A conference examining the role of new and emerging technologies and their impact on young people’s perceptions of heritage will take place at the Ulster Museum on November 2.
The one-day event will see contributions from experts in digital, youth and heritage projects from across the UK, including a Keynote presentation from Mark Miller, National Lead for ‘Circuit’, a four year programme connecting 15-25 year olds to the arts in galleries and museums such as the Tate in London and Liverpool.
Other contributions include virtual reality film producer Dan Tucker who created an immersive, virtual experience of the Easter Rising that was released in 2016 and who specialises in analysing young people’s behaviour around the emerging platform.
Game designer Holly Gramazio, from development company Matheson Marcault, will highlight the significance of traditional and digital gaming practices in museums and public spaces, drawing from experience in engaging people with places and new ideas.
Other contributors will include project presentations from 3D printing inspired project Museum in a Box, local virtual reality production company Retinize, youth filmmaking case studies from HMS Caroline and an overview of the technologies from Fab Lab NI.
The conference is an opportunity for representatives from museums and the cultural and heritage sectors to hear from leading voices in technology and engagement, and to get practical tips and advice on working with young people.
Keynote presentations will be delivered alongside practical case study examples and panel discussions with ample opportunities for the audience to get involved and ask questions.
The conference is being organised as part of the ‘Reimagine, Remake, Replay’ project supported by Heritage Lottery Fund’s Kick the Dust programme. ‘Reimagine, Remake, Replay’ is delivered by the Nerve Centre, National Museums Northern Ireland, Northern Ireland Museums Council and Northern Ireland Screen.
The Reimagine, Remake, Replay project aims to connect young people and heritage in multiple, meaningful ways through creative media and the latest digital technologies, from 3D printing to Virtual Reality film-making.