The document provides information about a series of mobile learning events taking place in Hong Kong from August 31st to September 1st. It includes an outline of seminars, showcases, and workshops on topics related to mobile learning, opportunities and challenges in education, and sharing experiences with mobile learning projects. Ronald Lenz, the research head of the Urban Reality Lab and creative director of 7scenes, will facilitate the events and discuss mobile learning scenarios and tools.
Mobile Learning @ VTC Hong Kong - March '10Ronald Lenz
Mobile learning in Hong Kong utilizes mobile phones and location-based technologies to facilitate teaching and learning both inside and outside of classrooms. Design principles for mobile learning projects emphasize connecting different layers of the city through rich media, narratives, and gameplay. The Waag Society in Amsterdam develops tools and experiences for mobile learning through urban games and location-based media that combine education and play.
The document discusses Global Gincana @ Mobilefest '09, an international collaboration using mobile games and location-based learning to facilitate cultural exchange between students in Amsterdam and Sao Paulo. Students worked in teams to create mobile games based on their local culture and mapped them to locations in the other city for students there to play. The pilots were successful and more exchanges are planned to further research the educational impact. The document promotes 7scenes, a mobile platform used to create and play the cultural games, as a new way to publish educational content and learn outside the classroom.
7scenes is a mobile media company based in Amsterdam that allows users to create location-based stories and share them with others. Their platform allows for various types of location-based content like tours, games, and role-playing scenes. Users can drag and drop multimedia elements onto maps and configure interactive elements. Created scenes can be published for public discovery or private events. The platform supports various devices and has an open API for developers. 7scenes aims to help individuals, organizations, and developers create engaging mobile experiences for audiences.
Conference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
Today video games represent an important cultural and artistic expression; they have entered the permanent collections of museums (MOMA), videogames museum are born (Computerspiele Museum in Berlin) and they are an embody evidence of new intangible heritage.
Furthemore they represent an extraordinary tool to support cultural policies (audience development, audience engagement, audience activism...)
Europeana Creative is a project that brings together cultural heritage institutions and creative industries. It aims to encourage creative reuse of digital cultural heritage content from Europe's museums, libraries, and archives. The project includes several key activities: 1) Europeana Labs and a network of living labs for experimenting with content; 2) technical infrastructure and tools for accessing and working with content; 3) a legal framework and business models to allow content reuse; 4) pilot apps and services developed by partners; and 5) open innovation challenges for developers and entrepreneurs. One pilot is the Design Pilot, which includes developing tools for visual searching of content, hosting workshops to stimulate design with digital culture, and creating an interactive Culture Cam installation.
1. Virtual heritage utilizes virtual reality and mixed reality to represent cultural artifacts and spaces. However, interaction design studies and consideration of end-users are often lacking.
2. Cultural presence refers to a visitor's sense of being in a foreign time or place when experiencing virtual environments related to different cultures. However, virtual places can be highly static and lack meaningful interactions.
3. Evaluating virtual heritage projects poses challenges regarding preservation of content over time and platforms, as well as training staff and users. Museums and cultural institutions are still developing strategies for utilizing augmented, virtual and mixed reality technologies.
"Enchanted Objects and People:" Data Driven ARTish Shute
The document discusses the potential of augmented reality (AR) and ubiquitous computing. It touches on several topics including AR for education, AR games, how AR is maturing from simple overlays to integrating big data, location-based AR storytelling, issues of data privacy and control, and artistic/creative uses of AR including light painting and visualizing wireless signals. The document provides an overview of different applications and ongoing work in the fields of AR, ubiquitous computing, and their intersection.
Mobile Learning @ VTC Hong Kong - March '10Ronald Lenz
Mobile learning in Hong Kong utilizes mobile phones and location-based technologies to facilitate teaching and learning both inside and outside of classrooms. Design principles for mobile learning projects emphasize connecting different layers of the city through rich media, narratives, and gameplay. The Waag Society in Amsterdam develops tools and experiences for mobile learning through urban games and location-based media that combine education and play.
The document discusses Global Gincana @ Mobilefest '09, an international collaboration using mobile games and location-based learning to facilitate cultural exchange between students in Amsterdam and Sao Paulo. Students worked in teams to create mobile games based on their local culture and mapped them to locations in the other city for students there to play. The pilots were successful and more exchanges are planned to further research the educational impact. The document promotes 7scenes, a mobile platform used to create and play the cultural games, as a new way to publish educational content and learn outside the classroom.
7scenes is a mobile media company based in Amsterdam that allows users to create location-based stories and share them with others. Their platform allows for various types of location-based content like tours, games, and role-playing scenes. Users can drag and drop multimedia elements onto maps and configure interactive elements. Created scenes can be published for public discovery or private events. The platform supports various devices and has an open API for developers. 7scenes aims to help individuals, organizations, and developers create engaging mobile experiences for audiences.
Conference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
Today video games represent an important cultural and artistic expression; they have entered the permanent collections of museums (MOMA), videogames museum are born (Computerspiele Museum in Berlin) and they are an embody evidence of new intangible heritage.
Furthemore they represent an extraordinary tool to support cultural policies (audience development, audience engagement, audience activism...)
