The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
Overview of Transmedia in ARGs and StorytellingCat Flippen
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Overview of Transmedia in ARGs and StorytellingCat Flippen
A brief introduction / overview of transmedia usage in Alternate Reality Games (ARGs) and Storytelling. Educationally-focused. Given as a presentation for the ARG Academy [https://p2pu.org/en/groups/arg-academy/] Monday May 14, 2012.
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How can you get your dream project off the ground? On Nov 24, 2009 at the New Zealand National Digital Forum, Nina Simon of Museum 2.0 presented six tips to making risky, innovative technology projects possible in galleries, libraries, archives, and museums.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
This presentation to the Chinese Association of Museums discusses the opportunities for museums to be part of a connected educational and social experience.
The (Urban) Landscape As An Exhibition SpaceFrank Kresin
The city is the museum. Using mobile phones, GPS, gaming and above all the power of the crowds, cultural heritage can attract more people than ever who get rewarding experiences in the street. This presentation was given at PICNIC09 at the Augmented City Lab led by Ronald Lenz, Waag Society & 7scenes.
Presentation for the 2009 Museums and the Web Conference in Indianapolis about the ARCHIE and iDiscover projects (EFRD projects), conducted by the Expertise Centre for Digital Media (Hasselt University) and the Gallo-Roman Museum (Province of Limburg).
Parks as Multi-Use Destinations and Catalysts for Community DevelopmentPark Pride
Presentation from Park Pride's 2015 Parks and Greenspace Conference. The presenter is Cynthia Nikitin.
With the importance of parks growing in the public's consciousness, now is the time to question what distinguishes great parks. Project for Public Spaces has identified nine strategies that help parks achieve their full potential to become active, multi-use, accessible, inclusive, safe public spaces that enhance neighborhoods and catalyze local economic development, highlight community authenticity and support multiple users.
How can you get your dream project off the ground? On Nov 24, 2009 at the New Zealand National Digital Forum, Nina Simon of Museum 2.0 presented six tips to making risky, innovative technology projects possible in galleries, libraries, archives, and museums.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
This presentation to the Chinese Association of Museums discusses the opportunities for museums to be part of a connected educational and social experience.
The (Urban) Landscape As An Exhibition SpaceFrank Kresin
The city is the museum. Using mobile phones, GPS, gaming and above all the power of the crowds, cultural heritage can attract more people than ever who get rewarding experiences in the street. This presentation was given at PICNIC09 at the Augmented City Lab led by Ronald Lenz, Waag Society & 7scenes.
Presentation for the 2009 Museums and the Web Conference in Indianapolis about the ARCHIE and iDiscover projects (EFRD projects), conducted by the Expertise Centre for Digital Media (Hasselt University) and the Gallo-Roman Museum (Province of Limburg).
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
A presentation from Museums and the Web 2010.
Acknowledging that the only constant in technology is change, this paper proposes ways of ‘thinking outside the audio tour box’ in developing mobile interpretation programs in museums: instead of making mobile interpretation a question of which device, platform, or app the museum should invest in, it puts the focus on cross-platform content and experience design.Putting audiences at the center of museums’ mobile content and experience designs make it possible to engage them through the media consumption practices and platforms that they already use outside of the museum.
Based on research conducted at the Smithsonian American Art Museum, the Indianapolis Museum of Art, and with the principals of SmartHistory.org, this paper offers a ‘question-based’ methodology for developing an interpretive strategy that starts with mapping visitors’ queries in the galleries. From this conceptual map we can derive a matrix of platforms, media, and narrative voices that work cross-platform. The traditional audio tour, with its analog ‘linear’ content and random access ‘stops’, offers important paradigms for ‘mobile 2.0’ content design: on the one hand, conceptual overviews and immersive ‘soundtracks’ provide a ‘score’ for the museum experience, and on the other hand, ‘soundbites’ in a range of media (audio, multimedia, or text) can be searched, saved, shared and favorited in multiple contexts. From social media, we can also learn how to integrate links, apps and user-generated content into the mobile mix. Finally, the paper considers how content style impacts shelf-life. What is the enduring legacy of creating ‘quick & dirty’ interpretive ‘snacks’ versus investing in more nutritional fare? How can museums best allocate their mobile content budgets in this light?
Session: Mobiles: A Panel [mobile]
see http://www.archimuse.com/mw2010/abstracts/prg_335002342.html
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6. Places - more than geography
have histories, invoke behavior, are personal, physical & virtual
7. (Urban) landscape
Rich in content
Cultural meaning, historic events, demographics and more
Rich in physical landmarks
Buildings, squares, monuments, paths, structures, natural elements, etc
Personal
personal memories and associations, social connections
The (urban) landscape as your exhibition space
8. Archives
Richness in heritage collections
Often natural relationships with locations
Many collections are digitized
Not all collection items (easily) accesible
The (urban) landscape as your exhibition space
9. Mobile phone
Everyone More phones than people
Online flat-fee internet device
Media Full media device: capture & playback all rich media
Location Navigation device (GPS, WiFi, GSM)
by 2013 one in every three phones sold will be a smartphone
GPS-enabled handsets are expected to reach 560 million units in 2012
Mobile phone: “swiss army knife”
always on, always linked in, location & context-aware
10. How will we shape this
new cultural mobile space?
