Create[d] World

A few thoughts from the recent Create World conference of clever, creative people.

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Panel on place and creativity – how does digital alter the way we think?

Architect Richard Kirk made the point that perspective drawing as a tool is only a few hundred years old, so we are yet to reap the full benefits of new additions to our creative lexicon, such as virtual worlds. Performance designer Anna Tregloan commented that some people can quite naturally translate a 2D image to imagine it in 3D space, but for others that will always be more difficult, so the theatre tradition of building a little model of the set may endure. Continuing the theme of how we translate human experiences into digital form, and whether we can learn to think in a hybrid way between digital and physical, creative innovator (?!) Hael Kobayashi described the process of making penguins dance for Happy Feet. Humans danced in a warehouse, each one wired for motion capture. A set of screens displayed the merger of their movements with the digital penguins, so the director and key creatives could see, in real-time, penguins dancing on an iceberg.

Keynotes on photography, animation and the active audience

Tom Ang‘s keynote was an entertaining blend of a romp through the history of photography, some behind-the-lens information about particular shots, and some philosophical observations about value and power in photography’s new world:

  • Photoshop has programmed us!
  • Boundaries of what is shareable have shifted.
  • The concept of the ‘still image’ is now a misnomer: they fade, zoom, slide – and fast. And the more abundant they become, the less we attend to each.
  • Because images are so abundant, there are no longer iconic images of world events. (I’m not convinced of this point. The process by which images become iconic has changed, but I reckon crowd wisdom will choose images over time. Note, for example, the twitter #ows discussion of iconic imagery, and the meme of the cop casually pepper-spraying seated protesters.)

Ian Taylor’s story of the success of Animation Research Ltd – and his team’s down-home methods – was awe-inspiring. But my strongest takeaway from his talk was the importance of taking your time to learn – ergo the immense value of free education. Which we no longer have.

As a longtime advocate for participatory approaches to cultural representations, I was very interested in Ernest Edmonds‘ talk on art and the active audience. My favourite parts:

  • Some early research found that babies less than one week old can learn – by controlling the turn of their head on the pillow – to switch a light on and off, and that once mastered, they become bored with it.
  • Our vocabulary for interaction is developing. For example, there are many different kinds of play: danger, competition, camaraderie, subversion, fantasy, sensation, captivation, difficulty, simulation. And so on!
  • Don’t assume that more is better. Performance and communication might be better with lower bandwidth. This is an intriguing point, and I wanted more from him on this. I wonder if he means, for example, that in some cases audio works better than video,   because it gets inside your head but doesn’t restrict your visual attention. Or that pixelated imagery like in Minecraft, works in part because it’s low-res, so the player can more actively/imaginatively inhabit the scene and the characters. In short, I suspect this point relates to the value of leaving space within a representation, for the audience to fill from their personal creative sources.

An audiovisual meditation on gold

Not your average academic conference, Create World includes a range of clever, creative performances. Of the four, this was my favourite – it’s an audiovisual meditation on the mineral gold, and it made my heart hum. (I recommend: go full-screen and use headphones or big speakers.)

The Solar Angel from abre ojos on Vimeo.

Other prezos

The quality of stream-session presentations was consistently good. I attended those on:

  • a multi-disciplinary creative technologies degree (Judit Klein, Auckland Uni of Technology)
  • iPads for music-making (Jamie Gabriel, Macquarie Uni)
  • an iPad app for assessing teachers of music, art and drama (Julia Wren & Alistair Campbell, Edith Cowan Uni)
  • EEG-mapping of artistic consumption and as artistic work (Jason Zagami, Griffith Uni)
  • a weather-data-generated sonic sculpture in Sydney (Kirsty Beilharz, Uni of Technology, Sydney)
  • kinaesthetic potential of educational gaming (Helen Farley & Adrian Stagg, Uni of Southern Queensland)
  • serious games (Tim Marsh, James Cook Uni)
  • digital research methods, including Wikipedia article-writing (Kerry Kilner, Uni of Queensland)
  • Playtime, an animated movie (Thomas Verbeek, Uni of Otago)
  • Ishq, an audiovisual work commissioned by the Art Gallery of New South Wales as part of its exhibition on Islamic art (Kim Cunio and Louise Harvey, Griffith Uni)

I presented – and have shared on the Museum’s Education blog – Gamifying relatedness: an iPad app-in-progress. Hearty thanks to Paris for his guest appearance.

A grand design for active digital learning

This week I wangled a visit to the digital learning facility work-in-progress that is UC‘s InSPIRE centre, directed by Prof Rob Fitzgerald and site-managed by Jonno – thanks for the tour, people.

InSPIRE will be “a focus for research into innovative good practice pedagogy that utilises ICT to enhance student learning outcomes”. So it’s a technology-enhanced space for teaching and learning about technology-enhanced teaching and learning. Deliciously meta! And if, like me, you wonder about the little ‘n’ in amongst all those caps, ‘InSPIRE’ stands for Innovative Sustainable Practical Imaginative Research Education.

Below are images I snapped; see the InSPIRE site gallery for building plans.

It is exciting to preview this embodiment of technology-enhanced active learning; and I like the approach Rob is taking: set it up then see how it’s used; like building the footpaths once you can see how the space is used. That means you build in flexibility – roll-out lecterns, lots of AV points in the floor, digital switching to project one room’s proceedings into another.

InSPIRE has all you need to create and share media (down to kitchenettes :) , and it includes some great lo-tech: writeable walls, and a good-quality audio podcast room — with video capability, yes, but – isn’t podcast mobility great?

It has an industrial, resource-conscious aesthetic: projecting onto walls rather than screens, exposed ducts, recycled hardwood timbers, underground 25kl rainwater tank.