Europeana Creative is a project that brings together cultural heritage institutions and creative industries. It aims to encourage creative reuse of digital cultural heritage content from Europe's museums, libraries, and archives. The project includes several key activities: 1) Europeana Labs and a network of living labs for experimenting with content; 2) technical infrastructure and tools for accessing and working with content; 3) a legal framework and business models to allow content reuse; 4) pilot apps and services developed by partners; and 5) open innovation challenges for developers and entrepreneurs. One pilot is the Design Pilot, which includes developing tools for visual searching of content, hosting workshops to stimulate design with digital culture, and creating an interactive Culture Cam installation.
1. Virtual heritage utilizes virtual reality and mixed reality to represent cultural artifacts and spaces. However, interaction design studies and consideration of end-users are often lacking.
2. Cultural presence refers to a visitor's sense of being in a foreign time or place when experiencing virtual environments related to different cultures. However, virtual places can be highly static and lack meaningful interactions.
3. Evaluating virtual heritage projects poses challenges regarding preservation of content over time and platforms, as well as training staff and users. Museums and cultural institutions are still developing strategies for utilizing augmented, virtual and mixed reality technologies.
"Enchanted Objects and People:" Data Driven ARTish Shute
The document discusses the potential of augmented reality (AR) and ubiquitous computing. It touches on several topics including AR for education, AR games, how AR is maturing from simple overlays to integrating big data, location-based AR storytelling, issues of data privacy and control, and artistic/creative uses of AR including light painting and visualizing wireless signals. The document provides an overview of different applications and ongoing work in the fields of AR, ubiquitous computing, and their intersection.
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
City Treasure: Mobile Games for Learning Cultural Heritagmuseums and the web
The document discusses a mobile game called CityTreasure designed to teach cultural heritage. It was tested with primary and secondary school students in Lugano, Switzerland. The game involves student groups completing tasks at cultural heritage sites around the city. Evaluations found the game effectively promoted learning while being fun and engaging for students. Teachers found it a useful tool for teaching local history and culture.
An overview of current Augmented Reality (AR) technology and potential future applications in libraries. Researched and presented to 9410: Emerging Technologies in Fall 2012 at the University of Missouri School of Information Science and Learning Technologies (SISLT).
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
The Next Wave of AR: Mobile Social Interaction, Right Here, Right Now!Tish Shute
The document discusses the potential for augmented reality and mobile social interaction using emerging technologies like Google Wave. It envisions an "outernet" enabled by ubiquitous computing, augmented reality, and real-time communication streams. Key ideas discussed include using Wave as an open framework to build distributed social augmented reality experiences and applications across devices through layers, channels, and attention streams. Concerns about control and standardization are also raised.
The document discusses paradigm shifts in mass media communications from print to radio to television to digital. It provides examples of how each new medium was initially met with resistance but later saw widespread adoption and growth. The emergence of the internet and new digital technologies has led to another major paradigm shift with increased audience fragmentation and the rise of user-generated content. This represents a shift from traditional top-down mass media models to more collaborative and conversational new media platforms.
The document introduces a new city guide app that aims to enhance the tourist experience through social and interactive features. The app provides historical context and tours of cities, allows users to record their own tours and share activities on social media. It also connects locals and travelers through an in-app chat and offers partnerships where users can access special deals from museums, hotels, restaurants and other local businesses. The document outlines key metrics like app downloads, social media engagement and commercial partnerships that will be used to measure the success of the new app and determine expanding it to more cities.
The Playable Museum - Building the Museum of FutureFabio Viola
Museums are extraordinary time machines for travelling into the past, but what about the Present and, above all, the Future? Museum should be the place for creators and entrepreneurs from all around the world, the hose for those can imagine and design the future.
On Becoming A Reality Architect (Not a Reality Star)Tish Shute
“So you’re a Reality Architect,” a friend said to me, recently. I found the suggestion intriguing in part because I have been thinking about, What does it means to have agency in the algorithmic landscapes of the future that Kevin Slavin describes in How Algorithms Shape Our World. A Reality Architect, if it implies anything, implies a lot of agency! This talk looks at what it means to be an Reality Architect.
Services that foster:
* Research Transfer to the Business & Financiers Community Services = RTBF-Services
* Business-Development, Business-Advise, Business-Management - Services = BDAM-Services:
The document discusses various topics related to maps including magical maps, live events featuring maps, different types of maps showing animals, cities, emotions, and social media, as well as ghost stories and new city experiences. It also provides contact information for Ronald Lenz from Waag Society and 7scenes.
Intro to the Kyoto Protocol: When Carbon (CO2e) became MoneySven AERTS
How to create jobs, attract financiers, generate business, bring additional Risk Reduction and Return on Investment, make money, alleviate poverty and the new role of the NGO's thanks to the “Kyoto Protocol”,
in the Carbon Restrained Economy
We are able to obtain a financing for e.g. PhotoVoltaic rural development kits replacing oil/kerosene lamps via the sale of CO2e certificates and regular grants for development assistance.