Consider the city as an extension of a museum!
How will we experience mobile culture?
11. A new active and social space with on-demand info.
For city residents, “culturists” & (inter)national tourists
12. It’s more than a collection
of points-of-interest
Wikipedia information nodes on Google Maps.
13. creating scenario’s
designing rules
directing interaction
“All the world is a stage and all men and women merely players”
narrative, gameplay, suspense, social interaction, drama, emotion
14. The recipe
locations & landmarks + rich media content +
thematic grouping + narrative +
navigation + (game)rules for (social) interaction
personal trigger (GPS), perception & input
=
new experience
Ingredients for a new mobile cultural experience.
15. But first why?
Innovation
Provide new innovative cultural experiences to your audience
Accessibility
Expand accessibility of cultural content for your audience
Expand audience
Appeal to new target groups
Entrepreneurship
Be part of a new market place for cultural entrepreneurs
Contribution
Contribute to the quality of the overall cultural city experience
Mobile is a new publishing channel for culture!
16. Some formats & cases
Your mobile phone as your cultural compass
17. The basics: rich media on location
How the combination of physical surroundings, media content,
your perception, your position as trigger
can create new meaning
Your mobile phone as your cultural compass
18. Stadsarchief Amsterdam - Christiaan Andriessen
Drawings from the diary of Christiaan Andriessen 1805 - 1808
19. Stadsarchief Amsterdam - Christiaan Andriessen
Drawings from the diary of Christiaan Andriessen 1805 - 1808
20. Stadsarchief Amsterdam - Christiaan Andriessen
Drawings from the diary of Christiaan Andriessen 1805 - 1808
22. The power of maps & navigation
• navigating cultural content
• using other maps changes perception
• e.q. Historic maps, fantasy maps, demographic maps
• rich dutch cartography history
Maps & navigation
23. Fort Amsterdam - Discover New Yorks Dutch roots
www.fortamsterdam.org
24. Fort Amsterdam - Discover New Yorks Dutch roots
www.fortamsterdam.org
25. Fort Amsterdam - Hudson ’09 - 400 year anniversary
www.fortamsterdam.org
26. Context & Narratives
Choose a subject or theme and the narrative structure
(non)lineair / layered / interactive / character perspective
27. Tijdmachine - Beemster - Het Land van Leeghwater
Time travel to Holland’s golden ages by car
28. Tijdmachine - Beemster - Het Land van Leeghwater
Time travel to Holland’s golden ages by car
29. Tijdmachine - Beemster - Het Land van Leeghwater
Time travel to Holland’s golden ages by car
30. (Game) rules
Competition element
Active participation
Puzzle solving / Missions / Treasure hunt
Collecting objects / Role playing / Territory control
• sharing / messaging / marking / collaborating /
• searching / annotating / leaving opinions
What classic game would work on location?
(Game) rules for (social) interaction
35. future heritage
Adding personal opinions to official collections
many different personal perspectives (multicultural society)
Respond using media
Opinions trigger new opinions
Future heritage: creating a personal relationship.
36. Rituals - 2008 Year of Religious Heritage
people are invited to tell stories of their personal religious rituals
37. Culture education
new ways to explore your surroundings
situation-based and experienced-based learning
relate to school subjects
Culture education
Learn by creating and playing location-based games
39. Opportunities & Challenges
a new mobile publishing channel
new possibilities for cultural entrepreneurship
new collaborations connecting organisations, collections & activities
quality control & content creation
hassle free access penetration, installation & configuration & (custom) logistics
simple payment & international roaming costs
How will we shape this new cultural mobile space?
40. So what scenario are you
thinking about right now?
How will we shape this new cultural mobile space?
41. 7scenes
a Waag Products start-up
a new mobile and online platform
to create, play and share GPS games and tours
location-based content publisher for organisations
that want to deliver new mobile experiences to their audiences
7scenes - www.7scenes.com
The world is a stage and you’re the director!
42. step 1: project setup
get a subscription
get informed through workshops
set up your project site at 7scenes.com/[your_project]
manage your accounts
Your project in 4 steps
Step 1: project setup
44. step 2: create & publish
create concepts & content
get help through workshops
create scenes using different game and interactive tour formats
publish scenes to everyone and/or create events
Your project in 4 steps
Step 2: create & publish
46. step 3: play
download 7scenes mobile client
get/distribute 7scenes account
play scenes around you and/or events
navigate locations and interact with content & players
Your project in 4 steps
Step 3: play
47. step 3: play
download 7scenes mobile client
get/distribute 7scenes account
play scenes around you and/or events
navigate locations and interact with content & players
Your project in 4 steps
Step 3: play
48. step 4: share
each scene has its own page
user traces, interaction and media are archived for playback
optional live broadcast
all projects & their scenes visible at 7scenes.com
Your project in 4 steps
Step 4: share