The document summarizes the work of MAD, an association focused on social spaces, art, design, and cross-disciplinary research. It includes 4 research groups exploring social potential through design, art, and media. Projects involve a cross-disciplinary team of 15 researchers from various domains. "Risky objects" are created to provoke experiences and participation from the public. The work focuses on topics like elderly care, schizophrenia, mapping collaborative processes, participatory design, and public art installations.
Social spaces - cumulus conference Paris 2011Niels Hendriks
Presentation of Social Spaces research group (www.socialspaces.be) at the Cumulus Conference in Paris 2011.
Focussing on map-it (a mapping toolkit), Creating spaces (multitouch table) and ATOM (the creation of smart objects for people with dementia).
Talk given at MuseumNext 2013 in Amsterdam.
In this talk I focus on artificial intelligence and semantic technologies as key trends and distruptive tools and try to tie these to the importance of a robust and flexible digital museum platform.
http://www.museumnext.org/schedule/
‘If you were a wizard, what would you do?’ – Exploring potentials for DIY ap...meschproject
Supporting DIY approaches for Cultural Heritage Professionals through Technology. ‘If you were a wizard, what would you do?’ – Exploring potentials for DIY approaches for cultural heritage professionals. Poster by Laura Maye presented at the Doctoral Consortium at the INTERACT 2013 conference (the 14th IFIP TC13 Conference on Human-Computer Interaction) on the 3rd of September 2013 in Cape Town, South Africa.
This research is supported by the Material EncounterS
with digital Cultural Heritage (meSch) project (2013-2017) and receives funding from the European Community’s seventh Framework Programme ‘ICT for access to cultural resources’ (ICT Call 9: FP7). See www.mesch-project.eu
Presentation about the project: re:DDS, Web Archaeology. The REconstruction o...Tjarda de Haan
Presentation about the project re:DDS at the University of Malta, 22 May 2014.
The project attempts to reconstruct the virtual city, the DDS. De Digitale Stad (DDS), the Digital City, is an unique case study to tell the history of e-culture in Amsterdam. The goals of the project re:DDS are:
- To preserve the internet-historical monument DDS
- To map the history of the DDS, internet and e-culture in Amsterdam
- To include the DDS in the collections of the heritage institutions of Amsterdam
- A pilot for net-archaeology: how to reconstruct, preserve and retrieve the virtual city DDS (DDS is born-digital) and make it accessible to the public, on a scientific and social level.
For more information see:
http://hart.amsterdammuseum.nl/re-dds
Social spaces - cumulus conference Paris 2011Niels Hendriks
Presentation of Social Spaces research group (www.socialspaces.be) at the Cumulus Conference in Paris 2011.
Focussing on map-it (a mapping toolkit), Creating spaces (multitouch table) and ATOM (the creation of smart objects for people with dementia).
Talk given at MuseumNext 2013 in Amsterdam.
In this talk I focus on artificial intelligence and semantic technologies as key trends and distruptive tools and try to tie these to the importance of a robust and flexible digital museum platform.
http://www.museumnext.org/schedule/
‘If you were a wizard, what would you do?’ – Exploring potentials for DIY ap...meschproject
Supporting DIY approaches for Cultural Heritage Professionals through Technology. ‘If you were a wizard, what would you do?’ – Exploring potentials for DIY approaches for cultural heritage professionals. Poster by Laura Maye presented at the Doctoral Consortium at the INTERACT 2013 conference (the 14th IFIP TC13 Conference on Human-Computer Interaction) on the 3rd of September 2013 in Cape Town, South Africa.
This research is supported by the Material EncounterS
with digital Cultural Heritage (meSch) project (2013-2017) and receives funding from the European Community’s seventh Framework Programme ‘ICT for access to cultural resources’ (ICT Call 9: FP7). See www.mesch-project.eu
Presentation about the project: re:DDS, Web Archaeology. The REconstruction o...Tjarda de Haan
Presentation about the project re:DDS at the University of Malta, 22 May 2014.