How to increase welfare, create local jobs, attract financiers, develop business, make money and increase ROI & Risk reduction,
thanks to the "Kyoto Protocol",
in the CO2e-Friendly Economy
(made this for a Canadian partner, so there's a comparison of the EU CO2e-reduction targets and the Canadian, but I can make you an adapted version if you want)
This document discusses how to leverage mobile marketing through smartphones. It notes that smartphones will be the primary means of accessing the internet worldwide by 2020. It provides some outdated mobile statistics and recommends focusing on a "mobile first" approach. The rest of the document offers tips for mobile marketing, including being optimized for the mobile web and app stores, engaging customers with location-based storytelling, augmented reality, and gamification, facilitating easy payment options, and using geo-targeted coupons, passes, and loyalty programs to stay connected with customers.
Ronald Lenz from 7scenes discusses how mobile technologies are transforming cities. Mobile apps and location-based services allow for new forms of connected experiences and storytelling. 7scenes is a mobile storytelling platform that makes it easy to publish location-based content for travel, tourism, heritage sites, and more. It provides authoring tools, community features, and apps for iPhone, Android and Nokia. Examples of 7scenes projects include cultural "TomToms", mobile tours and games for parks, and guided city explorations for events and festivals. The future may see cities functioning as operating systems with open mobile platforms enabling new collaborations and business models.
City changemaker - Istanbul + Mobility workshop - March 28th '15Ronald Lenz
The workshop focused on improving mobility and transportation options in Istanbul through innovative uses of technology. Participants conducted observations of commuters and transportation systems to gain insights. They reframed conventional assumptions to craft a creative question around how social ridesharing could make transportation more convenient and enjoyable. The group envisioned an ideal scenario for 2020 where new transportation solutions in Istanbul provided affordable, green options through innovative uses of smart technology.
Ronald Lenz discusses designing augmented experiences for cities using mobile technologies. He argues that cities are constantly changing due to user-generated content online. A new platform called 7scenes allows users to create, publish and share location-based games and tours. It provides tools to add interactive elements like tasks, media and rewards to locations on a map. Lenz envisions cities becoming open platforms where developers can create new experiences that change people's perceptions by making use of physical spaces and movement of people and things in theatrical ways.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
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.
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
City Treasure: Mobile Games for Learning Cultural Heritagmuseums and the web
The document discusses a mobile game called CityTreasure designed to teach cultural heritage. It was tested with primary and secondary school students in Lugano, Switzerland. The game involves student groups completing tasks at cultural heritage sites around the city. Evaluations found the game effectively promoted learning while being fun and engaging for students. Teachers found it a useful tool for teaching local history and culture.
An overview of current Augmented Reality (AR) technology and potential future applications in libraries. Researched and presented to 9410: Emerging Technologies in Fall 2012 at the University of Missouri School of Information Science and Learning Technologies (SISLT).
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
The Next Wave of AR: Mobile Social Interaction, Right Here, Right Now!Tish Shute
The document discusses the potential for augmented reality and mobile social interaction using emerging technologies like Google Wave. It envisions an "outernet" enabled by ubiquitous computing, augmented reality, and real-time communication streams. Key ideas discussed include using Wave as an open framework to build distributed social augmented reality experiences and applications across devices through layers, channels, and attention streams. Concerns about control and standardization are also raised.
The document discusses paradigm shifts in mass media communications from print to radio to television to digital. It provides examples of how each new medium was initially met with resistance but later saw widespread adoption and growth. The emergence of the internet and new digital technologies has led to another major paradigm shift with increased audience fragmentation and the rise of user-generated content. This represents a shift from traditional top-down mass media models to more collaborative and conversational new media platforms.
The document introduces a new city guide app that aims to enhance the tourist experience through social and interactive features. The app provides historical context and tours of cities, allows users to record their own tours and share activities on social media. It also connects locals and travelers through an in-app chat and offers partnerships where users can access special deals from museums, hotels, restaurants and other local businesses. The document outlines key metrics like app downloads, social media engagement and commercial partnerships that will be used to measure the success of the new app and determine expanding it to more cities.
The Playable Museum - Building the Museum of FutureFabio Viola
Museums are extraordinary time machines for travelling into the past, but what about the Present and, above all, the Future? Museum should be the place for creators and entrepreneurs from all around the world, the hose for those can imagine and design the future.
On Becoming A Reality Architect (Not a Reality Star)Tish Shute
“So you’re a Reality Architect,” a friend said to me, recently. I found the suggestion intriguing in part because I have been thinking about, What does it means to have agency in the algorithmic landscapes of the future that Kevin Slavin describes in How Algorithms Shape Our World. A Reality Architect, if it implies anything, implies a lot of agency! This talk looks at what it means to be an Reality Architect.
Services that foster:
* Research Transfer to the Business & Financiers Community Services = RTBF-Services
* Business-Development, Business-Advise, Business-Management - Services = BDAM-Services:
The document discusses various topics related to maps including magical maps, live events featuring maps, different types of maps showing animals, cities, emotions, and social media, as well as ghost stories and new city experiences. It also provides contact information for Ronald Lenz from Waag Society and 7scenes.
