EPICS project: building cultural heritage stories by teachers for students

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Presentation for the closing event of the IBBT EPICS project

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EPICS project: building cultural heritage stories by teachers for students

  1. 1. Building  Stories   Kris  Luyten,  Kris  Gabriëls,  Jan   Schneider-­‐Barnes   Hasselt  University  -­‐  IBBT  -­‐  EDM
  2. 2. Digital cultural heritage Legal aspectsUser research EPICS platform Didactization Storage Mash ups Creation tools Interfaces E-learning Existing learning environments platforms Classroom distribution Public libraries Mobile distribution
  3. 3. Digital cultural heritage Legal aspectsUser research EPICS platform Didactization Storage Mash ups Creation tools InterfacesInteractive Stories E-learning Existing learning environments platforms Classroom distribution Public libraries Mobile distribution
  4. 4. “Raw” data User Experience ?
  5. 5. From  data  to  stories  DATA classroom usage content authoringDATA aggregation tool STORY   ‘sharing’ mobile tourDATA
  6. 6. NarraIve  interfaces  Stories  are  so  much  more   interesIng  and  easier  to   remember   M.Y.Lim  &  R.  AyleN  (2007),  Narra$ve  construc$on  in  a  mobile  tour  guide,  LNCS  4871.     Dyson,  A.  H.  &  Genishi,  C.  (1994).  The  need  for  story:  Cultural  diversity  in  classroom  and   community.  Urbana,  IL:  NaIonal  Council  of  Teachers  of  English.
  7. 7. [Scott McCloud, Understanding Comics]
  8. 8. DATA classroom usage content authoringDATA aggregation tool STORY   ‘sharing’ mobile tourDATA Content creators Content Content transformers consumers historian/conservator/ teachers students archeologist
  9. 9. Pre-visit & post-visitDATA classroom usage content authoringDATA aggregation tool STORY   ‘sharing’ mobile tourDATA Teacher’s During visit preparation
  10. 10. [History]  Teachers  in  charge  Defn.:  Teacher  =  transforms  “raw  data”  into  content  suitable  for  students     Goal:  build  a  tool  that  allows  them  to       create  stories,   make  them  interac$ve   and  share  them  with  others.  
  11. 11. Step  1:  create  your  scenes  
  12. 12. Step  2:  put  content  in  context  
  13. 13. Step  3:  compose  a  storyline  
  14. 14. Step  3.  compose  a  storyline  
  15. 15. Content  comes  alive  in   InteracIve  Stories    Story  progresses  because  of        user  (inter)acIons      changes  in  place  or  Ime      predefined  (soeware)  events  
  16. 16. Authoring  tool   Scene templates Actors SearchableWeb-based Content Library
  17. 17. Authoring  tool:  behind  the  scenes  Teacher  builds  stories        è  tool  creates  soeware   – Flex-­‐based  user  interfaces   – Web-­‐enabled  communicaIon  with  content   servers   – Soeware  behavior  according  to  story  and   context  
  18. 18. Authoring  tool:  technical  stuff  •  Tool  was  created  with  Adobe  Flex:  a  powerful   soeware  development  framework  for  mobile   and  web-­‐based  applicaIons.  •  JSON  for  serialising  Stories   –  Open  dataformat   –  Easy  to  transmit  over  the  Internet   –  Can  be  saved  in  a  database   –  Ubiquitous  in  support  (mobile,  web,  desktop)  
  19. 19. Deployment
  20. 20. Mobile  app  -­‐  features  •  Target  plaiorm:  Android  (free,  accessible,   widespread)  •  Mobile  device  equiped  with  EPICS  story  player   –  Interprets  a  story  created  with  authoring  tool   –  Builds  the  user  interface  on  mobile  device   –  Takes  care  of  story  logic  (e.g.  scene  progress)   –  Observes  changing  contexts  (e.g.  uses  GPS  to   detect  change  in  locaIon)  
  21. 21. Request:  story  X?   Lookup:  JSON   for  story  X  Send:  story  X!   Deserialize   JSON  
  22. 22. Avoid  huge  bills  (aka  mobile  Internet  is  expensive)   1.  List  media  elements  used  in  story   2.  When  used  for  the  first  Ime:   if  not  on  device,  retrieve  them  from  server   3.  Store  media  element  permanently  on  device    
  23. 23. Context-­‐aware  stories  
  24. 24. First  use  study  •  The  story  of  Jeanne  Mesdom  (during  WWI)  •  LocaIon:  Ypres  •  ParIcipants:  12  youngsters    •  Set-­‐up:     –  Test  feasibility  authoring  tool  (no  teachers  yet…)   –  See  whether  context-­‐aware  interacIve  stories  work   –  Aim:  Guided  walk  through  Ypres  by  means  of  a   mobile  device  
  25. 25. End-­‐user  results    – Mo$va$on:  very  enthousiasIc    – Ac$ve  par$cipa$on:  prefer  to  be  acIve   themselves  over  being  passive  observers  (e.g.   guided  tour)  – Iden$fica$on:  they  prefer  a  contemporary  as   their  virtual  guide,  more  than  the  child    
  26. 26. End-­‐user  results    Remaining  open  issues    no  user  test  for  authoring  tool,  only  feasibility    quality  mobile  guide  is  not  core  for  us  –  what    one  can  do  with  the  authoring  tool  is      
  27. 27. Summary  Stories  work.  BeNer  support  for  learning  “in-­‐context”.  Teachers  can  create  and  share  interacIve  lessons  for  mobile  and  classroom  usage.  
  28. 28. Classroom  usage  
  29. 29. Building  Stories  Kris  Luyten,  Kris  Gabriëls,  Jan  Schneider-­‐Barnes   Hasselt  University  -­‐  IBBT  -­‐  EDM  

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