202 research outputs found

    The Fabulous Tales of the Common People, Part 2: Encountering Hadrian’s Wall

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    In 2003, the Hadrian's Wall National Trail was opened, providing a 135 km (84 mile) public footpath along the length of the Roman frontier from Wallsend to Bowness-on-Solway. Each year, thousands of visitors walk the Trail from end-to-end and many more make day trips to visit specific locations within the wider World Heritage Site. In the second of two related papers (see Witcher, 2010), consideration turns from professional and popular visual representations of Hadrian's Wall to the ways in which visitors physically experience the monument and its landscape. The paper explores how embodied and sensory encounters produce and reproduce understandings which are charged with cultural and political meaning. Specifically, the elision of visitors and Roman soldiers through a process of embodied empathy/sympathy is outlined. It is argued that the way in which Western society assumes familiarity with an ancestral Roman Empire actively reduces the interrogative potential of encounters with the monument and limits visitors' ability to reflect on the significance of the Wall. The paper goes on to consider alternative modes of visual and physical engagement, drawing inspiration from virtual communities including geocachers who have used Information Technology such as Global Positioning Systems and Web 2.0 functionality to develop innovative modes of representation and encounter

    Practices of place-making through locative media artworks

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    Peer-reviewedIn recent years, the vast increase in information flows has made it possible to instantly connect location-dependent information with physical spaces. These technologies have provided new forms of the representation of space as much as new forms of perception through tools and techniques used in land surveying, remote sensing, etc. From a critical point of view, pervasive computing, location-based applications, or, in other words, "locative media" provide an interesting framework to understand how these technologies relate to our understanding of space and place. Concretely, we want to examine how the uses of locative media in social-oriented artworks interact with people's sense of place. This article therefore discusses contemporary theories on space related to media and technology with a specific focus on the conceptualization of the notion of place. It also relates these theories to the study of different locative media artworks: Canal Accessible (2006), Bio Mapping (2004), Disappearing Places (2007), and Coffee Deposits (2010). We contend that locative media artworks act upon distinctive ways to understand the mediation of technology in current placemaking practices.En los últimos años, el aumento de los flujos de información ha hecho posible conectar instantáneamente la información dependiente de ubicación con los espacios físicos. Estas tecnologías han facilitado tanto nuevas formas de representación del espacio como nuevas formas de percepción a través de herramientas y técnicas usadas en topografía, teledetección, etc. Desde un punto de vista crítico, la computación ubicua, las aplicaciones de localización, o en otras palabras, los "medios locativos" proporcionan un marco interesante para entender cómo estas tecnologías se relacionan con nuestra comprensión del espacio y el lugar. Concretamente, queremos examinar cómo los usos de los medios locativos en la vida social orientados a obras de arte interactuan con el sentimiento de lugar. En este artículo se analizan tanto las teorías contemporáneas sobre el espacio en relación con los medios de comunicación y la tecnología con un enfoque específico en la conceptualización de la noción de lugar. Estas teorías se refieren también al estudio de diferentes obras de arte de medios locativos: Canal Accesible (2006), Bio Mapping (2004), Lugares Disappearing (2007), y los restos de café (2010). Sostenemos que las obras de arte de medios locativos actuan de maneras distintas para entender la mediación de la tecnología en las prácticas de Placemaking actuales.En els últims anys, l'augment dels fluxos d'informació ha fet possible connectar instantàniament la informació dependent d'ubicació amb els espais físics. Aquestes tecnologies han facilitat tant noves formes de representació de l'espai com noves formes de percepció a través d'eines i tècniques utilitzades en topografia, teledetecció, etc. Des d'un punt de vista crític, la computació ubiqua, les aplicacions de localització o, en altres paraules, els "mitjans locatius" proporcionen un marc interessant per entendre com aquestes tecnologies es relacionen amb la nostra comprensió de l'espai i el lloc. Concretament, volem examinar com els usos dels mitjans locatius en la vida social orientats a obres d'art interactuen amb el sentiment de lloc. En aquest article s'analitzen tant les teories contemporànies sobre l'espai en relació amb els mitjans de comunicació i la tecnologia amb un enfocament específic en la conceptualització de la noció de lloc. Aquestes teories es refereixen també a l'estudi de diferents obres d'art de mitjans locatius: Canal Accessible (2006), Bio Mapping (2004), Llocs Disappearing (2007), i les restes de cafè (2010). Sostenim que les obres d'art de mitjans locatius actuen de maneres diferents per entendre la mediació de la tecnologia en les pràctiques de Placemaking actuals

    Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning

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    This article reports on the design and evaluation of player experiences in relation to a location-based game (LBG). LBGs seek to move gamified play into the "real world" of cities, parks, and other locations. These games are played in everyday places, where game information is tied to specific locations (Magerkurth et al, 2005). This connection to real-world physicality makes the game experience multidimensional and fun for players of different ages. Yet, to be able to envision and create an urban gamescape means that a set of criteria must be met. The unique challenge of creating and orchestrating LBG experiences requires a certain sensitivity from its designers to the multiple factors that must be considered. These may include-but are not limited to-factors such as the city's infrastructure, the flows of urban traffic, the maintenance of recreational areas, and human-related factors such as cooperation with the city administration. The game introduced in this article-Sigrid-Secrets-represents an urban game adventure built upon the platform of geocaching. We approach the game with a focus on its potential learning affordances. We ask how the pitfalls in creating opportunities for learning through LBGs could be avoided, especially when designing pedagogic aims into an urban gaming experience fit for school-aged children.</p

    Technology-nonhuman-child assemblages: reconceptualising rural childhood roaming

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    This paper argues for reconceptualising how children use technology ‘outdoors’ as a technology-nonhuman-child assemblage, or roaming pathway. Founded in contemporary fears about children’s reduced opportunities to access nature and roam in rural environments, in part due to the ubiquitous presence of technology in their lives, we instead illustrate how the agencies of technologies and plants are folded into children’s outdoor roaming. Combining visual methods, video analysis and qualitative geovisualisation, and in collaboration with the Brecon Beacons National Park Authority, this paper exposes how assemblages are contingently brought into being through the actions of what technologies, plants and children do together. We demonstrate how the agentic capacities of non-humans and technologies are assembled through children’s imaginative interaction with them, and how these imaginative interactions make such agencies visible

    The role of play

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    Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Play is however, more than that; it is a working model of flexibility! There is a vital link between play, psychological development and learning. Moreover, the importance of play has gained importance by modern gaming, social networks and digital culture. Huizinga pointed out that play is of profound value to our culture. In his book Homo Ludens, play is restricted to a specific time and place. In the chair Design of Playful Interactions, we focus on new forms of play, which are integrated in daily activities (work, education) or other practices, e.g. art or citizenship, and share several qualities: exploration, communication, personalization and expression. In my lecture I will "play the ball", highlighting our educational and research efforts to design interactive toys, games, playgrounds, interactive art and (entertainment) applications. I will sketch future developments and relate these to examples in digital culture

    Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13 October 2018)

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    Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more

    How players across gender and age experience Pokémon Go?

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    The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users

    BUILDING INTEREST AND KNOWLEDGE IN GEOSCIENCES THROUGH PLACE- & FIELD-BASED TEACHER PROFESSIONAL LEARNING PROGRAMS: A COMPARATIVE MULTI-CASE STUDY

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    The focus of this study was to develop and evaluate a geoscience professional development model that would improve K-12 teachers’ capacity to effectively build geoscience literacy and interests in students from a variety of settings and cultural groups. The research compared the application of a geoscience professional development model realized through multiple case studies of varying settings and scales. The study investigated the capacity of each approach in improving teachers’ geoscience background knowledge, awareness of local geologically and culturally significant examples, and ability to integrate place-based, field investigations into standards-based curricula. By using both qualitative and quantitative methodologies, the study not only measured the successfulness of each approach but also identified the underlying reasons for specific outcomes. Cross-case study comparisons were made to identify emergent patterns utilized to improve the geoscience teacher professional development model. The outcome is a refined professional development model that can be universally applied to a diverse range of K-12 school communities. The ultimate aim of this work is to improve geoscience literacy, to develop a society with greater capacity to make informed decisions and to sustainably manage natural resources in the 21st century

    Research for Design of Playful Mobile Services for Social Experiences between Nearby Strangers

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    Having positive interpersonal interactions is a fundamental human need and source of well-being. While fulfilling this need is usually associated with strong ties, research has shown that meaningful social experiences are not limited to those. This research explores the largely untapped social potential of nearby strangers and ways that mobile services can be designed to take advantage of these social opportunities. Play and playfulness appear to be particularly worthwhile ways to achieve this end: play is meaningful in itself (i.e., does not require an external goal) and takes place outside the context of real life. In addition, playful design tends to make digital services more engaging. This research focuses on playfulness as a design quality and explores the social implications of playful mobile services for nearby strangers. This doctoral thesis asks two research questions: What kind of social experiences emerge between nearby strangers from the use of playful mobile services? How can playful mobile services be designed to encourage social experiences between nearby strangers? The research contributes to the field of human-computer interaction and provides insights into mobile service design through six research articles. Two of the studies charted expected experiences with early-stage mobile application concepts for playful interaction between nearby strangers. One of these concepts was further developed into a fully functional mobile application, and a large-scale, in-the-wild study was arranged to explore the actual social experiences it generated. Two of the studies investigated social experiences between nearby strangers in the context of commercial mobile games. The sixth study explored the design space of playful interactions between nearby strangers through co-design workshops. The playful mobile services investigated in this research were found to induce various behaviors that resulted in social experiences between nearby strangers. Examples of such behaviors are the active exploration of the outside world, community building, communicating and collaborating with strangers, and interacting in crowds. I found that playful and social experiences such as competition, surprise, curiosity, inspiration, and benevolence motivated individuals to use these services

    Hybrid Social Play Final Report

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