Intro to the Kyoto Protocol: When Carbon (CO2e) became MoneySven AERTS
How to create jobs, attract financiers, generate business, bring additional Risk Reduction and Return on Investment, make money, alleviate poverty and the new role of the NGO's thanks to the “Kyoto Protocol”,
in the Carbon Restrained Economy
We are able to obtain a financing for e.g. PhotoVoltaic rural development kits replacing oil/kerosene lamps via the sale of CO2e certificates and regular grants for development assistance.
How to increase welfare, create local jobs, attract financiers, develop business, make money and increase ROI & Risk reduction,
thanks to the "Kyoto Protocol",
in the CO2e-Friendly Economy
(made this for a Canadian partner, so there's a comparison of the EU CO2e-reduction targets and the Canadian, but I can make you an adapted version if you want)
This document discusses how to leverage mobile marketing through smartphones. It notes that smartphones will be the primary means of accessing the internet worldwide by 2020. It provides some outdated mobile statistics and recommends focusing on a "mobile first" approach. The rest of the document offers tips for mobile marketing, including being optimized for the mobile web and app stores, engaging customers with location-based storytelling, augmented reality, and gamification, facilitating easy payment options, and using geo-targeted coupons, passes, and loyalty programs to stay connected with customers.
Ronald Lenz from 7scenes discusses how mobile technologies are transforming cities. Mobile apps and location-based services allow for new forms of connected experiences and storytelling. 7scenes is a mobile storytelling platform that makes it easy to publish location-based content for travel, tourism, heritage sites, and more. It provides authoring tools, community features, and apps for iPhone, Android and Nokia. Examples of 7scenes projects include cultural "TomToms", mobile tours and games for parks, and guided city explorations for events and festivals. The future may see cities functioning as operating systems with open mobile platforms enabling new collaborations and business models.
City changemaker - Istanbul + Mobility workshop - March 28th '15Ronald Lenz
The workshop focused on improving mobility and transportation options in Istanbul through innovative uses of technology. Participants conducted observations of commuters and transportation systems to gain insights. They reframed conventional assumptions to craft a creative question around how social ridesharing could make transportation more convenient and enjoyable. The group envisioned an ideal scenario for 2020 where new transportation solutions in Istanbul provided affordable, green options through innovative uses of smart technology.
Ronald Lenz discusses designing augmented experiences for cities using mobile technologies. He argues that cities are constantly changing due to user-generated content online. A new platform called 7scenes allows users to create, publish and share location-based games and tours. It provides tools to add interactive elements like tasks, media and rewards to locations on a map. Lenz envisions cities becoming open platforms where developers can create new experiences that change people's perceptions by making use of physical spaces and movement of people and things in theatrical ways.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
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.
This document discusses mobile storytelling platforms that allow museums and cultural institutions to create location-based audio and visual content tours that visitors can experience using smartphone apps. It describes the 7scenes platform, which provides tools for content management, online publishing of tours, and mobile apps. The platform was used to create a large mobile storytelling initiative in Amsterdam involving over 20 museums. Key lessons learned include the importance of effective storytelling, indoor/outdoor content, communication strategies, collaboration between institutions, and integrating mobile experiences into the full tourist visit cycle. Future directions discussed include improving indoor positioning, opening content creation, analyzing user data, and partnering with other cities.
This document discusses a new cultural city design concept called 7scenes, which is a mobile and online platform for creating, publishing, playing and sharing location-based games and tours. It allows users to select templates, add multimedia content to map locations, publish experiences for others to play, and share their creations. Examples described include historical walking tours, role-playing games, and treasure hunts that bring a city's cultural layers and stories to life for mobile users. The goal is to use new technologies to design engaging experiences that change people's perceptions of cities and cultural spaces.
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.
The Waag Society is an institute for art, science and technology located in Amsterdam. It brings together users, designers, programmers, artists and scientists from various disciplines to collaborate on projects using an approach called "users as designers". The Waag Society operates several labs and facilities such as a FabLab for digital fabrication. It has worked on many open data and mobile application projects in Amsterdam around themes like education, mobility and urban planning. The goal is to empower users and citizens through open sharing of data and technologies.
3/11 ignite talk 6. onno ephraim, heritage in motion, “heritage in motion awa...Europeana
Heritage in Motion is an annual multimedia competition that awards the best films, games, apps and websites related to cultural and natural European heritage. It has 4 categories and gives out awards, including a Best Achievement Award. The 2015 Best Achievement Award went to DOMunder, an archaeological visitor experience created under Utrecht Cathedral in the Netherlands. Going forward, the next Heritage in Motion competition will take place in May 2016 in Lesbos, Greece.
MW2009: Presentation Slides: Mobile Guides and Context-Specific Educational M...idiscoverbelgium
The document discusses research projects aimed at enhancing the museum experience through mobile technologies. It describes two projects - ARCHIE and RITCHIE - which focused on developing mobile guides and games. It also outlines some basic principles for using ICT in museums, including tailoring the experience to visitors' needs and encouraging social interaction. Finally, it discusses the design of a mobile game for teenagers based on these principles, focusing on personalization, localization, communication, and user-centered design.
Location Based Play Workshop Picnic '06Ronald Lenz
The document describes several locative media projects developed by Waag Society in Amsterdam between 2002-2007. It summarizes each project including what it was, why it was developed, who it involved, when and where it took place, results and more information. Projects included Amsterdam RealTime, an interactive GPS art installation; Frequency 1550, a mobile history game for students; N8 Game, a media-rich geotracing contest; and ParQ, a social media application for public parks.
