Cultivating Diverse Participation through Digital MediaPresentation Transcript
Cultivating Diverse Participationthrough Digital MediaExploring new media forms and formats that can transform the museum-going experience and engage diverse audiences who are active users ofmobile phones, gaming devices and other emerging technologies.MCN Conference 2011 PresentationPresenter: Nettrice R. Gaskins
The Cognitive-Computer ArtifactA cognitive artifact is an artificial device designed to maintain, display, oroperate upon information in order to serve a representational function.
For more information contact: Nettrice R. Gaskinsnettrice@gmail.com
Cabinets of Curiosities: Then & Now
Voxels, Snow Crash & Memory TheaterAugmented Reality has existed conceptually for quite a while now, but with theexplosion of mobile devices it has become actualized… really real as in likewearing a big yellow helmet with a virtual 3D display inside and a Kinect port-a-pak. This is Maxence’s Hyper(reality) experiment at The Last Tuesday Society.
The RepresentationNextwall’s ―Tagged in Motion‖synchronizes gestural movement withan augmented layer of laser graffititags in physical space.Equipped with a handheld augmentedreality tool, artist DAIM sprays virtualgraffiti into empty space. Three motioncapture cameras record his positionand the movements he executes with avirtual spray can. The resulting data isshown to him in real time in a pair ofvideo glasses — as free-floating three-dimensional graffiti in real space.
The Representing WorldThe computer interface provides userswith ways to generate representationsof their world. More specifically, thispresentation highlights the creation ofvirtual, or computer-based artifacts (asoverlays) in blended, or mixed realities.HTML5 canvas can be ported into anAugmented Reality browser like Argon(see here) – to draw artifacts over thephysical world. The real worldbecomes the canvas.
Displays of the Representing WorldThere are several ways in which artifactsdisplay the virtual world, including thepresentation of a virtual object, iconicrepresentation, or world upon whichoperations are performed, eventually tobe reflected or overlaid onto real objects– where they can be read by others.Museums can use existing, commonopen platforms to develop software thatis situated in mixed reality environmentsto cultivate participation and engagementamong visitors from diverse social andeconomic contexts.
Communities of PracticeEffective sdesign is built on thecollective experience ofcommunity members. Only aninsider can appreciate the issuesat the heart of the domain, theknowledge that is important toshare, the challenges their fieldfaces, and the latent potential inemerging ideas, tools andtechniques. This requires morethan community "input." Itrequires a deep understanding ofcommunity issues.
Culturally Situated Design PracticesThe AR/game design team atGeorgia Tech has access toexisting tools such as Argon forAR and Culturally SituatedDesign Tools (CSDTs). CSDTsare a suite of web applets thatallow students to utilize specificmathematical and computationalideas to simulate thecorresponding artifacts(www.csdt.rpi.edu).
Augmenting World HistoryThe 9th grade World History AR projectis the first of several open innovations– as cultural, techno-scientific platformsand paradigms for idea generation –that engage a variety of audiences,including artists, activists, gamedevelopers, audio programmers,application developers, etc.Features we are using includeFrameMarkers and ImageTargets fromthe Qualcomm SDK. The use ofpanoramas and HTML5 canvas objectsare also being explored.
URLs and Contact InfoCulturally Situated Design Tools – http://csdt.rpi.eduHistoryPin - http://www.historypin.comEyeWriter Initiative - http://www.eyewriter.orgArgon - http://argon-new.gatech.edu/blogQuallcom AR SDK -https://developer.qualcomm.com/develop/mobile-technologies/augmented-realityNettrice R. Gaskins, email@example.com