The project attempts to reconstruct the virtual city, the DDS. De Digitale Stad (DDS), the Digital City, is an unique case study to tell the history of e-culture in Amsterdam. The goals of the project re:DDS are:
- To preserve the internet-historical monument DDS
- To map the history of the DDS, internet and e-culture in Amsterdam
- To include the DDS in the collections of the heritage institutions of Amsterdam
- A pilot for net-archaeology: how to reconstruct, preserve and retrieve the virtual city DDS (DDS is born-digital) and make it accessible to the public, on a scientific and social level.
For more information see:
http://hart.amsterdammuseum.nl/re-dds
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.
This presentation is from the half-day "Placemaking On A Budget" workshop held on October 16, 2014 by the Orange Section of the American Planning Association. Our esteemed panelists included:
Susan J. Harden, AICP, CMSM - Michael Baker International LLC
Al Zelinka, AICP, CMSM- City of Riverside
Darin Dinsmore- Crowdbrite
The UX Remix of the Guggenheim WIAD2016Jared Caponi
The Guggenheim Museum story takes many fascinating twists and turns from it’s humble origins as a small, focused collection in a New York City apartment to it’s current iteration as a diverse global art institution that oversees one of the preeminent modern art collections of the world. In this talk we will look at decisions, characters, problems and evolution points in the museum’s history that have parallels to, and contain lessons for, the practice of modern day user experience.
Keynote speach at Hands On! Children's museum conference - 20099b+
New information and communication technologies radically change museum practices and interpretation tools, especially towards young visitors – who are also the most technophile.
As an introduction to the “High Tech Day!”, this presentation gives an overview of existing mediation practices for children in European and Japanese museums. From mobile tools to stationary devices, including immersive environments and virtual extensions, I present and analyze some of the most surprising installations I’ve experienced.
Following this initial panorama, I focus on emerging trends and cutting-edge experiments. By focusing on places where innovation is taking place, I attempt to apprehend what tomorrow’s museums might be like.
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
Publishing tips for Virtual Heritage articles and related issues (3D models), Cities Cultural Heritage and Digital Humanities, Turin Summer School 17 September 2018
Invited workshop for the Humanities Research Center at Rice University, 7 March 2016.
This workshop will provide an overview of crowdsourcing in cultural heritage and consider the ethics and motivations for participation. International case studies will be discussed to provide real life illustrations of design tips and to inspire creative thinking.
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.
This presentation is from the half-day "Placemaking On A Budget" workshop held on October 16, 2014 by the Orange Section of the American Planning Association. Our esteemed panelists included:
Susan J. Harden, AICP, CMSM - Michael Baker International LLC
Al Zelinka, AICP, CMSM- City of Riverside
Darin Dinsmore- Crowdbrite
The UX Remix of the Guggenheim WIAD2016Jared Caponi
The Guggenheim Museum story takes many fascinating twists and turns from it’s humble origins as a small, focused collection in a New York City apartment to it’s current iteration as a diverse global art institution that oversees one of the preeminent modern art collections of the world. In this talk we will look at decisions, characters, problems and evolution points in the museum’s history that have parallels to, and contain lessons for, the practice of modern day user experience.
Keynote speach at Hands On! Children's museum conference - 20099b+
New information and communication technologies radically change museum practices and interpretation tools, especially towards young visitors – who are also the most technophile.
As an introduction to the “High Tech Day!”, this presentation gives an overview of existing mediation practices for children in European and Japanese museums. From mobile tools to stationary devices, including immersive environments and virtual extensions, I present and analyze some of the most surprising installations I’ve experienced.
Following this initial panorama, I focus on emerging trends and cutting-edge experiments. By focusing on places where innovation is taking place, I attempt to apprehend what tomorrow’s museums might be like.
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
Publishing tips for Virtual Heritage articles and related issues (3D models), Cities Cultural Heritage and Digital Humanities, Turin Summer School 17 September 2018
Invited workshop for the Humanities Research Center at Rice University, 7 March 2016.
This workshop will provide an overview of crowdsourcing in cultural heritage and consider the ethics and motivations for participation. International case studies will be discussed to provide real life illustrations of design tips and to inspire creative thinking.
