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The virtual reality being created represents the core of a new way of disseminating science, using the emotional and entertainment aspect, which only highly sophisticated modern technology can provide by projecting the spectator into a totally virtual world, and combining it with the opportunity to illustrate in simple and captivating terms the scientific concepts underlying the experiments carried out in this building by Fermi and his group.

The enrichment brought about by this project is intended not only to create a virtual reality room, which because of its originality will undoubtedly become a major attraction for the general public, but also to enhance the technical-scientific, historical and cultural heritage of the CREF and its premises, which is currently only accessible through the Ministry of the Interior. The proposed technological and structural interventions will fully develop CREF’s potential as a key player in science dissemination both in Italy and internationally, by creating a continuous programme of activities with a high socio-cultural impact.

The target audience for the dissemination of scientific culture includes different categories of people, such as students and teachers at primary, secondary and university level, but also and above all the general public curious about science, who can find in the Museum a reference point for in-depth study of science-related issues that have both a solid scientific and historical basis and relevance to the formation of an informed public opinion on current issues. Activities include temporary exhibitions, cycles of lectures, lectio magistralis and academic conferences, workshop activities, thematic meetings on the history and philosophy of science, the screening of documentaries, short films and scientific films, as well as installations and performances by artists whose work is inspired by scientific themes and which aim to deepen and develop the relationship between art and science.

In short, the aim is to make the Museum a place where new and different forms of disseminating scientific culture can be experimented with and researched, using modern technologies, visual arts and film as a means of communication, thus creating a real bridge between humanistic and scientific culture that can attract the interest of a wide public.

The use of high-technology devices in the museum, and in particular the creation of a virtual reality room, will make it possible to address an increasingly wide audience, and in particular to attract the attention of the younger generations to scientific issues that need to be simplified and approached in an appealing yet competent manner.