Abstract:With the rise of pervasive games in the last two decades, peaking with Pokémon GO, questions surrounding the perceptions, use, and ownership of public space have rapidly emerged. Beyond commercial and public uses of city spaces, how are such experiences attentive to local, regional, cross-cultural, ancient, and persistent notions of place? How can locative and pervasive experiences respond to local and Indigenous understandings of place? Perhaps most decisively, what is the compatibility of ancient and Indigen… Show more
“…During 2018-2019, the design of Wayfinder Live was redeveloped for the TIMeR Audiowalk (Briggs et al, 2019;Guntarik et al, 2023) to situate Boonwurrung knowledge and stories (Briggs, 2014) held by N'arweet Carolyn Briggs directly in relation to the urban environments with the RMIT University campus at the northern end of the Melbourne CBD. In this design the Wayfinder Live map screen was replaced with a collection of branching sites linked by audio tracks so that the player is situated within the cartography of the experience directly.…”
Urban play is a way of being, a frame for the reimagination of the world, and an opening up of potential and possibility. Playable cities from around the world demonstrate that this approach to civic engagement can improve public spaces and infrastructure and connect people to their cities and each other. The city as playground may be explored through creative practice methodologies and practices that emerge from urban play described as “reworlding.” Drawing upon field research within the Poblenou superilla and in Melbourne in response to Indigenous ways of being, various urban play methodologies and practices are articulated. Connections are explored between Barcelona’s inventive approach to public space, First Peoples connection to place and the alternate social imaginaries that emerge. However, while these worlds are present, they are obscured by dominant patterns of urban design—urban play methods are explored to bring them to the surface, making them playable.
“…During 2018-2019, the design of Wayfinder Live was redeveloped for the TIMeR Audiowalk (Briggs et al, 2019;Guntarik et al, 2023) to situate Boonwurrung knowledge and stories (Briggs, 2014) held by N'arweet Carolyn Briggs directly in relation to the urban environments with the RMIT University campus at the northern end of the Melbourne CBD. In this design the Wayfinder Live map screen was replaced with a collection of branching sites linked by audio tracks so that the player is situated within the cartography of the experience directly.…”
Urban play is a way of being, a frame for the reimagination of the world, and an opening up of potential and possibility. Playable cities from around the world demonstrate that this approach to civic engagement can improve public spaces and infrastructure and connect people to their cities and each other. The city as playground may be explored through creative practice methodologies and practices that emerge from urban play described as “reworlding.” Drawing upon field research within the Poblenou superilla and in Melbourne in response to Indigenous ways of being, various urban play methodologies and practices are articulated. Connections are explored between Barcelona’s inventive approach to public space, First Peoples connection to place and the alternate social imaginaries that emerge. However, while these worlds are present, they are obscured by dominant patterns of urban design—urban play methods are explored to bring them to the surface, making them playable.
“…The most common tracking method (55 papers) selects and personalises audio and video content based on head orientation and position in space, especially in indoor situations. In all outdoor experiences, GPS is used along with compass sensors [55,56,79,108,109,122,135,136,138], otherwise tracking is left unspecified [77,134,138]. GPS is also used in one interactive artwork described "called Hybrid Gifts" [161] in which a smartphone app permits museum visitors to communicate by geolocated audio messages with peers in order to express and transmit their emotions while looking at paintings in a museum.…”
Section: Interaction With the Virtual Environmentmentioning
Nowadays, Virtual and Augmented Reality technologies play a supportive role in many research fields. In cultural heritage, various examples are available, including storytelling and narratives, where they can provide immersive and enhanced experiences to visitors and tourists, especially for entertainment and educational purposes. This review aims to investigate the opportunities that soundscape design and advanced sonic interactions in virtual and augmented environments can bring to cultural heritage sites and museums in terms of presence, emotional content, and cultural dissemination. Nineteen-two papers have been identified through the PRISMA methodology, and a promising positive effect of sonic interaction on user experience in a virtual environment can be observed in various studies, notwithstanding a general lack of specific contributions on the use of sound rendering and audio spatialisation for improving such experiences. Moreover, this work identifies the main involved research areas and discusses the state-of-the-art best practices and case studies where sonic interactions may assume a central role. The final part suggests possible future directions and applications for more engaging and immersive storytelling in the cultural heritage domain.
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