Locative Histories: exploring the continued influence of early Locative Media...Conor McGarrigle
Presentation for the Techno Ecologies panel at Media Art Histories 2013 conference Riga. Full paper to follow. More information here http://renew.rixc.lv/sessions/techno-ecologies.php?s=conor-mcgarrigle and conormcgarrigle.com
Global Kids presentation on Virtual Education and New Media Literacy (p2)Global Kids
Global Kids staff Rafi Santo and Amira Fouad present about how virtual worlds can be used to educate teens for a new century where new media literacies will be necessary. Prepared for the conference "Teaching and Learning in a Media Saturated World" held at MIT on October 27th, 2007.
Presentation of a guest lecture on the in-gallery use of digital media in museum used to enhance visitor engagement. The presentation includes the outcomes of a critical analysis of some of the technology used in the the Keys to Rome exhibition at the Allard Pierson Museum.
Locative Histories: exploring the continued influence of early Locative Media...Conor McGarrigle
Presentation for the Techno Ecologies panel at Media Art Histories 2013 conference Riga. Full paper to follow. More information here http://renew.rixc.lv/sessions/techno-ecologies.php?s=conor-mcgarrigle and conormcgarrigle.com
Global Kids presentation on Virtual Education and New Media Literacy (p2)Global Kids
Global Kids staff Rafi Santo and Amira Fouad present about how virtual worlds can be used to educate teens for a new century where new media literacies will be necessary. Prepared for the conference "Teaching and Learning in a Media Saturated World" held at MIT on October 27th, 2007.
Presentation of a guest lecture on the in-gallery use of digital media in museum used to enhance visitor engagement. The presentation includes the outcomes of a critical analysis of some of the technology used in the the Keys to Rome exhibition at the Allard Pierson Museum.
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
Prowess-ing the Past: Considering the AudienceRuth Tringham
The aim of this presentation was to shift the focus of 3D modeling in archaeology and cultural heritage to consider the ways in which a more active motivation and engagement of their users (whether professionals or general public) might lead to the long-term sustainability of the models and visualizations. Currently the life expectancy of 3D models in installations or on-line is generally quite short. My argument is that engagement with the models should be measured not so much how many users/visitors a model receives, but in how long and through how many re-visits the users wish to visit the same model. I am guessing that for most users, the visit is a one-time short event. I identify five major strategy foci that might lead to longer and more specific usage of the models and thus to their longer-term sustainability; these are: 1) active user participation, 2) meaningful exploration, 3) cultural presence, 4) multi sensorial experience, and 5) the education of attention, with greatest emphasis given to the latter. I end with idea that these five foci in fact could all be embraced within the gamification of the models, not necessarily as video games, but as media-rich non-linear narratives that go by various terms, such as Walking Simulator, Interactive Digital Stories, and Alternative Reality Games that take advantage of a mixed environment of Augmented and Mixed Reality as well as the more “traditional” Virtual Reality modeling. I finally point out that such gamification could potentially make powerful contributions to draw attention to socio-political and ethical issues of cultural heritage and archaeology.
Digital Storytelling Presentation at 2011 WLAMatt Gullett
Digital storytelling is a new trend combining current technology along with traditional stories. How can you use digital storytelling in your library? This session will provide project examples, ideas for engaging all age
audiences (children, teens and adults) and will describe what electronic resources are available at little to no cost.
Digital curation practice in the UK performing arts community: Laura Molloy, ...L Molloy
Slides from my paper at the Documenting Performance working group of the Theatre and Performance Research Association (TaPRA) conference, September 2014 at Royal Holloway, London.
Please contact me if you would like the accompanying script: laura.molloy AT glasgow.ac.uk.
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
Prowess-ing the Past: Considering the AudienceRuth Tringham
The aim of this presentation was to shift the focus of 3D modeling in archaeology and cultural heritage to consider the ways in which a more active motivation and engagement of their users (whether professionals or general public) might lead to the long-term sustainability of the models and visualizations. Currently the life expectancy of 3D models in installations or on-line is generally quite short. My argument is that engagement with the models should be measured not so much how many users/visitors a model receives, but in how long and through how many re-visits the users wish to visit the same model. I am guessing that for most users, the visit is a one-time short event. I identify five major strategy foci that might lead to longer and more specific usage of the models and thus to their longer-term sustainability; these are: 1) active user participation, 2) meaningful exploration, 3) cultural presence, 4) multi sensorial experience, and 5) the education of attention, with greatest emphasis given to the latter. I end with idea that these five foci in fact could all be embraced within the gamification of the models, not necessarily as video games, but as media-rich non-linear narratives that go by various terms, such as Walking Simulator, Interactive Digital Stories, and Alternative Reality Games that take advantage of a mixed environment of Augmented and Mixed Reality as well as the more “traditional” Virtual Reality modeling. I finally point out that such gamification could potentially make powerful contributions to draw attention to socio-political and ethical issues of cultural heritage and archaeology.
