Fort Vancouver Mobile coding whiz Joe Oppegaard of Montana Banana Design has been working hard this month on creating the backend framework for the FVM (thanks, Joe!), and here are excerpts from his latest report:
"home_screen.png - You'll see the new icon and updated text for the app name."
"welcome_screen.png - This is the first screen that comes up when you load the app. I just kind of took a stab here at some text, mainly just to show that text can go there. ... This welcome screen can have all of the formatting of a web page, such as tables, bold, italics, inline pictures, etc. I do think we should keep it short, so the user can see all of the text/images without scrolling, if possible."
"resources.png - Notice the new Resources tab on the top (you can see it highlighted on this image and not highlighted on the welcome screen screenshot. Like the welcome screen, this content can have all of the
formatting of a web page. Clicking on the links will open the web browser and take the user to the site (as you would imagine)."
"internal_html.png - This and the formatting I mentioned above are one of the big updates to the back end of the system. This is a local HTML page with images that is actually a part of the application itself, so the user doesn't have to be online to view it."
"external_site.png- This is an example of a trigger taking a user to an arbitrary external site. In this case, I have it going to the YouTube page for the previous sample video I made. As at this point it's basically just a web browser, everything works as you would expect, and I was able to view the YouTube video."
Joe also said he has written the code to get cell phones on site to vibrate at the various points of interest, based on GPS location. I suspect that each magic circle will have a roughly 10-meter (30-foot) radius, but maybe we can adjust that smaller or larger as we go and test.
Among the other notes, he has switched to XML coding (or a universal file coding, instead of hard coding just for this version), so that the content can be read by any other application. He is working on the Android version first, so XML should allow fairly easy migration into the iPhone version (or any other version we want to produce). Next on his list is the pop-up dialogue boxes. An impressive chunk of production by Joe, and we might even have the chance to demo the app on July 21.
Anything else, coding-wise, on the wish list before July 21? ... Post it here, and we'll talk it over.
Also, we can start creating the first designs for the pages. Any thoughts on that, for anything you see here?
#fvmobile
Fort Vancouver Mobile - A video overview
Courtesy of: Research Assistant Aaron May of Washington State University Vancouver's Creative Media and Digital Culture program. Produced in 2011.
Video highlights from the apps (36-minute version)
This montage provides a sampling of some of the video media in the Fort Vancouver Mobile apps. This app is much more than just a video distribution system, but these videos show the variety of content, from expositional segments to new journalism to those intended to prompt the development of interactive narratives.
Wednesday, June 30, 2010
Wednesday, June 23, 2010
The Village opening, a video preview
Videographer Forrest Burger of RiverBend Productions and I spent some time Saturday, June 19, at the Fort Vancouver National Historic Site's Brigade Encampment, which also was the official opening of The Village.
The Village is where the Fort Vancouver Mobile project is focusing its efforts this summer, and here is a rough preview video that Burger created to give a glimpse of the kind of multimedia material we gathered:
Burger and I and app designer Joe Oppegaard, maybe others on the team, too, will be working in July to create a mobile module of this event that will begin to demonstrate our larger mobile media plans for the site, in tangible forms.
If you want to try it out, send an email to FortVancouverMobile@gmail.com, and I'll put you on the list of beta testers.
Sunday, June 6, 2010
Audio tours in Carlsbad Caverns / Roswell, N.M.
On my most recent trip to West Texas, in May, I decided to swing through southeast New Mexico to tour Carlsbad Caverns, an amazing World Heritage Site, which also was the research lab for the following academic article:
Novey, L. and T. Hall (2007). "The effect of audio tours on learning and social interaction: An evaluation at Carlsbad Caverns National Park." Science Education 91(2): 260-277.
The same tour that Novey and Hall studied was offered, so I took it, and had a chance to reflect on their findings. In short, the caverns are part of a huge cave system that features many beautiful examples of underground rock formations, from stalactites to stalagmites and everything in-between. At certain times of the year, more than 1 million Mexican free-tailed bats live in this area, and they all leave the cave around dusk each night (pictured above, a fascinating event to watch). It is very difficult to describe any of this in words. But understanding the place in context to humanity is important for sense making.
There are many books and displays in the visitors center, including an Ansel Adams exhibit in which he expressed frustration over not being able to capture the essence of the caverns on film. But there also is the audio tour, which involves carrying around a two-foot long wand, with a keypad on the front. There are 50 signs placed along the main cavern path, and visitors simply type in the corresponding number and then hear a couple of spokespeople, a man and a woman, chatting about what is around that spot.
