Mubil : A digital laboratory (Ref # )
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1 Mubil : A digital laboratory (Ref # ) Søknadssum: Kategori: Ny formidling Varighet: Toårig Opplysninger om søker Organisasjonsnavn / nr NTNU Universitetsbiblioteket / Høgskoleringen Trondheim Institusjonens leder Lisbeth Tangen Ansvarlig kontaktperson (søker) Alexandra Angeletaki / alexandra.angeletaki@ub.ntnu.no Mål for prosjektet The MUBIL project will develop a virtual learning space within the physical space of the library through an international collaboration using a three dimensional software tool. The project will disseminate the digitized content of the special collections of Gunnerus library in a 3D environment where visitors will be able to interact with the collections in a new way through an enriched virtual laboratory. The project aims in communicating with new groups of library users, create social engagement and spread knowledge. In addition the project will also gather data on how young people interact with such software tools and virtual objects in a library environment. The project responds to the call of the National Library of Norway on projects that stimulate development of new digital dissemination strategies for libraries.( See application to the National library of Norway aims at krones as a 60% finance of the total budget of the two year project period. Prosjektbeskrivelse P1 Augmented books August 2011-June 2012 Implementation of a tool for storytelling increase of books Description: The digital laboratory project ( MUBIL) is an international interdisciplinary collaboration between the NTNU library of the Norwegian University of Science and Technology, The Gunnerus branch (GL), Percro laboratory of Santa Sunniva Side 1 av 6
2 University from Pisa, Italy (PERCRO), and the Department of Computer and Information Science, NTNU, Norway (IDI). The project will be monitored by the GL. The material content for this project will be taken from the collections of the GL with its special archives of manuscripts, maps, pictures and books that are both of rare value and of national importance. The project will use the digitized content of the GL in a 3D environment where visitors will be able to interact with the collections in a combined physical and virtual environment. The aim is to allow the Library users to experiment with the objects of the library in a three dimensional environment and submit their own products or stories,as part of their interactive digital library experience. The MUBIL project proposes a software interface that allows an enriched 3D use of books, texts and written documents the library possesses. Its practical implementation consists in three key elements. 1.A user interface that enables experts to interact with the text in an intuitive and immersive way. 2.An Annotate tool connected directly to the text in a flexible manner for the aim of building information about the text itself. 3.A series of constructed stories and interpretations with personal character about the text so that its use can be further facilitated. The tool is tailored to allow researchers or University students here called experts, to work together, on the object and incorporate information available on a board, the augmented-board, which constitutes the first level of the work. The tool uses a shared interface where the object of interest can appear. The interface presents a series of icons in the form of virtual objects built specifically by the experts. These objects create a map of information in text, audio or film recorded directly in the augmented-board to describe the book. Then, the simple visitor will access this virtual map through both 3D environments and Internet sites. He is then allowed to experience the augmented-board as if he would enter in a museum or a library room and to interact with it. He is able to browse through the information and contribute his/her narrative to the use of the book on a different lever of the board, called the story-board. This consists the second level of the work that will remain open for the next visitor to contribute a new narrative as well. That creates an increased value on the objects of interest in a virtual heritage environment of immersive character. When the software tool is launched the IDI will provide us with the students that will function as the first experts to use the board and fill it with applications and specific datasets. They will be testing the specific capabilities of the software and will give us feedback on how it can be improved. After a round with improvement the tool will be launched, as a pilot project for school students into a three dimensional multimedia box at the library and visitors will be invited to use it. Target groups Students and researchers of the University sector that are interested in science, history, archeology of objects, Information and Computer Science and digital expression. Educational professionals and school teachers. Community people that have a general interest in science and history, art and technology or are just curious. Individuals with a professional interest in our material for their research, publication and teaching purposes. Side 2 av 6