Digital Storytelling Presentation at 2011 WLAMatt Gullett
Digital storytelling is a new trend combining current technology along with traditional stories. How can you use digital storytelling in your library? This session will provide project examples, ideas for engaging all age
audiences (children, teens and adults) and will describe what electronic resources are available at little to no cost.
Digital curation practice in the UK performing arts community: Laura Molloy, ...L Molloy
Slides from my paper at the Documenting Performance working group of the Theatre and Performance Research Association (TaPRA) conference, September 2014 at Royal Holloway, London.
Please contact me if you would like the accompanying script: laura.molloy AT glasgow.ac.uk.
This presentation provided an opening look at the topic of digital-age storytelling in museums, with an emphasis on web and social media outreach and the ways in which museums can be both storytellers as well as platforms for stories. I served as moderator for the panel discussion which featured 3 other case studies from the National Museum of African American History and Culture, the National Museum of American History, and the Harpers Ferry National Historic Park.
Journey Through Hallowed Ground
The Cutting Edge of Public History: New Directions in Interpretation Symposium
March 28, 2018
John McCarthy, doctor at Department of Applied Psychology, University college Cork. Visiting professor (2007) at Department of Communication, Technology & Design, Södetörn university college, Sweden. Seminar May 29th 2007.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
2. "As both fictional and non-fictional accounts, expressed through
words, images, sounds and gestures, stories allow us to reflect on
the way we live, and provide a means of structuring and
expressing our experiences and understanding of the world
around us. "
Introduction
3. Documentaries are a type of storytelling. However, when it
reaches to audience it turns into a ‘fixed and linear form’ in
contrast to dynamic and evolving nature of making it.
Audience participation is important for co-construction of
documentaries to tell their own story.
" In cases where the documentary is being created for an
audience that is closely involved in the realworld events being
portrayed, we believe that digital tools can be used to provide an
even greater level of engagement in the storytelling process. "
Introduction
4. " Our goal for the storytelling workshop was to create a collective
record of the symposium that would allow participants to reflect
on their experience. Using a new set of digital tools – a tangible
storytelling system, an online video weblog, and a content
annotation tool – we provided symposium participants with the
means of engaging in a collaborative storytelling process both
during and after the event. "
Goal
5. Digital tools used that enables temporally and spatially
structured approaches.
" Aristotle defined the art of storytelling as being that which
gives us a shareable world. "
" De Certeau claims that "space is a practiced place", thereby
using narrative to distinguish between the concepts of place and
space. While a map divides place, a story traverses space. In
other words, people can fulfill the potential of a landscape by
giving it personal meaning. "
Context
6. Digital tools used that enables temporally and spatially
structured approaches.
" Aristotle defined the art of storytelling as being that which
gives us a shareable world. "
" De Certeau claims that "space is a practiced place", thereby
using narrative to distinguish between the concepts of place and
space. While a map divides place, a story traverses space. In
other words, people can fulfill the potential of a landscape by
giving it personal meaning. "
Context
7. • Online publishing and collaboration
• Online video collaboration
• Traditional spatial narratives
• Digital spatial narratives
Related Work
8. "How to collectively document an event in space and time with a
relatively large group of story creators. "
Story could grow in 3 ways:
• Time
• Space
• Character viewpoint
The Digital Dialogues Storytelling Workshop
11. Evaluation
"The video clips presented an opportunity for many of the
craftspeople at the symposium to watch themselves actively
engaged in their craft for the first time, and to reflect on their
skills, techniques and work methods.
The movement between creation and engagement was a cyclical
process, with each part informing the evolution and meaning of
the other.
Combining metaphors of time and space to explore story
constructions provides a flexible framework for documenting the
multiple locations, activities and points of view of a large-scale
event. "
12. Discussion
What are the other dimensions that we can explore apart from
time, space and character viewpoints in domestic environment
for storytelling?
What are the other means for creating a narrative with
collaborative audience other than digital media?
13. References
Kelliher, A., Mazalek, A., & Davenport, G. (2003, March). Documenting Digital Dialogues: Engaging Audience in the
Construction of a Collective Documentary Across Time and Space. In Proceedings of TIDSE (pp. 248-259).
Chicago