1,010 research outputs found

    Cultural Heritage Storytelling, Engagement and Management in the Era of Big Data and the Semantic Web

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    The current Special Issue launched with the aim of further enlightening important CH areas, inviting researchers to submit original/featured multidisciplinary research works related to heritage crowdsourcing, documentation, management, authoring, storytelling, and dissemination. Audience engagement is considered very important at both sites of the CH production–consumption chain (i.e., push and pull ends). At the same time, sustainability factors are placed at the center of the envisioned analysis. A total of eleven (11) contributions were finally published within this Special Issue, enlightening various aspects of contemporary heritage strategies placed in today’s ubiquitous society. The finally published papers are related but not limited to the following multidisciplinary topics:Digital storytelling for cultural heritage;Audience engagement in cultural heritage;Sustainability impact indicators of cultural heritage;Cultural heritage digitization, organization, and management;Collaborative cultural heritage archiving, dissemination, and management;Cultural heritage communication and education for sustainable development;Semantic services of cultural heritage;Big data of cultural heritage;Smart systems for Historical cities – smart cities;Smart systems for cultural heritage sustainability

    D1.3 List of available solutions

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    This report has been submitted by Tempesta Media SL as deliverable D1.3 within the framework of H2020 project "SO-CLOSE: Enhancing Social Cohesion through Sharing the Cultural Heritage of Forced Migrations" Grant No. 870939.This report aims to conduct research on the specific topics and needs of the SO-CLOSE project, addressing the available solutions through a state-of-the-art digital tools analysis, applied in the cultural heritage and migration fields. More specifically the report's scope is:To define proper tools and proceedings for the interview needs -performing, recording, transcription, translation. To analyse potential content gathering tools for the co-creation workshops. To conduct a state-of-the-art sharing tools analysis, applied in the cultural heritage and migration fields, and propose a critically adjusted and innovative digital approach

    Soundscapes for Social Change: Community and Consciousness through Sound Design Rhetorics

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    By applying a “sound-mapping” methodology that incorporates qualitative interviews and field research, I argue that theater sound design provides new means to connect sonic rhetorics with social change. I examine theater sound design as an ecological composing practice that lends itself to empathy, community, action, and pedagogy; and further argue that there is rhetorical potential in what I call “soundscapes for social change,” a concept that encourages sonic agency and sound as contemporary resistance. The theater setting introduces sound and vibration experiences carefully calculated and developed to impact a variety of audiences and stir their imaginations through sensory experiences, accessed not just through the ear but also through the body

    Nature soundscapes: An audio augmented reality experience

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    © 2020 ACM. Augmented Reality (AR) has developed to be a popular and exciting technology domain, gaining notable public interest from 2009 to the present day. AR applications have traditionally focused upon paradigms that are visually led. In this paper, we document an Audio Augmented Reality (AAR) project, which considers soundscapes and how they might be transformed via the application of music and sound technologies. This work is concerned with the augmentation of nature soundscapes and explores how this may be used to enhance public understanding of the natural world. At present, we are concerned with the augmentation of spaces with biophony. Two examples of acoustic augmented reality are described: An initial pilot study to investigate the feasibility of the approach and an installation at the Timber International Forest Festival 2019. A technical description of each is provided alongside our own reflection and participant feedback, garnered from a soundwalk inspired approach to evaluation by audiences at the festival

    Identifying and explicating knowledge on method transfer: a sectoral system of innovation approach

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    Post-print (lokagerĂ° höfundar)With the advances in information technology and its increasing impact on humans and society, there has been an expanding need to spread knowledge from domain to domain. This need is not least in the area of human–computer interaction, which includes a rich culture of carrying out usability evaluations in many different domains and technology platforms. This paper aims to show how transfer of methods takes place, by explicating and formalizing the process. It will contribute to the quest for knowledge on the constituents of the process of transferring methodological knowledge and their relationships. A sectoral system of innovation approach is used to analyse the constituents of a selected sector, crisis management, where training is essential and which is rapidly adopting technology for operations and training. Two case studies are described where heuristics evaluation and user testing were applied on simulation software that allows training for crisis management. The analysis results in a process model, describing the transfer of methodological knowledge within the sectoral system of innovation framework.The research leading to these results has received funding from COST Action IC0904, Twintide, and the European Union Seventh Framework Programme (FP7/2007-2013) under Grant Agreement No. [FP7-242474], CRISIPeer Reviewe

