Digital Worlds

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Heritage in Frames: Sociabilities, Subjectivity, and Experimentation in Digital Preservation Practice

Paper Presentation in a Themed Session
Alice Noujaim Teixeira  

At present, the uses of digital visualisation as a tool for representation and exhibition of heritage are being shaped by theory, practice, and public reception – and already presenting disturbing tendencies of digital colonialism (Thompson, 2016). The paper critiques current representation and exhibition practices of digital preservation projects. Divided into three sections, it 1. addresses ethnocentric tendencies which persist in the world of heritage preservation and problematizes the objectivist, technology-focused discourse which permeate digital preservation efforts; 2. argues that monuments and heritage sites are meaningful because of the multiplicity of relationships people engender with and through them--being as such, it is argued that in order to preserve a monument or site, it is necessary to focus not solely on its structure and form, but on its function as a part of public space which produces various sociabilities; 3. and, finally, presents several works by artists and archaeologists and historic preservationists informed by artistic practice and visual literacy which approach the presentation of heritage with a larger focus on sociability and subjectivity.

Development of a Mobile Application for Digital Storytelling

Paper Presentation in a Themed Session
Zvjezdana Antos  

This paper introduces the process of creating and developing a mobile application for digital storytelling of the Ethnographic Museum in Zagreb. The aim of the platform is to provide the opportunity for an enriching learning experience and to foster new forms of exploration and interaction with the artifacts, and create opportunities for active participation and entertainment. Our study targeted young people (14 -29), 'millenas' generations (X,Y). In this work, participatory design method has been the core method of the active participation of users in shaping and creating the content of application that targets them, and of working with museum experts, and engaging them in the authoring of experiences from the outset. In December 2018, a museum hackathon was organized during which students and a group of interested people in IT were motivated to express their ideas (co-create) and provide their thoughts (co-design). The results from the hackathon were considered in building the framework and context of the app. for digital storytelling by using Augmented Reality (AR). We created two visitor “personas” that matched our target group (16 and 27 ) with the purpose of serving as an initial guide for the creation of interactive stories tailored to different visitor profiles. On April 2019, we organized ideation with curators of the collections, educator, museologist, and external experts from marketing in two groups. Each group was provided with information about the general theme of the story to be created, about artifacts related to it.

Digital Media

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