3 Pilot project: P2 Virtual laboratory: Practical application, August 2012-Desember 2012 A workstation will then be established in cooperation with all the partners and a pilot application will be launched to collect information about the visitor`s experience in such environments. A High school class will be invited to test the laboratory. The workstation is divided in four spaces. 1.Objects: The physical exhibition with the objects that constitute a thematic group according to their use, period and material. 2.Information: An augmented-board with information in films, Wikipedia sites, texts and pictures for the user to choose to read as background information. 3.Lab: The virtual laboratory presenting the materials and the instruments one can work with by matching the right object to the right material. 4.Pc Station: At the end they will evaluate and reflect on the knowledge they achieved through the tasks and write a short text make a drawing, create a picture or film about it, using the 3D interface. 5.Dissemination channels: The visitor`s products will published on the Internet site of the project (wiki, blog) and a HD screen at the library. Case study 1: The theme presented is the history of writing through time starting with stone, then papyrus, skin and paper, the students choose the background information they want to have that will allow them to recreate the skills needed for the product to be actually produced. They can then move forward to the production working space and work in groups of 5. The facilitator-teacher will provide them with the task rules and the IDI students will observe them. During this pilot project the process will be adjusted accordingly in order to meet the level of the participants. Young school students have usually had a vast exposure to updated technology and will be harder to please since they seem to be more interested in details, and tend to be very forward looking (Sanders 2001,p.6). Thus the content developers should try to maintain a dynamic character of creating a virtual heritage environment and an up to date picture of technology. Young adults will be performing certain tasks seeking knowledge about the objects, their use and the period they were created in through tactile/optic/audio sensing of the virtual objects of the augmented board. They will try to discover the qualities of texture, volume, size and use of the virtual objects and will also be able to contribute with their own interpretation on the qualities lost in the past. The information collected through such type of activities with the project is so called "enactive Knowledge" and is defined as "gained through a perception-action interaction" (Bergamasco 2006) with the object itself. This kind of knowledge is supposed to be direct and personal based on the experience one gains through multimodal tasks connected to exploit the particular object. In conclusion we believe that this application will add a new dimension to the way library collections are perceived as a visitor`s experience. The interaction between content and user focuses on allowing the experience to become personal and thus create social engagement and spread knowledge. In addition the project will also allow us to gather data on how people interact with such software tools and virtual objects in such a library environment. Thus the library becomes an enriched experience-space by introducing its visitors to books, and other objects through multiple uses. In collecting and analyzing the data of the visitors experience, the project will be adapting and enriching the Interactive experience model" introduced by Falk (1992, 5) in Museum Science studies. That visualizes the process through which an individual proceeds in perceiving information. We add a Side 3 av 6
4 fourth dimension to the model, that of the digital experience. Side 4 av 6
5 Start- og sluttdato for prosjektet Prosjektvarighet Toårig Fra dato Til dato Aktivitetsplan for prosjektet Beskrivelse Fra dato Til dato Software development of the augmented books P Testing period and evaluating round Launching of the pilot project Universal launching and marketing Andre opplysninger Time plan: The project has a duration of two years from 2011 until 2013 and is divided in two periods. The first year (2012) is dedicated to the development of the tool and the testing period. The second year is dedicated to the actual use of the tool by visitors atthe library. Samarbeidspartnere Organisasjon/institusjon Formell avtale Rolle Department of Computer and Information Science (IDI) NTNU TRONDHEIM 7491 Trondheim ja The intention of our cooperation with IDI is that the Augmented books project can provide the research framework of the thesis work of two Master students under the supervision of Professor Letizia Jaccheri. IDI will provide the project with the students that will function as trial experts to use the board and fill it with applications and specific datasets. They will evaluate the specific capabilities of the software and will give us feedback on how it can be improved. Each master student is expected to start in late August and do research work for twenty weeks in the Autumn fall, 50% of her/his time. She/he is expected to work 20 weeks in the Spring semester, 100% of her/his time. Examples of project and master theses supervised by Professor Jaccheri in the area of art and technology are available at In addition to student supervision, Jaccheri will participate to the research meetings of the proposed research project and functions as a connector between the project and the ICT environment at NTNU. PERCRO - Scuola Superiore Sant'Anna Via Martiri 11, Pizza, Italy ja Chiara is a doctor in computer science and will represent the contribution of the PERCRO laboratory. She will design the tool to fit the GL and its public and will develop the final version of the augmented-board in close cooperation with the library and the IDI students.throughout the first year Chiara will work specifically with the design application architecture of the board, the coordination of the technical development and the verification and validation of the final tool. Side 5 av 6
6 Budsjett Søknadssum Utgifter Beskrivelse Denne periode Totalt for prosjektet Tool development and technical equipment Supervision of two master students.evaluation Management and material selection Totale utgifter Inntekter Beskrivelse Denne periode Totalt for prosjektet Tilskudd fra Nasjonalbiblioteket Egenfinanisering: The management of the project, the material selection and the supervision of the students involved in the project is paid by NTNU as salaries.see Budget attachment. (bekreftet tilskudd) Totale inntekter Vedleggsoversikt Beskrivelse CV of Alexandra Angeletaki CV of Letizia Jaccheri CV of Chiara Evangelista Letter of Intent from external partner Description of the project Side 6 av 6
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