46,727 research outputs found
'Breaking the glass': preserving social history in virtual environments
New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the âcabinets of curiosityâ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitorâs experience more than just an architectural walk through
Curate and storyspace: an ontology and web-based environment for describing curatorial narratives
Existing metadata schemes and content management systems used by museums focus on describing the heritage objects that the museum holds in its collection. These are used to manage and describe individual heritage objects according to properties such as artist, date and preservation requirements. Curatorial narratives, such as physical or online exhibitions tell a story that spans across heritage objects and have a meaning that does not necessarily reside in the individual heritage objects themselves. Here we present curate, an ontology for describing curatorial narratives. This draws on structuralist accounts that distinguish the narrative from the story and plot, and also a detailed analysis of two museum exhibitions and the curatorial processes that contributed to them. Storyspace, our web based interface and API to the ontology, is being used by curatorial staff in two museums to model curatorial narratives and the processes through which they are constructed
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Between Duty and Romance: The Attraction of Sounding âBlackâ in Paris
The histories of Black Americans who significantly influenced French life and culture in Paris are hardly marked or visible across the most frequented tourist destinations or within state-sponsored museums dedicated to national history. Instead, certain tourist-oriented live performances constitute audible monuments to Black soldiers and musicians. Audible monuments are sound objects constructed through live orature, collective participation, or sound-producing movements that recall history and memory for the purpose of witness engagement or tourist consumption. Toward a critical analysis grounded in performance studies theory this essay first replays and reinterprets the music and military histories shared between African-descended US soldiers and the nation of France as a gendered and misaligned romance, and then suggests how performance events like the tours of âBlack Parisâ can rehearse that romance and then rupture it by a contemporary African presence.
The Literacy Fieldtrip: Using UbiComp to Support Children's Creative Writing
Fieldtrips, traditionally associated with science, history and geography teaching, have long been used to support childrenâs learning by allowing them to engage with environments first-hand. Recently, ubiquitous computing (UbiComp) has been used to enhance fieldtrips in these educational areas by augmenting environments with a range of instruments, devices and sensors. However, the sorts of interaction design that UbiComp makes possible have the potential not just to enhance the value of educational techniques in known application areas, but also to expand the application of those techniques into new areas of curriculum. We report on a UbiComp-supported fieldtrip to support creative writing, associated with the learning of literacy skills. We discuss how the fieldtrip, designed and run in the grounds of a historic English country house with Year 5 UK schoolchildren, engendered interactions which changed both the processes and products of creative writing, with benefits for both teachers and children
Teaching Cultural Heritage using Mobile Augmented Reality
open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Venetoâs and the surrounding territoriesâ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel
Conservation architecture and the narrative imperative: Birmingham back to backs
The paper uses a case study to explore how the opposing logics of conservation architecture and interpretive exhibition design were played out in the shaping of a narrative museum space. The former concerns itself with an archaeological conception of physical space, which is defined through the decipherability of traces and their layering over time. The latter concerns itself with a theatrical notion of event space defined through the mapping and programming of performances and information flows.
The contingencies of the Birmingham Back to Backs project â its incepÂŹtion, the inÂŹvolvement of the National Trust, the foregrounding of community interests and the interpretive design process â gave rise to a novel resolution of contrasting interests. A particular idea of narrative was able to frame the use of, on the one hand, physical evidence to interpret what may have existed and, on the other, a combination of lived and documentary evidence to reconstruct the patterns of daily life. This can be understood as a process of recovering ordinary lives.
The research addresses the following conference themes: sites overlaid with narrative, the role of visitor-centred design in the production of museum space, and the emergence of new approaches that cut across disciplines. Analysis of interpretive design and heritage management documentation is informed by Samuelâs theorization of the shaping power of memory (1994). However, overall, the approach is pragmatic, in that it engages in critical conversations, resists reductionism, and tries to point up what may be useful in helping us cope together in the world.
The principal conclusions concern the role that a focus on narrative (re)construction can play in framing cross-disciplinary collaboration and the potential of embracing radically different conceptions of space in museum design
Tour guiding, organisational culture and learning: lessons from an entrepreneurial company
This paper examines the impacts of organisational culture on the learning and development of tour guides. Drawing on a case study of a small entrepreneurial tour company, the paper considers the nature of the organisation's culture, the tours it provides, including their narrative contents and the processes of organisational learning and socialisation. The paper suggests that the development of a learning culture within such an organisation may benefit from the provision of appropriate learning opportunities among the guides and facilitators who coordinate guide development
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
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Understanding and Telling Stories across Online and Real-world Cultural and Historical Artefacts
Storytelling is a natural way for humans to make sense of their world. Narratives structure experience into expected forms that improve understanding of relationships between discrete objects and events. This is the rationale behind museum curation, which organises objects in the physical museum space to reveal how they are related. This thesis explores how to support people to tell and experience narratives across multiple objects. For the online world, a model of curatorial inquiry is introduced which is designed to support a historical inquiry from online sources. This model extends existing inquiry models and is inspired by museum practice in which curators organize objects into museum narratives. For the physical world, a model is introduced that describes navigation through both the physical and conceptual neighbourhood of a set of objects. It is designed to support tourist activities across a non-portable set of cultural objects, such as statues, buildings, or landscape features. Key findings, based on both participant studies and analysis of data from Foursquare, is that while people are keen to understand stories that link places in a physical space, they prefer to navigate using physical, rather than conceptual proximity, and to visit places that are popular. This is counter to many mobile tour guides that focus on prompting navigation to similar places. The proposal of this thesis is therefore to develop applications that support tourists in understanding both what is physically nearby and conceptually nearby. This would allow them to use physical proximity - or any preferred alternative â to select where to go next, whilst supporting them to make links between the places they visit. In this way tourists would be provided with enough information about the relationships of places within a physical neighbourhood that they can start to understand and create their own stories about them
âWelcome to Londonâ: Spectral Spaces in Sherlock Holmesâs Metropolis
This article examines the burgeoning tourist trade for locations featured in fictional narratives in popular culture. Symptomatic of a postmodern, hyperlinked culture referencing a vast reservoir of texts, such tourism produces a convergence of effects which render places ambivalent. Through a case study of Sherlock Holmes tourism in London, I argue that the city is constructed as seething with the spectral in which there is tension and slippage between paratexts, past and present, history and fiction, the observable and imperceptible. The tourist seeks out embodied experiences of their own secret London(s) which reside somewhere in-between the multiplicitous topographies
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