    Experiential Perspectives on Sound and Music for Virtual Reality Technologies

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    This thesis examines the intersection of sound, music, and virtuality within current and next-generation virtual reality technologies, with a specific focus on exploring the experiential perspectives of users and participants within virtual experiences. The first half of the thesis constructs a new theoretical model for examining intersections of sound and virtual experience. In Chapter 1, a new framework for virtual experience is constructed consisting of three key elements: virtual hardware (e.g., displays, speakers); virtual software (e.g., rules and systems of interaction); and virtual externalities (i.e., physical spaces used for engaging in virtual experiences). Through using and applying this new model, methodical examinations of complex virtual experiences are possible. Chapter 2 examines the second axis of the thesis through constructing an understanding of how sound is designed, implemented, and received within virtual reality. The concept of soundscapes is explored in the context of experiential perspectives, serving as a useful approach for describing received auditory phenomena. Auditory environments are proposed as a new model for exploring how auditory phenomena can be broadcast to audiences. Chapter 3 explores how inauthenticity within sound can impact users in virtual experience and uses authenticity to critically examine challenges surrounding sound in virtual reality. Constructions of authenticity in music performance are used to illustrate how authenticity is constructed within virtual experience. Chapter 4 integrates music into the understanding of auditory phenomena constructed throughout the thesis: music is rarely part of the created world in a virtual experience. Rather, it is typically something which only the audience – as external observers of the created world – can hear. Therefore, music within immersive virtual reality may be challenging as the audience is placed within the created world.The second half of this thesis uses this theoretical model to consider contemporary and future approaches to virtual experiences. Chapter 5 constructs a series of case studies to demonstrate the use of the framework as a trans-medial and intra/inter-contextual tool of analysis. Through use of the framework, varying approaches to implementation of sound and music in virtual reality technologies are considered, which reveals trans-medial commonalities of immersion and engagement with virtual experiences through sound. Chapter 6 examines near-future technologies, including brain-computer interfaces and other full-immersion technologies, to identify key issues in the design and implementation of future virtual experiences and suggest how interdisciplinary collaboration may help to develop solutions to these issues. Chapter 7 considers how the proposed model for virtuality might allow for methodical examination of similar issues within other fields, such as acoustics and architecture, and examines the ethical considerations that may become relevant as virtual technology develops within the 21st Century.This research explores and rationalises theoretical models of virtuality and sound. This permits designers and developers to improve the implementation of sound and music in virtual experiences for the purpose of improving user outcomes.<br/

    Optimising digital nature for wellbeing

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    The global burdens of negative psychological states such as stress, anxiety, and burnout represent a growing public health concern. As the incidence of these conditions has risen so too has awareness that natural environments might provide cognitive and affective benefits. Yet unrelenting urbanisation, unprecedented species extinction, and rampant ecological degradation are fostering a creeping extinction of experience, straining the links between people and planet. In an increasingly technologically mediated world, growing emphasis is being placed on how digital forms of nature could impact health. Understanding how simulated contact with the natural world might be optimised for positive wellbeing outcomes is vital if ‘virtual nature’ is to be used as a therapeutic tool. This thesis consists of three original studies – conducted with large samples and as part of national broadcast initiatives – that aimed to address this burgeoning need. We first investigated nuances in the way natural soundscapes are experienced. Through an award-winning collaboration with the BBC Natural History Unit, a novel podcast series and experiment generated responses from 7,596 participants. Results indicated how the composition of nature-based soundscapes can affect their restorative potential, demonstrated the crucial role that memories play in these relationships, and suggested that appraisals of restoration can exert an important mediating effect on pro-environmental behaviour. Next, a similar level of granularity was applied to landscape aesthetics. An online experiment probed how ephemeral features such as sunrise, sunsets, and storms can impact appraisals of virtual environments. Data from 2,509 people supported the familiar urban-nature dichotomy yet revealed substantial momentary and diurnal heterogeneity in measures of beauty and awe. Changes in these metrics also partially mediated participants’ willingness to pay to visit these locations in the ‘real world’. Partnering again with the BBC on a multi-platform broadcast initiative called Soundscapes for Wellbeing, our third experiment assessed how the visual and acoustic elements of a digital nature experience, including music, might influence viewer emotions. Analyses from 7,636 respondents suggested that whilst music could enhance high arousal feelings such as excitement, natural sounds were integral to eliciting restoration, calmness, awe, and nostalgia. Again, these data revealed a substantial moderating effect of memories, underlining the importance of lived experiences in determining outcomes. Taken together, these findings reveal important distinctions in the way natural soundscapes are perceived, demonstrate the potential for both ephemeral features and natural sounds to elicit the complex emotions of awe and nostalgia, and highlight the profound moderating effects of personal memories. Future work might focus on expanding understanding of how awe, nostalgia, and memories could represent a hitherto under-recognised depth to the therapeutic potential of encounters with nature in both virtual and real settings.Wellcome Trus
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