consequently, the multitude of digital drawing apps open up some exciting audience engagement possibilities, and have the potential to be extremely useful in museums. Furthermore, the ubiquity of smart phones and tablets in today’s society means that virtually anybody can try their hand at digital-based art. Artists like David Hockney, for example, are creating fabulous work using just an iPad. The 21st century has seen a dramatic increase in digital media, including virtual reality, 3D printing, and digital drawing. ![]() ![]() As such, museums are well equipped to provide informal learning opportunities for their communities, including hosting exhibits and experiences that are visitor-centric and actively engage audiences. The museum of the 21st century is embedded in its community, it is intent on creating purposeful learning opportunities, and it is focused on audience engagement and experiences. ![]()
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