A view from inside Manchester's tech communityReading Room
This document provides an introduction and overview of PPG, a digital agency based in Manchester, England that has been independently owned and managed since 1996. PPG has offices across multiple locations that feel like small agency families, and employs passionate individuals. The agency offers a wide range of digital services and has received numerous awards and accolades. PPG highlights why Manchester is a great location for a digital agency, noting the city's growing tech scene, skilled workforce, and status as a digital hub. Examples of projects completed for clients in different sectors are also summarized.
This document discusses the potential for educational apps to engage children in learning and to promote museums. It describes how apps can provide interactive, narrative experiences that incorporate multiple literacies and intelligences to deeply engage children. Examples are given of apps for museums that turn them into platforms for non-formal education, cultural content creation and participation, and promoters of cultural products online and offline. The document advocates that apps can help spread culture, values and tourism in an engaging way for families and children.
This document provides information about PPG, a digital agency based in Manchester, England that has been independently owned and managed since 1996. It discusses PPG's services which include digital strategy, social media, mobile applications, and more. It also highlights some of PPG's recent awards and rankings. The document promotes Manchester as a thriving digital hub and explains why PPG chose to locate their Manchester office there, citing the strong talent pool, universities, and growing tech sector in the city. It concludes by summarizing a few of PPG's projects for clients such as Manchester Metropolitan University and various museums.
Radical Social Media: Mobilizing Museum Communities to do Meaningful WorkNancy Proctor
This document discusses how museums can use radical social media and mobile technologies to mobilize communities and do meaningful work. It provides examples of how museums like the Powerhouse Museum, V&A, and Stedelijk Museum have successfully involved online communities through crowdsourcing information about collections and exhibitions. The document advocates for designing mobile programs that make the museum experience more relevant and sustainable by knowing the audience and cultivating quality conversations online. It also presents strategic goals for connecting museum mobile initiatives across a shared infrastructure and standards.
The document summarizes the Placebooks project, which allows users to create and share community-based maps of rural areas. It describes how current digital mapping focuses on urban areas, while Placebooks aims to map rural spaces. Users can sketch routes through the countryside and add GPS data, tags, and content. The system includes a web interface and mobile apps to access user-generated "placebooks" both online and offline. The goal is to better engage with rural communities and map unmapped rural spaces.
This document discusses pervasive games for learning in cities. It provides examples of location-based games like Carnival Scrabble, Who Killed Hannae, and Frequency 1550. These games use mobile technologies to connect physical spaces to digital game spaces. Players can learn about their city's history and hidden facts by completing missions at real-world locations. The document also discusses how these games can facilitate social, experiential, and situated learning. However, it notes the games sometimes focus too much on factual information over embodied experience and reflection. Overall, pervasive games show potential for learning, but need to balance fun, engagement, and meaningful learning about a city.
This document discusses re-inventing tourism through pervasive and mobile technologies. It suggests new forms of tourism that combine public, family, personal, social and virtual visiting experiences. Some examples mentioned include exploring tourist sites virtually before visiting, joining live guided tours from home, using augmented reality guides at locations, and engaging with places through location-based games, media and activities. The document raises questions about how to fully design cities for digitally enhanced visiting while considering issues of privacy, safety and digital rights. It discusses the Horizon Creative Visiting theme which aims to explore how to connect real and virtual visitors and re-invent culture, tourism and guiding for diverse groups through innovative uses of technology.
Fred Richardson's Red Centre Way PresentationBill Wade
The document discusses learning how to collaborate on multimedia projects over the internet. It describes learning skills like emailing, chatting, and sharing files. It also discusses making small media projects by mixing words, sounds and videos. The document then talks about using these skills to map stories onto land using mobile phones with maps and GPS. It describes a project using RFID tags and an interactive table to trigger additional media about artifacts in a museum. Finally, it discusses sharing the created multimedia content on mobile devices.
Similar to Mobile Learning @ VTC, Hong Kong - Aug/Sept '10 (20)
Mobile Learning Academy general presentationRonald Lenz
The document discusses mobile learning and the Mobile Learning Academy. It summarizes the academy's offerings which include mobile learning games, authoring tools, apps for iPhone and Android, and online monitoring tools. It outlines some key lessons learned from mobile learning including that the real world is the most relevant context to learn in. It also discusses some challenges for widespread adoption of mobile learning such as ensuring easy and affordable technology, developing curriculum, and providing teacher/student support.
Citizen Science on the Move conference 25, 26 & 27 june 2012Ronald Lenz
This document discusses citizen science and how mobile technologies can help enable more people to participate in citizen science projects. It outlines several existing citizen science projects focused on nature, noise and air pollution, and disaster response. It also addresses challenges to growing citizen science, including how to make measuring data seamless, engage people in everyday life, manage and share the large amounts of data collected, and ensure the data is accessible when needed. Designing citizen science projects and apps is still difficult according to the document, which calls for more platforms and tools to help more people participate in citizen science.