Novey and Hall found that this tour significantly increased visitor knowledge about the caverns. On the negative side, it also decreased the amount of time visitors interacted with each other in groups, illustrating a common concern about incorporating mobile technology in such situations. There are connections made in the digital world and disconnections in the physical and social surroundings.
One aspect of the study that doesn't seem to be taken into account is the quality of the audio tour. While it is professionally produced, and the speakers clearly are trained broadcast types, the generally inane patter between the two reminds me of the warm-up for the meteorologist on the nightly news.
If this audio was transcribed and coded, I suspect it would be remarkable only in its inefficiency of actually sharing useful information, particularly in transferring knowledge related to the specific location where the sign is located, which seems to be the point. A lot of the scarce information ends up being redundant, and the corny jokes are mind numbing. But this audio tour also shows glimmers of promise, when it mixes period music into the background at times, and especially when it includes interviews with experts or expert commentary on the caverns. Those few clips typically were chatty but also dense with information.
While I was in the area, I also stopped by the UFO Museum in Roswell, N.M., and took its audio tour.
That tape (yes, it was delivered via cassette tape) featured just one speaker, a highly informed and engaged expert, who delivered virtually nothing but dense information, complemented by an occasional radio clip from one of the witnesses to the incident. The content was a highly rhetorical argument for believing the case presented by the museum, that something strange happened in Roswell in the summer of 1947, involving aliens from outer space.
The audio also periodically would include music in the background, to emphasize the emotions of the moment, or to set a scene. It made its argument but also encouraged listeners to explore the material and the ideas for themselves, so there was a moderately open-ended nature to it. There were a variety of production flaws as well, from editing glitches to a lack of location markers and audio guides, which led to disorientation with the material or missed references to objects on display. The tape just played on and on, without explaining where the listener was supposed to be, or when it was time to move to the next exhibit.
More than anything, these experiences just reinforce to me the high value of the researcher having control over and being part of the creation process for the mobile content being delivered and studied. It is more work, of course, but it seems so much more valuable to be able to determine the effects of mobile media when one feels comfortable and confident in the design of that material.
Otherwise, it seems that the research is tainted to begin with, by a faulty tool. I suppose anyone can follow along and criticize whatever content is created, making this argument potentially circular. Yet the quality of the content driving the user experience being studied should be considered, too, and judged as part of the whole, just like methodology and all of the other aspects of the research. Have you seen any studies that do take such facets into account?
If this audio was transcribed and coded, I suspect it would be remarkable only in its inefficiency of actually sharing useful information, particularly in transferring knowledge related to the specific location where the sign is located, which seems to be the point. A lot of the scarce information ends up being redundant, and the corny jokes are mind numbing. But this audio tour also shows glimmers of promise, when it mixes period music into the background at times, and especially when it includes interviews with experts or expert commentary on the caverns. Those few clips typically were chatty but also dense with information.
While I was in the area, I also stopped by the UFO Museum in Roswell, N.M., and took its audio tour.
That tape (yes, it was delivered via cassette tape) featured just one speaker, a highly informed and engaged expert, who delivered virtually nothing but dense information, complemented by an occasional radio clip from one of the witnesses to the incident. The content was a highly rhetorical argument for believing the case presented by the museum, that something strange happened in Roswell in the summer of 1947, involving aliens from outer space.
The audio also periodically would include music in the background, to emphasize the emotions of the moment, or to set a scene. It made its argument but also encouraged listeners to explore the material and the ideas for themselves, so there was a moderately open-ended nature to it. There were a variety of production flaws as well, from editing glitches to a lack of location markers and audio guides, which led to disorientation with the material or missed references to objects on display. The tape just played on and on, without explaining where the listener was supposed to be, or when it was time to move to the next exhibit.
More than anything, these experiences just reinforce to me the high value of the researcher having control over and being part of the creation process for the mobile content being delivered and studied. It is more work, of course, but it seems so much more valuable to be able to determine the effects of mobile media when one feels comfortable and confident in the design of that material.
Otherwise, it seems that the research is tainted to begin with, by a faulty tool. I suppose anyone can follow along and criticize whatever content is created, making this argument potentially circular. Yet the quality of the content driving the user experience being studied should be considered, too, and judged as part of the whole, just like methodology and all of the other aspects of the research. Have you seen any studies that do take such facets into account?
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More about the fort
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Phase One background
- William Kaulehelehe background
- Hawaiians at Fort main
- Hawaiians at Fort brochure
- Polynesian Cultural Center (Hawaii)
- Leaving Paradise book by Barman and Watson
- Crossing East (NPR excerpt on Hawaiians)
- Crossing East (radio series)
- Hula's history (NPR piece)
- Ke Kukui Foundation
- Na Hawaii
- Kalama ceremony (video)
- Clark County gov's Hawaiian link