SlideShare una empresa de Scribd logo
1 de 29
Descargar para leer sin conexión
Trust no-one!
 A conspiracy play in the King’s
            Kolding
“Mixed reality, ubiquitous computing and
    augmented places as format for
        communicating culture”
    The Transformative Museum, RUC 23.-25.5. 2012
Kjetil Sandvik, associate professor, Department of Media,
Cognition and Communication, University of Copenhagen
Project scope
• Mobile phones (smart phones) used for
  communicating culture
• Fiction used for communicating history
• Experiments with Augmented Reality (at low
  costs)
• Creating an unorthodox city walk:
  – instead of an exhibition about renaissance
    Kolding, we let the renaissance pop up in the city
    space
• The audience as participants and co-creators
Format not just for
the design process,
but for ’the exhi-
bitions’ itself
Project scope
• Mixed media:
   – mobile phone as ’swizz army knife’
   – mash-up of variety of services: low-cost and easy to
     adjust (Layar, Google Maps, Youtube and other file-
     sharing services)
• Ubiquitous computing:
   – not so much embedded in the fabric of physical
     location
   – but accessible everywhere by ways of…
• Mobile and location sensitive media:
• Over-layering locations with digital information:
• Augmentation!
Augmentation
• an informational, aesthetical and/or
  emotional enhancement of our sense and
  experience of place by use of various framing
  strategies (e.g. Ian Rankin’s Edinburgh) and
  media technologies (e.g. a guided Rebus Tour).
Augmentation of places
• Construction of a kind of mixed reality
• the place has a status both as an actual
  location in the physical world and as a
  storyspace
• blend of fact and fiction
• blend of physical and mediated space
• blend of presentation and (user)
  performance
• ‘charged spaces’ (Valtysson)
                                             7
8
Split reality vs Mixed reality
• Split reality: switching between mediated space
  (e.g. inside the mobile phone) and physical space
• Mixed reality: blending between mediated and
  physical space (e.g. looking at physical space
  through an ‘augumented reality browser’ on the
  mobile phone)
• Mixed reality implies a certain way of telling
  stories connecting the actual and the fictional
  space/the physical space and the mediated space
     • (this is where Hikuin’s Vendetta goes wrong – and we try to
       make things right)
                                                                     9
11
Kolding as augmented storyspace
• Creating a dramatic meta-story connecting different location
  specific narrative tableaus containing various actual historical
  characters and events
    – (e.g. the co-operation between the public executioner and the
      pharmacist selling human fat and pulverized sculls for medical use)
• within the same fiction frame providing connections between the
  narrative tableaus
    – (the castle is on fire (which is an actual event), a messenger is found
      murdered, a conspiracy against the King may be afoot).
• The tale is taking place in the city space and interfaces with specific
  locations with historical significance
    – (e.g. the square where executions took place, the building housing the
      pharmacy)
• Thus: a mediated version of renaissance Kolding is mapped onto the
  physical – and present-day – version of the city.
Kolding as augmented storyspace
• Creating a dramatic meta-story connecting different location
  specific narrative tableaus containing various actual historical
  characters and events
    – (e.g. the co-operation between the public executioner and the
      pharmacist selling human fat and crushed sculls for medical use)
• within the same fiction frame providing connections between the
  narrative tableaus
    – (the castle is on fire (which is an actual event), a messenger is found
      murdered, a conspiracy against the King may be afoot).
• The tale is taking place in the city space and interfaces with specific
  locations with historical significance
    – (e.g. the square where executions took place, the building housing the
      pharmacy)
• Thus: a mediated version of renaissance Kolding is mapped onto the
  physical – and present-day – version of the city.
Physical space as media
• The physical space is to some degree
  functioning as media communicating specific
  types of information, specific types of stories.
     • the city quarters with its streets, alleys, buildings,
       ornamentations such as statues, gargoyles and so on
       function as a narrative architecture like a
       theme/themed park like Disneyland including buildings
       and landscapes known from the catalog of Disney
       fairytales
• Several parts of the city of Kolding used as
  location for the “Trust No-one!” project have
  these qualities of being media in themselves,
  as carriers of the story of Kolding.                      16
Physical space as media
• With the use of mobile phones equipped with
  navigation tools and augmented reality
  browsers this information residing in the very
  architecture and infrastructure of the city may
  be pulled forth and made visible, accessible
  and interactive from the perspective of
  communicating history and cultural heritage.