The document discusses citizen science and how mobile technologies can enable people to participate in collecting scientific data through their daily lives and activities. It provides examples of current citizen science projects related to nature, noise pollution, air pollution, and health. It also discusses challenges in making citizen science a widespread movement and how platforms like 7scenes can make collecting and sharing data seamless and engaging for everyday users.
Mobile Detour provides a platform for location-based mobile tours, apps, and games. It allows users to explore locations, take photos, and share with friends. Content creators can drag and drop multimedia content onto maps to create augmented reality experiences. The platform has been used for education, culture, tourism, and events. It helps transform streets into interactive playgrounds and layers new meaning onto cities.
The document discusses how mobile marketing leverages smartphones by layering cities and locations with new meaning through mobile apps and augmented reality. It provides statistics on smartphone usage such as the number of subscribers and how smartphones are becoming the primary means of accessing the internet. It then outlines strategies for mobile marketing, such as having a presence on app stores, engaging users with storytelling, games and location-based content, and facilitating social sharing and in-app purchases.
The MuseumApp is a mobile application developed by Waag Society to provide location-based cultural tours and activate user participation and sharing. It aims to make cultural content more accessible on smartphones by offering multimedia tours of multiple museums. The app will launch in summer 2011, initially partnering with 10 Amsterdam museums. It represents the first app to combine tours across museums, created by the museums themselves to explore heritage in a participatory culture.
This document describes a mobile storytelling platform called Best Scene in Town (BSiT) that allows users to easily create and share location-based interactive mobile experiences without programming. It provides an overview of the key features and capabilities of the platform, including visual editing tools, publishing and sharing scenes, playing scenes on mobile devices, and the company's roadmap. It also describes a design challenge called BSiT @ PICNIC that will have international student teams using the platform to create an experience for the PICNIC festival in Amsterdam.
The Island @ Picnic Young ‘09 was a project that used mobile games and storytelling to teach youth about economics. Players traded virtual goods between two cities, negotiating deals and responding to changing market conditions. This educated players about trade, strategy, and the connections between locations. The project aimed to turn the city into a learning environment by making education situational and collaborative through mobile games.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document summarizes the Augmented City Lab event at Picnic '09, which brought together groups to develop new mobile location-based experiences for Amsterdam. It describes a morning discussion session with talks on topics like location-based heritage and play in cities. In the afternoon, teams used technologies like Layar, 7scenes, and iPhone to prototype 5 concepts, such as creating smart routes through Amsterdam based on user preferences and getting to know the city through Rembrandt's eyes via augmented reality. The results were presented on the main Picnic stage and published online.
The Global Gincana project connects high school students in Amsterdam and Sao Paulo through a collaborative game exploring cultural identity and heritage in their multicultural cities. Using mobile technology, students explore how multicultural societies have impacted urban culture, such as through language, art, and customs. Inspired by traditional Brazilian "gincana" games, students are divided into groups that compete through tasks involving cultural skills and finding objects to earn points. The goal is to stimulate understanding of diversity and cultural expressions between the two societies. A pilot was held in Sao Paulo along Paulista Avenue to test using location-based mobile games for intercultural learning across borders.
This document discusses location-based mobile learning games. It describes a summer school program that teaches students how to create and play these games. Students learn principles of collaborative learning and learning by doing. The games use the urban environment as inspiration and context. Students make games using a platform that allows creating narratives, gameplay, and placing tasks and media on a map. Students then play the games on location, interacting with places on a map. Gameplay is archived for later reflection. The program aims to integrate these games into classrooms across subjects.
The document provides guidance on defining the key elements of a social experience or game, including the scope or target group, storyline and themes, cultural phenomena to explore, types of interactions and gameplay, and conditions for victory. It discusses factors like chronology, layers, interactivity, and perspectives to consider for crafting an engaging narrative, and lists various social behaviors, demographics, and game mechanics that could be incorporated.
The 4th International Mobile Music Workshop was held from May 6-8, 2007 in Amsterdam. The workshop brought together researchers and artists to discuss combining music and mobile technology. Over the three days, there were keynote speeches, paper presentations, demos, performances and hands-on sessions focused on locative media, spatial audio, physical computing, and legal issues. The goal was to push forward the emerging field of mobile music and explore new forms of interactive music experiences enabled by mobile devices.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
2. Schedule
31st Aug - 09:30 - 12:30 Seminar
about mobile learning & the city, project experiences,
opportunities & challenges in education and discussion
31st Aug - 14:30 - 17:30 Outdoor showcase
1st Sept - 09:30 - 17:30 Hands-on Design workshop
3. Ronald Lenz
Research head Urban Reality Lab @ Waag Society
Creative Director @ 7scenes
Strategist, technologist and researcher in mobile media
4. Waag Society
Research Institute in Amsterdam, The Netherlands
Creative technology for social innovation
Education, Healthcare, Arts & Culture, Sustainability & Public Domain
Collaboration between users, designers, programmers, artists & scientists
Demo or Die, Open Innovation, Living Lab
6. 7scenes
We connect stories to the city. We help people link media to places so they
can create enganging mobile experiences for anyone with a mobile phone.
7. Mobile learning
“The exploitation of ubiquitous handheld technologies, together with
wireless and mobile phone networks, to facilitate, support, enhance and
extend the reach of teaching and learning.”
