Trodn Locative Media prototype

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Creatng an interstitial fold between the virtual and real space using a real time mobile design tool in a locative media context

Creatng an interstitial fold between the virtual and real space using a real time mobile design tool in a locative media context

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  • Trodn will however allow the inhabitants to read the city by assisting in creating its narrative and feeding it back to them in real time.
  • Trodn will however allow the inhabitants to read the city by assisting in creating its narrative and feeding it back to them in real time.

Transcript

  • 1. Trodn a locative media project Michael Sarroff and David Bartolo
  • 2. Trodn Mobile Learning Location Awareness Its not only about GPS location M-learning uses mobile devices to enhance learning
  • 3. Michel de Certeau states that it is not the city infrastructure that gives it life but the people who walk and live through it. Each person with their own story contributes to writing a city narrative but de Certeau infers they cannot read it as a whole. Trodn – Location Aware
  • 4. Trodn – Mobile Learning Mobile technology in its current form is best suited to support constructivist , behavourist and collaborative learning. (after Winters,2006)
  • 5. The aim of this project is to use the situated place as novel learning platform that will provide an immersive and fresh approach to the relationship between form and function. (after Paul Carter - Material Thinking ) Trodn – Aim
  • 6. The creation of a real time design and evaluation tool should act as a hook to motivate and focus the user into changing their understanding of their world and the relationships of its elements. The immediacy of the realisation is the interstitial fold And..
  • 7. The Prototype proposal This project proposes the design of a collaborative training tool for planning students. The scenario would typically involve a group undertaking a joint planning exercise, and would consist of various components that allow pre and post visualization, and collaborative design in both the virtual and physical worlds.
  • 8. The Concept – Scenario 1 Design
    • Using the mobile design software, urban planning students walk around a public space and upload their preferences to Second Life for particular public amenities such as a park bench or a water fountain at a specific location
  • 9. The Concept – Scenario 1 – Mobile UI
  • 10. The Concept – Scenario 2
    • In Second Life on a scaled grid representing the real world location, objects appear at their relative locations giving a 3D visualisation of the overall design ideas that the planners have made.
    • Until they have been evaluated, these objects will be marked to show this state.
  • 11. The Concept – Scenario 2 Objects appear in replica location in SL with markers
  • 12. The Concept – Scenario 3 Evaluation
    • The positions of various objects are indicated on a Google map as the Planning evaluators approach the relative GPS co-ordinates in the real location.
    • Feedback on the design can be given by voting Yes or No for each item relative to a GPS location.
  • 13. The Concept – Scenario 3 – Mobile UI
  • 14. The Concept – Scenario 3
    • The success of the voting on the position of the objects is indicated by the opacity amount of the objects in SL. The more votes the more visible
  • 15. Coding Flow Chart
  • 16. M-Learning applications
    • Learning occurring in the field or while mobile
    • Driver training
    • Disabilities – Stroke or Alzheimers carers
    • Tourism
    • OH&S
    • Emergency Services
    • Building services and safety
    • Sport
    • Geography education