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Interactive Media Mobile Young people & museums

Playing with the OLPC XO Laptop and the museum possibilities

I ordered an OLPC laptop under the ‘Give One Get One’ programme and via a friend in the US it arrived last week. My 3 year old has been having a great time playing with the TamTam Mini application, a very simple graphical sound triggering noise maker; the Paint application; a memory match game; and the inbuilt camera.

The Sugar GUI has been getting mixed reviews but in the hands of a 3 year old who hasn’t been indoctrinated into the aesthetics and usage patterns of Windows or OSX, it is seems logical, or at least sensible enough.

The wireless networking is excellent with great range and quick pickup. However this is where the gripes, or shall we say, ‘quirks’ start. You would think that the distance a ‘network’ icon was from your central OLPC icon is would indicate signal strength or proximity but in fact it is just random. Obviously there aren’t many of these laptops in Sydney, let alone Australia (yet!), so trying out the Mesh networking hasn’t yet been possible.

The bundled web browser is absolutely awful and slow. In fact until I installed a special build of Opera I was convinced that the laptop would be all but useless for Flash-based sites (which tend to be the ones that little kids actually want to start with). Flash support on the bundled browser works but it delivers things like Pingu at about 1 frame per second and forget about Youtube. Fortunately the support wiki is fantastic and a few handy Terminal commands and Opera had rectified the situation.

The screen of the OLPC can be swivelled around to turn the machine into a tablet e-book reader. A button on the screen allows you to rotate the screen through 90 degree steps which is nice too. Unfortunately using the bundled browser makes for a slow experience.

The final quirk is touchpad. Maybe it is a hardware fault but I have had to recalibrate it at least twice each session (which is fortunately done by holding down 4 keys simultaneously). Plugging in an external USB mouse makes it better.

But more of the good. The way Sugar stores your work is in a diary-like manner. Instead of ‘saving’ everything is just auto-saved by date and time. This allows you or an educator to look back over project work and see its development over time – this is a very nice feature that operates the same across all the bundled applications (called ‘Activities). The built in video camera is also remarkably good and is certainly usable for low level video conferencing given the right bandwidth.

So, having one of these to play with is fascinating. The potential applications within a museum environment are huge. Their size and the Mesh networking makes them attractive – they are remarkably small and the ability to connect them to each other automatically without the presence of an external wireless network opens up plenty of possibilities.

It would be very possible send students out in the field with a clutch of these tiny, robust machines to gather data, wirelessly commnunicate with each other, capture images, collaboratively write reports and then return to a lab to collate and present the results. The Sugar UI is suitably intuitive enough to make the learning curve of a properly set up machine easy, and there is little to attract the inevitable hacking and tomfoolery that occurs when students are plonked down in front of a Windows box.

But the question is, will these machines ever become available to museums to use or experiment in this manner?

Categories
Interactive Media Mobile MW2007 Young people & museums

Museums & the Web 2007 papers online / Fantoni on museum ‘bookmarking’

The first batch of papers for Museums & the Web have gone online.

Picking the first one to read at random, I chose Silvia Fillipini Fantoni’s paper on “Bookmarking in museums”.

I am interested in this area as we developed a prototype mobile phone object bookmarking application just over two years ago but never rolled it out. There were many reasons and in the end the greatest barrier to implementation was the resistance from teachers to allowing students to carry and use mobile phones during a museum visit. Another reason was the difficulty in finding a ‘free call’ SMS service number – without which users would have needed to pay for each ‘bookmark’ through their mobile plan (and unlike America, all you can eat SMS plans are not that common or cheap).

Fantoni’s paper is an excellent reality check for those building personalisation tools for their museum website with the expectation that users will surely want to bookmark things to come back to later. She argues that the usage of bookmarking tools is small, generally much lower than initially expected. Bookmarking is an activity not done by the ‘general public, possibly because of lack of awareness, promotion, and an understanding of what ‘bookmarking’ actually offers or means. Despite this, such tools may be useful for specific dedicated audiences – especially teachers.

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Interactive Media Mobile

Orlowski on why there aren’t any smartphones

Given that I am in the market for a new phone I’ve been bitterly disappointed by the lack of truly ‘converged’ devices out here on the market. The most ‘feature rich’ have usability problems when it comes to making phone calls (touchscreen dialing! why?), and those that have really usable decent sized phone/numeric keypads force you to use SMS or predictive keystrokes for your email. Don’t get me started on the camera features.

The always enetrtaining and rather cynical Andrew Orlowski explores why there aren’t any real smartphones – or truly ‘coverged’ devices – available.

t one time, the future of mobiles looked simple. The smartphone was a new kind of gadget that was subsuming the pager, the camera, the PDA, the Walkman, and almost every other iece of technology you could carry – and offering it in volume at an irresistible price. Often free. Over time, every phone would become a smartphone.
Expectations were sky high.

