MUSE360 intends to offer a powerful open tool for the overall analysis of cultural reality, involving actors and receptors of the cultural message, capable of providing a valid indicator of the state of the museum art, of bringing students—future professionals in the sector—closer together, solving many problems in cultural heritage management, assisting in the timely and satisfactory design and implementation of solutions linked to the cultural needs of a complex and diversified user, as well as bringing out new ideas and possibilities for the sustainability of the cultural heritage.
From the early Middle Ages to the late Renaissance, the knight talesâ€Â" rooted in the sacred and mythological origins of the Celtic epic and evolving into narratives crafted for the audience’s enjoymentâ€Â" offered a privileged space for experimenting with serial narrative techniques. With their recursive structures of episodes, characters, and tropes, these stories continuously reshaped imaginaries of love, power, mimetic desire, and other disquieting figures. As early as the twelfth century, through the courtly romance cyclical genres, and culminating in the sixteenth-century bestseller Amads de Gaula, a broad readership became involved in a vast combinatorial game, full of metaphorical meanings for individual and social life. Meanwhile, epochal transformations reshaped the voice role, the versification techniques, the spectacular performances with music and song, the uses of writing, and the practices of reading aloud in castles, palaces, inns, and artisan or peasant homes. Later came the art of printing, the book trade, a wave of translations, and much more.
Since the second half of the twentieth century, the mass seriality aesthetics has become an inescapable reference point for the arts, as a response to the automatic, accelerated, and pervasive technical reproduction invading real and virtual spaces. The consumption television-centered world and the present digital environment demanded a radical reorientation, through video art and into the main contemporary counter-fields:digital installations, AI-driven experimentation, and street art.