                                                18
25
Storyspace
Meta-story                Narrative tableaus
Summing up
• Augmentation makes us see things in new
  ways:
• Buildings are not just buildings, streets are not
  just streets – the carry stories, they carry
  cultural meaning
• This meaning may be experienced through an
  interplay between the physical locations of
  the city and the ubiquitous and locative
  information layers provided by mobile media.
Project participants
• Kolding Libraries
• Kolding City Archive
• VIFIN – knowledge center for integration
  (Vejle)
• Dept. of Media, Cognition and
  Communication,, University of Copenhhagen
• Knowledge center for Children and Youth
  Culture, VIA University College
Visit the project on Facebook
• https://www.facebook.com//Stolpaaingen#!/S
  tolpaaingen
• Online, open-accessed development site

Más contenido relacionado

Similar a Trust No-one! - a conspiracy play in the King's Kolding

Media challenging museums - IT, audiences and the exhibition formats
Media challenging museums - IT, audiences and the exhibition formatsMedia challenging museums - IT, audiences and the exhibition formats
Media challenging museums - IT, audiences and the exhibition formatsKjetil Sandvik
 
Augmented reality præsentation_ystad_220910
Augmented reality præsentation_ystad_220910Augmented reality præsentation_ystad_220910
Augmented reality præsentation_ystad_220910Jacob Knudsen
 
Augmented places and_mixed_realities_au_121011
Augmented places and_mixed_realities_au_121011Augmented places and_mixed_realities_au_121011
Augmented places and_mixed_realities_au_121011Jacob Knudsen
 
Augmented reality præsentation_ystad_220910
Augmented reality præsentation_ystad_220910Augmented reality præsentation_ystad_220910
Augmented reality præsentation_ystad_220910Kjetil Sandvik
 
Kommunikation 2 0 og the perpertual beta way of thinking 02
Kommunikation 2 0 og the perpertual beta way of thinking 02Kommunikation 2 0 og the perpertual beta way of thinking 02
Kommunikation 2 0 og the perpertual beta way of thinking 02Kjetil Sandvik
 
Spark Fest Twin Digital Humanities Plenary
Spark Fest Twin Digital Humanities PlenarySpark Fest Twin Digital Humanities Plenary
Spark Fest Twin Digital Humanities PlenaryMark Tebeau
 
CrossCult presentation
CrossCult presentationCrossCult presentation
CrossCult presentationUCLDH
 
Remaking the Printed Word in the Digital Age
	Remaking the Printed Word in the Digital Age	Remaking the Printed Word in the Digital Age
Remaking the Printed Word in the Digital AgeElaine Harrington
 
Developing mobile applications for the City of Luxembourg
Developing mobile applications for the City of LuxembourgDeveloping mobile applications for the City of Luxembourg
Developing mobile applications for the City of LuxembourgEuropeana
 
The Recurated Museum: V. Collections Communication & Storytelling
The Recurated Museum: V. Collections Communication & StorytellingThe Recurated Museum: V. Collections Communication & Storytelling
The Recurated Museum: V. Collections Communication & StorytellingChristopher Morse
 
Turkey istanbul communicating heritage_new symbolic values for historic walls
Turkey istanbul communicating heritage_new symbolic values for historic wallsTurkey istanbul communicating heritage_new symbolic values for historic walls
Turkey istanbul communicating heritage_new symbolic values for historic wallsUNESCO Venice Office
 
From Books to Bytes: Transforming Access to the Printed Word in the Digital Age
From Books to Bytes: Transforming Access to the Printed Word in the Digital AgeFrom Books to Bytes: Transforming Access to the Printed Word in the Digital Age
From Books to Bytes: Transforming Access to the Printed Word in the Digital AgeElaine Harrington
 
Locative Digital Media and the representation of Urban spaces
Locative Digital Media and the representation of Urban spacesLocative Digital Media and the representation of Urban spaces
Locative Digital Media and the representation of Urban spacesLuciano Frizzera
 

Similar a Trust No-one! - a conspiracy play in the King's Kolding (20)

Media challenging museums - IT, audiences and the exhibition formats
Media challenging museums - IT, audiences and the exhibition formatsMedia challenging museums - IT, audiences and the exhibition formats
Media challenging museums - IT, audiences and the exhibition formats
 
Augmented reality præsentation_ystad_220910
Augmented reality præsentation_ystad_220910Augmented reality præsentation_ystad_220910
Augmented reality præsentation_ystad_220910
 