Worthwhile reading.

I’m surprised Orlowski didn’t mention the 6th excuse . . . . that of device manufacturers having an economic disincentive to creating the uber-device. If customers are happily (or unhappily) buying existing products then why create a product that destroys the market for the rest of your range? Or one that threatens the manufacturer’s relationship with the networks it relies on – and thus forces any emerging device to be seriously crippled (the iPodPhone for example)?

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Interactive Media Mobile

S60 Nokia series as web server

O’Reilly on the recent open source release of Racoon – a web server for the Nokia phones that run the S60 series o/s.

The potential applications are quite exciting – even the factory-included remote camera operation is pretty nifty.

Now I’m just waiting for my new phone to be ordered so we can start testing this out . . .

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Interactive Media Mobile

Hacking iPods for museum use

The Walker Art Center has a fantastic post on hacking the firmware and interface of the iPod to make them more usable in a museum setting.

Lending iPods out to patrons is much more involved than just the simple question of how you clean them, or avoiding theft (those items of business are handled by our Visitors Services department). In the New Media world, we care more about answering the question, “how do we make them easy to use?”

Ease of use really comes in two forms. One for the user of the device, and the other for those of us having to update the content on the device itself. When there are budgetary constraints, you’re always looking for the best bang for the buck, while not overly hindering the experience because of it. So what do we do?

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Mobile

Teenagers & mobile phones

From SMH today.

Mobile phones are the portals to friendships and social networks, the ultimate measure of social status and portable shrines to self-image, he says. And if no one’s calling, there’s little shame in programming your phone to ring you, checking for non-existent text messages or talking up a storm with an imaginary friend.

“Kids are talking incessantly on mobiles or messaging from the back of the bus to the front of the bus; they are constantly reinforcing the message that they are in the loop, that they are part of the in group,” Katz says. “To not have a phone feels like social banishment. It really is an issue of being excluded, of being an outsider.”

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Interactive Media Mobile

m-Learning & Science Education

Liberty Science Center has been working for several years on some m-learning pilots and it looks as if their first implementation of mobile phone based learning experiences will go live next year.

As you know, the Powerhouse Museum, has also been experimenting and our in-house working prototype Mob Mark takes a slightly different approach.

Bressler, from the LSC, presents this intersting backgrounder on the LSC initiatives.

What are our youth using their mobile phones to do? They text message, play games, listen to music, and take pictures, and that’s only the beginning. Teenagers are the ones establishing the rules of this new mobile culture ad hoc. To them, the mobile phone is not a device for making phone calls, but rather, a ‘lifeline’ to the social network and an instrument for coordinating their everyday life. Can this tool, that has seemingly ensconced itself into youth culture, become a tool for informal science learning? This paper will summarize findings that have been collected as part of the Science Now, Science Everywhere (SNSE) project started by Liberty Science Center. SNSE is a recent technology initative by the Center that aims to explore the unique educational opportunities that are possible when visitors use their mobile phones as tools for learning in informal science education. Coupled with industry research from the technology and museum sectors, project research to date demonstrates an untapped area of educational opportunity that could be used to engage teens in science. Liberty Science Center believes that science centers can engage the teenage audience by extending the learning experience beyond hands-on interactives to mobile phones.

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Mobile

Handheld Research at the Getty

Some interesting results from the Getty’s survey on handheld usage in their Rembrandt exhibition.

Comment cards and focus groups showed that few users were interested in the zoom or enlarge feature, but they did think that the images on the device helped them enjoy the art. The comment cards showed that text, image-based navigation, and zoom or enlarge were not selected by a majority of respondents as being the thing they liked about the handheld device; the audio was the most popular feature.<

Categories
AV Related General Interactive Media Mobile Social networking

marc prensky in Australia Mar 3, 2006

2006 education.au National Seminars – Transforming Learning through ICT
Seminar 1 – Delivering 21 st Century tools, learning and skills

This is the first in a series of two seminars for educational leaders involved in technology and learning through the use of the Internet.

Keynote speaker: Marc Prensky, the founder of Games2train, designer and builder of over 50 software games, and author of the critically acclaimed Digital Game-Based Learning and the upcoming Don’t Bother Me, Mom – I’m Learning!.

Marc’s professional focus has been on reinventing the learning process, combining the motivation of video games and other highly engaging activities with the content of education and business. He is considered one of the world’s leading experts on the connection between games and learning.

Categories
AV Related General Interactive Media Mobile

New Samsung video player

Plays . . . . AND records !

The new Samsung YM-PD1