Making museum objects smart
Adding a narrative layer to an exhibition
The meSch project is about smart objects. We will look at some of the concepts that we developed and tested during the last two years and focus on one of these concepts. Hub Kockelkorn, Museon, Museum for Culture and Science, The Hague
Part of Seminar on "Sharing Innovative Ideas on STEM/Maker Activities for Secondary School Students", for EDB on 15 Jun 2018, in Hong Kong Polytechnic University (Z209)
Join Brian Pichman of the Evolve Project on an adventure of laughs, thrills, and an opportunity to experiment and build with some of the latest and greatest gadgets in the market place. This workshop will guide you through the whys and hows of building environments that allow creativity through the use of innovative technology. At the end of this session, you will be building circuits, programming robots, and more, during this jam packed information and hands on session. There will be something for everyone at this event and will leave you with new ideas that you can implement the very next day in your library.
Making museum objects smart
Adding a narrative layer to an exhibition
The meSch project is about smart objects. We will look at some of the concepts that we developed and tested during the last two years and focus on one of these concepts. Hub Kockelkorn, Museon, Museum for Culture and Science, The Hague
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
Developing interactives that are inclusive of people with disabilitiesastreichs
Presentation at the 2012 Museum Computer Network Conference in Seattle, WA. Features work from the Creating Museum Media for Everyone project and other Museum of Science, Boston projects.
Similar to Social spaces goes e culture fair 23.8.10 (20)
Developing interactives that are inclusive of people with disabilities
Social spaces goes e culture fair 23.8.10
1.
2. MAD
• Association PHL-MDA
• 4 research groups
– Art & Object
– Image and
Narrative
– Play & Game
– Social Spaces
3. Social spaces
• Explores the social
potential of design art &
(new) media
• Via investigating and re-
inventing methods and
tools in design and
artistic research
4. People
• Cross-disciplinary team
of about 15 researchers
• Partners in variety of
domains (social,
cultural, technological,..)
5. “risky” objects are created and used to
provoke evocative transmedial
experiences, forcing people to interpret,
participate, appropriate
6. objects should be “open” enough for
everybody to participate (health care
workers, art public,...)
setting of borders produces creative
friction, comparable to the friction that is
produced in daily life
8. Health
• Elderly care
• Internal proposal,
partners in health care,
province and flemish
government, sponsors
• Tools: performance, co-
design, cultural
probes,...
• Today: travelling
exhibition (service
network)
10. Health
• Schizofrenia
• Cera, Province proposal
• Dreams prototyped with
people: no success
• Sensor of sleep patterns
translated in shapes
• Passivity shaped in
beauty
11.
12. Art, Design and Cross-Over
Different projects, sizes and collaborations
13. Art, Design and Cross-Over
• MAP-it
• Mapping
collaborative/cross-over
processes in the field
• Ivok, BAM, EDM, Z33,
KULeuven, cultural
Studies,...
• Cases: Constant, FoAM,
Frederik De Wilde,
Thomas Lomée
14. MAP-it
• MAP-it
• Toolkit developed
• Iteratively tested in
different contexts:
ethnographical
research, workshops
like Genks, Baltan Lab,
I-Beta, Cumulus, Stilte...
• Sticker, folded map and
open source toolkit
17. UseWell
• Used in a sequal for
design field
• Inventory imaginative
tools/methods
Participatory Design
• CUO Televic, Pyxima,
ATiT, Usentric
18. Creating Spaces
• Creating Spaces
• Public space art project,
table displays projects
and should invite people
to comment,
contribute,...
19. Creating Spaces
• Demo sessions, high
and low tech prototypes
20. Creating Spaces
• Open system: open
street map + toolkit with
which designers/art
centre can easily
program the interface
• Friction: unfolding,
instead of touching and
opening, interaction
digital physical,...
21. Open Garments
• Large consortium, FP7
• Visualisation ideas via
video, scenario and
paper prototyping
• Of ideas that for the
traditional textile field
are quite uncommon
• The role of play!