16,658 research outputs found

    Europeana communication bug: which intervention strategy for a better cooperation with creative industry?

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    Although Europeana as well as many GLAMs are very engaged - beside the main mission, i.e. spreading cultural heritage knowledge- in developing new strategies in order to make digital contents reusable for creative industry, these efforts have been successful just only in sporadic cases. A significant know how deficits in communication often compromises expected outcomes and impact. Indeed, what prevails is an idea of communication like an enhancement ā€œinstrumentā€ intended on the one hand in purely economic (development) sense, on the other hand as a way for increasing and spreading knowledge. The main reference model is more or less as follows: digital objects are to be captured and/or transformed by digital technologies into sellable goods to put into circulation. Nevertheless, this approach risks neglecting the real nature of communication, and more in detail the one of digital heritage where it is strategic not so much producing objects and goods as taking part into sharing environments creation (media) by engaged communities, small or large they may be. The environments act as meeting and interchange point, and consequently as driving force of enhancing. Only in a complex context of network interaction on line accessible digital heritage contents become a strategic resource for creating environments in which their re/mediation can occur ā€“ provided that credible strategies exist, shared by stakeholders and users. This paper particularly describes a case study including proposals for an effective connection among Europeana, GLAMs and Creative Industry in the framework of Food and Drink digital heritage enhancement and promotion. Experimental experiences as the one described in this paper anyway confirm the relevance of up-to-date policies based on an adequate communication concept, on solid partnerships with enterprise and association networks, on collaborative on line environments, on effective availability at least for most of contents by increasing free licensing, and finally on grassroots content implementation involving prosumers audience, even if filtered by GLAMs

    Share Your Story - A study of how images contribute to storytelling and online communities

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    This paper examines how images contribute to storytelling (RQ1) and how communities can be created through visual storytelling on Instagram (RQ2). By conducting a case study on the Instagram account Roam the Planet, we explore how stories are told through images, and how these stories can contribute to the creation of a community within the outdoor discourse. To answer our research questions, we study six sample images by combining visual rhetorical analysis and discourse analysis. First, we look at the imagesā€™ aesthetics and content and identify central meanings and associations. Then, to gain a better understanding of the imagesā€™ role in storytelling, we develop the results through a more detailed analysis. Our findings are as follows: the images convey meanings through aesthetics, content and aspects of storytelling; there are three subdiscourses that contribute to the representation of outdoor discourse on Roam the Planet; when the viewers identify themselves with the stories, the identification can be considered a type of participation in the community on Instagram. We conclude our study with a discussion of our findings in a broader cultural context

    Supporting the Mobile In-situ Authoring of Locative Media in Rural Places: Design and Expert Evaluation of the SMAT app

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    Providing users with carefully authored Locative media experiences (which can be consumed via their GPS equipped smartphones or tablets) has significant potential for fostering a strong engagement with their current surroundings. However, the availability of mobile tools to support the authoring of locative media experiences in-situ, and by non-technical users, remains scarce. In this article we present the design and field-trial expert evaluation of a mobile app developed under the SHARC project (Investigating Technology Support for the Shared Curation of Local History in a Rural Community). The app is named SMAT (SHARC Mobile Authoring Tool) and supports the authoring of Locative Media experiences with a focus on the creation of POIs (Points of Interest) and associated geo-fences which trigger the pushed delivery of media items such as photos, audio clips, etc. One important requirement of SMAT is the ability to support authoring in places where connectivity is intermittent or unavailable, e.g. many rural areas

    The Literacy Fieldtrip: Using UbiComp to Support Children's Creative Writing

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    Fieldtrips, traditionally associated with science, history and geography teaching, have long been used to support childrenā€™s 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

    PaperChains: Dynamic Sketch+Voice Annotations

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    In this paper we present a novel interface for collaborative creation of evolving audio-visual documents. PaperChains allows users to sketch on paper and then augment with digital audio, allowing both the physical and digital objects to evolve simultaneously over time. The technique we have developed focuses on affordability and accessibility in its design, using standard cameraphones and telephone connections, which allow it to be used in regions where literacy, technological ex-perience and data connections cannot necessarily be taken for granted. The main use-case that we focus on in this paper is for collaborative storytelling, an area which has been well studied and previously proven to be of value in resource constrained environments. To investigate the relevance of the approach in these contexts, we undertook two usability evaluations in India and South Africa. Results from these investigations indicate users ā€™ ability to both create and interpret stories using the software, as well as demonstrating high overall usability and enjoyment. We end with a discussion of the implications of our design and opportunities for use in other contexts. Author Keywords Sketching; audio; photographs; cameraphones

    Designing for oral storytelling practices at home: A parental perspective

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    Storytelling at home is typically an oral practice that supports parents and children to make sense of their family identity. Parents play a key role in crafting the story plot and facilitating the childā€™s participation in the storytelling process. Yet in the context of digital technology, interaction design researchers have tended to focus on children and how digital storytelling tools can support them in their learning. Adopting a ā€œfamily lensā€ the aim of this research is to understand the character of oral storytelling practice and identify opportunities for digital storytelling design. The findings outline a co-design workshop that involved a team of designers and parents, who regularly engaged in oral storytelling. Grounded in a systematic video analysis of the workshop alongside a reflection of the design decisions that unfolded, we contribute four new design opportunities centring on the themes of flexibility, shared experience, minimalism, and autobiographical memories. These opportunities can guide interaction design researchers interested in designing new digital oral storytelling tools for families

    The Design of Compelling Narratives

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    While storytelling is an essential form of communication and has been used to help humans make sense of the world and prepare for the future for thousands of years, compelling narratives are designed storytelling systems that encourage the audience to get involved and make active thought and behavioral change. Another significant aspect of compelling narrative design is that they are not resolute. While stories have definite endings, the end of a compelling narrative should be a ā€œcall to actionā€, an opportunity to engage further and invest time, effort, or aid back into the narrativeā€™s cause. The challenge for designers is how can we use this design process to leverage the educational, entertaining, and empathic nature of storytelling to change behavior and prompt meaningful interactions? Prezolution is a political campaign game, set in America in the year 2040, which encourages non-partisan political discussion and problem solving. In the game, the traditional two-party system has disappeared, leaving and opportunity for much more diverse candidates and their ideas to emerge in order to help solve more complex issues than we have ever faced as a country before. The extension of the board game to the online platform changes the experience from an individual story into a larger compelling narrative system. When we can bring together diverse audiences to share their values, ideas, and visions for our future, we may find common goals that unite us and inspire active investment in shaping our future together

    Gaming versus storytelling: understanding childrenā€™s interactive experiences in a museum setting

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    Museumā€™s audiences are increasingly looking for compelling expeā€ riences where, besides learning, engagement and enjoyment are key success factors. While gaming and storytelling are considered to be common approaches to engage audiences with a museumā€™s collections, a formal comparison of the two has not been found in literature. In this paper, we present the design and compaā€ rative study of two distinct interventions, namely a mobile game and a mobile story that were designed to engage a young audience with the exhibit of the local natural history museum. Focusing on the same scientific content derived from the museumā€™s collection, we compare the effects of both interactive experiences on a group of children. When comparing engagement, enjoyment and learning outcomes, we correlate results with data derived from observations and skin conductance biofeedback. The data collected so far suggest that children are 27% more excited when using the game application compared with the story driven one. Moreover, we find that childrenā€™s excitement peaks when encountering selected artefacts presented in the museum exhibit. Finally, childrenā€™s learning nearly doubled (44%) when using the game based experience versus the story. We conclude the paper by discussing the implications of our findings and by proposing potential future improvements.info:eu-repo/semantics/publishedVersio
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