And it embodies a DIY ethic: BYO mobile or laptop and data: input plates for USB to project your data or to record proceedings; mobile interactive.

I can’t wait to see it in action. It’d be a wondrous venue for THATCamp Canberra, or any other smallish conference.

Maybe Rob will chime in if I have munged any details. (If he doesn’t comment, let’s just assume it’s all just so :)

Map of education innovation

In his TED talk on education innovation, Charles Leadbeater introduces a map of the territory based on two axes: sustaining/disruptive and formal/informal. He argues that most of our resources are concentrated in the first quadrant, but that globally, we need to invest energy in the fourth.

I liked the organising principles – it might be a very useful way to think about future projects. So I redrew it:

Diagram showing four quadrants of education innovation according to two axes: sustaining/disruptive and formal/informalIf you want, download a nice, scalable, printable PDF version (100kb).

Gaming learning

The idea that students should write their own textbook is radical in the context of an authoritarian tradition of school teaching and learning. But once we accept that learning can be fun and involve play – and therefore that game-play can be educational – it is only a short step to understanding game design as meta-pedagogy. To play a game is to learn its mechanics and dynamics, and maybe to master it as a user. To create a game is to learn it from the ground up, and the inside out, which is far more challenging and – in direct proportion – rewarding.

Barefoot girl sitting on a box playing a cigar box banjo

May Newman playing a cigar box banjo she made, c1920 – image from the State Library and Archives of Florida

Playing a cigar box banjo sounds fun, and could be a fantastic learning opportunity; but how much more fun (and pedagogical) would it be to play one that you had made yourself?

So in a logical – though refreshing! – progression, there is now a game about game design; and indeed, a school experimenting with integrating game design into the whole curriculum.

Collaborative, intergenerational, play-based learning about history

At THATCamp Canberra, I hosted a session on designing a dedicated digitally-enhanced physical space for collaborative, intergenerational, play-based learning about history (yes, it was ambitious!). I am finally getting down to documenting it.

How I thought it might work

In the lead-up to the camp, I had put a lot of thought into the issues, but I had consciously resisted planning the session in any detail. I genuinely wanted to facilitate rather than lead. I did consider splitting people into small groups for part of the time, but decided against it because the numbers seemed not to warrant it. (Didn’t realise at that point that people would continue to wander in throughout the session so by the end, it was quite a large group.) Ultimately, for better or worse (!) I resisted imposing any real structure on the session and instead surrendered to hosting an engaging discussion of possibilities in terms of both form and content, and inscribing  it with as much clarity as I could on a whiteboard.

What actually happened

You can probably guess that we didn’t go so far as to devise a single, clear plan for a game-space. But we had a great chat, which I will try to represent here. What follows is a transcription / translation / slight elaboration of the whiteboard notes.

Do what can’t be done elsewhere

  • in museum space, draw on the authentic, interesting objects
  • invite peer collaboration (note that teenagers in particular prefer to relate to known others rather than strangers)
  • encourage social interaction with strangers in a safe place

Pedagogy / structure / approach

  • use real-world physics (in digital designs) for improving literacy about how the world works
  • draw on imagination
  • welcome failure
  • involve the bodies of participants, not just the minds, index fingers, eyes
  • provide a loop structure: Context –> Challenge –> Feedback –> (Joy made this point after the sesh)

Elements of the experience

  • include a preparatory / warmup / contextualising activity
  • establish rules for local interaction but leave space for emergent collective behaviour
  • if the activity is individual, then build in a moment of sharing at the end
  • enable people to make / build / create something
  • build in different levels – a progression of experience, with rewards for completing each stage
  • provide a takeaway – go home and log in for… / or a physical memento

Flexibility

  • solo or collaborative
  • multi-layered approach (so it works for short, shallow or prolongued, in-depth engagement)
  • engaging for young children (7 and up), teenagers, parents and grandparents

Technologies

  • wifi
  • motion-sensors
  • ‘glass wall’ for being visible from the outside / online
  • RFID
  • etc

Concepts

  • an interactive augmented-reality RPG (role-play game) with historical characters, props; visitors inhabit a character, choose clothes; re-enact a historical scene of their choice (time, place, indoor, outdoor);
  • integrate user-generated media
  • ‘customisable avatar – discovery’ – I can’t recall what this means!
  • interactive video
  • mission-based games versus play-based games – there was a leaning toward the latter as less reductive / prescriptive
  • a whole room full of buttons and levers and motion-sensors that you could explore in a completely freeform way, either alone or in collaboration – this idea was imagined in a (beautifully sun-drenched) post-session chat with Mitchell and Geoff

Models / inspirations

While we spoke, Michael drove a web-connected laptop so we could look at possible models or inspirations for this space:

What now?

It was absolutely fantastic hearing ideas from everyone at the session and afterward. I’ve probably left things out and got things wrong here. I know I haven’t captured all the nuances of the conversation. Corrections and additions are of course most welcome. Leave a comment and I will incorporate it into the post.

Over time I will revisit these ideas. For now, I am letting them simmer in my subconscious.

Va va Vrroom!

Vrroom is the best educational resource on the web, in the world.

Ok, since I’m part of the Vrroom team, you shouldn’t take my word for it. But these words are not mine. They were spoken by a history teacher, last week, at the launch of the site. It was an unsolicited accolade – I’m just reporting. Really.

So yea, almost two years after it was conceived, the National Archives of Australia finally launched its virtual reading room for teachers and students. The forum was the conference of Victorian history teachers, and the speaker was the lovely Ms Megabyte. Thanks, Mega!

Ms Megabyte demonstrates Vrroom

We also ran two workshops on using Vrroom, and (!) for the duration of the conference, we hosted the Vrroom room, an internet cafe where you could get a personalised introduction to the site – or check your email.

Vrroom room internet cafe

Whew… Check it out.