“Mobile learning can take place in any location, at any time, including
traditional learning environments such as classrooms as well as in
workplaces, at home, in community locations and in transit.”
10. Re-architect
Photographic treasure hunt exploring Hong Kong’s architecture
“Think like an architect for a day”
Collaboration BoDW, HK Design Institute and Polytechnic University
27. The City is layered
Different layers with different tastes: historical, social, economical,
cultural, religious and much more
But most are often hidden and not linked
28. The City is personal
You’re connected through friends, family, work, memories,
places, emotions and always have been and always will be...
29. The City is mobile
Mobile as in an ever-moving stream of information, goods and people
37. The City is mobile
Mobile as in connected through mobile phones
Used for internet, navigation, tracking, communication, media recording
& playback, games, hyper-local services and more
insert latest mobile internet and gps smartphones statistics here
Yes it’s true what they say: Mobile is the new Mass Medium
38. The City is virtual
We know this - we have been mapping the City for quite some time now
43. Timing
• Current situation: Mobile is the new mass medium -
3g/4g networks, critical mass smartphones, strong
development platforms, distribution & payments
systems (Appstores)
• A critical next step: easy creative software to design
and publish interactive mobile content.
44. Mobile Storytelling platform
• Next step: from POI’s to Storytelling
• Ease-of-use: no programming skills needed
• Complete: fully featured set of tools
• Open: everyone can create a ‘scene’
• Extensible: adding features should be easy
• Innovative services: location-based content
management, rule-based logic
& realtime mobile communication.
• Technology company: working together
with partners to offer high innovation in
mobile city experiences.
48. Share a scene
• Publish to all: anyone can play your scene
• Publish to some: set up events for groups
• Design your custom scene page
• Embed the scene widget on your blog or social network
• Share players’ activities in real-time and anytime later
(activity = gps-trace + uploaded media + scores)
• Share the reviews
50. Play a scene
• Discover scenes located around you
• Navigate to places to activate them
• Activate locations: view photos, play videos and sounds,
read notes, perform tasks
• Interact with other players
• Check your progress live
• Upload photos and comments anywhere, they are
automatically linked to your location.
51. Roadmap
• Android release
• QR codes: (Indoor) positioning
• Social Media integration - share scenes &
places with FB, TW and email
• Place Dialogue, accumulated results & statistics
• Use of alternative (historic) maps
• Partnerships: Parsons (NYC, USA), BNMI (Banff,
Canada), Mobilefest (Sao Paulo, Brasil)
• New clients: Amsterdam Historic Museum, Dutch
National Archive, Picnic, Dutch Railways, NUB & NBTC
(Dutch Tourism boards), New York Learning Network
(o.a. Cooper-Hewitt National Design museum, Bank
Street College of Education, NY Public Library, New
York Hall of Science), MIT, Microsoft, ...
71. Games Atelier
Learn by creating and playing mobile games
a full educational program, available in all Dutch schools
72.
73. The Mystery of the Colonel’s Ghost
Discover the secret behind Adelaide’s first urban designer
The Mystery of the Colonel’s Ghost
Discovering history, the city & people
74.
75. The Island
400 year anniversary
collaboration Waag Society & John Adams Institute
77. The Island
An educational location-based trading game played in A’dam
& New A’dam at the same time about our shared history
Interact with city locations and players based on
players’ GPS positions using mobile phones
Based on real market history and mechanisms
All players are traders creating a wealthy New Amsterdam
colony
79. Basic rules
1. negotiate & trade goods with traders in the other city
2. finalize the deal & buy the goods
3. sell them on the local market for a higher price
but be strategic - you can also buy & (re)sell on the local market
80. How to win?
Simple - teams win by trading the best and therefore earn the
most amount of guilders
81. But the market evolves - prices
players receives historical events together with the changing
market exchange rates and keep track to get the best deal
Storm
delays
shipping Threat
of
English
War
Dunkirk
privateers
disrupt
shipping Food
Shortage
in
Dutch
Republic
New
Netherland
populaAon
increases
Manufacturers
form
monopoly
82. Interaction
Interact by being at locations: media places, tasks & rewards
or close to players: trading
But how do you connect with players on the other side of the ocean?
a trade place that connects two locations!
A gamemaster sends market messages at specific times to players
83. Game locations
Communication Nexus: negotiate deal
Warehouse: close the deal, goods are shipped
Merchant exchange: local trade
Distribution centers:
textile, pottery, food, iron / corn, beavers, otters, tabacco
84.
85. Global Gincana
Combining traditional Gincana with mobile gaming: Mobile Gincana
Creating cultural games for students in another city and playing them
made by students from another city
Connecting Sao Paulo/Brazil and Amsterdam/Holland
86.
87. New Youth City Learning Network
The New Youth City Learning Network is a collection of educational
institutions in New York City working together to create and connect a
set of learning opportunities for local middle and high school aged youth.
American Museum of Natural History, Bank Street College of Education, City Lore,
Cooper-Hewitt National Design Museum, DreamYard, Global Kids, MOUSE, Museum for African
Art, New York Hall of Science, New York Public Library, Quest to Learn/Institute of Play,
Wildlife Conservation Society World Science Festival
88. New Youth City Learning Network
Motif: Neighborhood as learning context
Interests: Biodiversity & Sustainability as Science, Design, & Advocacy
Competencies & Literacies:
- Geoliteracies (e.g., define natural, physical, & social components of a geography)
- System thinking (e.g, capture interconnectedness of components in a geography)
- Spatial/Locative orientation (e.g., relate different geographic markers)
- Data interpretation and representation (e.g., demonstrate traditional mapping skills as well
as abilities to create and analyze multimedia geolocative data)
- Stewardship (e.g., evaluate solutions to local “eco” problems)
92. Best Scene in Town
Mobile Design Challenge challenges designers of all disciplines to explore
the possibilities and rules of mobile location-based interaction in the city.
93. Best Scene in Town @ Nuit Blanche
"Welcome to Gold Rush. At the end of the night liters of liquid gold are
awaiting you. This substance is in the hands of a Russian businessman,
hidden at a secret location in Amsterdam. In this Mobile Game Gold Rush
you will have to find out it's location and crack the lock's code. Good luck!"
94. Best Scene in Town @ Picnic
Students from Amsterdam & NYC compete to design the ultimate
mobile experience for the Picnic ’10 crowd.
97. The City is a platform
In
-- the ‘Open City’ all services will be connected and
the City will have an API for 3rd party developers
98. The City is a stage
Create experiences that change people’s perceptions of the city
(we will have location-based information services in abundance)
Think theatrical and playful performance - always remind yourself to
fully make use of the physical City and everyone and everything moving
99. The City is a stage
Find synergy between location, physical objects, mediated content,
narrative, gameplay, people and activities
People are intrinsically active, they just need the right trigger
(we’ve all been kids)
Sharing the experience is important, both in the moment and after
“It’s about the story stupid” - combine all tools / media / channels needed
Prototyping is the only way - you never get it right the 1st, 2nd, ... time
101. Challenges
A new learning method to master & implement
New practicalities & logistics
Knowledge gap between teachers & students
New equipment requirements
Validity of learning impact & how to grade this?
Does it fit all curricula?
and probaby more - let’s discuss
102. Opportunities
New strong format: authentic, situation & experience based learning
Close to student lifestyle, working with personal tools in their own time
Flexible format - can accommodate many topics
Not only teachers design classes, students do too!
It is the right time - mobile design for the city is a strong emerging
topic for the years to come: it’s future proof!
Extensible technology platform - new features & integration possible
and probaby more - let’s discuss
103. Some scenarios
Make the topic of ‘Designing the Augmented/Mobile City’ a general theme
Develop innovative curricula
Organize Seminars & Design challenges
Collaborate with local cultural institutions
Collaborate with other local learning institutes
Collaborate with local industry (e.g. tourism, hospitality, etc)
Have an exchange with international research and learning institutions
105. Discussion
What are your thought on the presented cases?
Which examples of mobile learning do you know or have worked with?
What do you see as the opportunities for mobile learning?
What do you see as the challenges for mobile learning?
What are the mobile scenario's that you think of related to your expertise?
How would you like to see students participating?
What do you think you would need to start using this method?
Any last comments?
110. Invite codes
• group 1: ITJIYJKWFB
• group 2: PDITUENKCY
• group 3: TVHEZTQDSR
• group 4: RGMILBPVME
• group 5: LXCLRLSFAZ
• group 6: QJBZRDKCLT
• group 7: AYYNAUWPQJ
• group 8: FMIFHYDJKX
• group 9: DKVEIOVVKK
• group 10: UNPRYHRUGU
• group 11: QBXBITYIJB
• group 12: SRENWSZUTV
• group 13: YXBMMABAFS
• group 14: XXEITTZNEP
• group 15: OHPIPNSYMG
111.
112.
113.
114.
115. Finally
• Some places are close together on the map. They might
open right after each other. You can always tap on a red
place you have already activated to open it again.
• Sometimes GPS accuracy in HK is bad. If you have
trouble activating a place, walk around the area a bit.
• Feel free to take as many photos you think are
interesting and upload them.
• Make notes of your experience to share later.
• Be back before 16:30.
• Watch out for traffic!
117. Schedule
• 09:30 - 10:00 Welcome & introduction
• 10:00 - 11:00 First brainstorm
• 11:00 - 11:45 7scenes 101
• 11:45 - 12:30 Second brainstorm & Searching for media
• 12:30 - 14:30 Lunch
• 14:30 - 16:00 Working with 7scenes
• 16:00 - 17:00 Group Presentations
• 17:00 - 17:30 Final words
118. Re-architect
Photographic treasure hunt exploring Hong Kong’s architecture
“Think like an architect for a day”
Collaboration BoDW, HK Design Institute and Polytechnic University
127. Tips
• Keep the learning goal in mind at all times
• Keep intended experience in mind at all times
• Be specific about the scope
• what is your main topic/theme? area, time, target group, nr
of participants.
• Be specific about the story
• What are you telling? What is the format? (Non)linear,
character perspective.
• Be specific about the interaction
• What happens at locations? How is media used? What is
the interaction with the surroundings and the people there?
What are participants doing?