Augmented places and_mixed_realities_au_121011
Augmented places and_mixed_realities_au_121011Augmented places and_mixed_realities_au_121011
Augmented places and_mixed_realities_au_121011
 
Augmented reality præsentation_ystad_220910
Augmented reality præsentation_ystad_220910Augmented reality præsentation_ystad_220910
Augmented reality præsentation_ystad_220910
 
Kommunikation 2 0 og the perpertual beta way of thinking 02
Kommunikation 2 0 og the perpertual beta way of thinking 02Kommunikation 2 0 og the perpertual beta way of thinking 02
Kommunikation 2 0 og the perpertual beta way of thinking 02
 
Spark Fest Twin Digital Humanities Plenary
Spark Fest Twin Digital Humanities PlenarySpark Fest Twin Digital Humanities Plenary
Spark Fest Twin Digital Humanities Plenary
 
CrossCult presentation
CrossCult presentationCrossCult presentation
CrossCult presentation
 
Eva
EvaEva
Eva
 
Libraries _ Architecture Urban Design _ Matej Niksic UIRS Ljubljana Slovenia.pdf
Libraries _ Architecture Urban Design _ Matej Niksic UIRS Ljubljana Slovenia.pdfLibraries _ Architecture Urban Design _ Matej Niksic UIRS Ljubljana Slovenia.pdf
Libraries _ Architecture Urban Design _ Matej Niksic UIRS Ljubljana Slovenia.pdf
 
Remaking the Printed Word in the Digital Age
	Remaking the Printed Word in the Digital Age	Remaking the Printed Word in the Digital Age
Remaking the Printed Word in the Digital Age
 
Knowledge city human moments dvir1
Knowledge city human moments dvir1Knowledge city human moments dvir1
Knowledge city human moments dvir1
 
Cultural Futures (2018)
Cultural Futures (2018)Cultural Futures (2018)
Cultural Futures (2018)
 
Developing mobile applications for the City of Luxembourg
Developing mobile applications for the City of LuxembourgDeveloping mobile applications for the City of Luxembourg
Developing mobile applications for the City of Luxembourg
 
Digital Rescue History
Digital Rescue HistoryDigital Rescue History
Digital Rescue History
 
The Recurated Museum: V. Collections Communication & Storytelling
The Recurated Museum: V. Collections Communication & StorytellingThe Recurated Museum: V. Collections Communication & Storytelling
The Recurated Museum: V. Collections Communication & Storytelling
 
Heritage Visualisation: Lessons From The Fun Side
Heritage Visualisation: Lessons From The Fun SideHeritage Visualisation: Lessons From The Fun Side
Heritage Visualisation: Lessons From The Fun Side
 
Turkey istanbul communicating heritage_new symbolic values for historic walls
Turkey istanbul communicating heritage_new symbolic values for historic wallsTurkey istanbul communicating heritage_new symbolic values for historic walls
Turkey istanbul communicating heritage_new symbolic values for historic walls
 
Digital Public History
Digital Public History Digital Public History
Digital Public History
 
From Books to Bytes: Transforming Access to the Printed Word in the Digital Age
From Books to Bytes: Transforming Access to the Printed Word in the Digital AgeFrom Books to Bytes: Transforming Access to the Printed Word in the Digital Age
From Books to Bytes: Transforming Access to the Printed Word in the Digital Age
 
Locative Digital Media and the representation of Urban spaces
Locative Digital Media and the representation of Urban spacesLocative Digital Media and the representation of Urban spaces
Locative Digital Media and the representation of Urban spaces
 

Más de Kjetil Sandvik

Sandvik creating-digital-literacy-101117
Sandvik creating-digital-literacy-101117Sandvik creating-digital-literacy-101117
Sandvik creating-digital-literacy-101117Kjetil Sandvik
 
Spils læringspotentiale - myter, faldgruber... og muligheder
Spils læringspotentiale - myter, faldgruber... og mulighederSpils læringspotentiale - myter, faldgruber... og muligheder
Spils læringspotentiale - myter, faldgruber... og mulighederKjetil Sandvik
 
Courses as research projects and students in the role as researchers
Courses as research projects and students in the role as researchersCourses as research projects and students in the role as researchers
Courses as research projects and students in the role as researchersKjetil Sandvik
 
Uses of-media-in-everyday-practices-of-grief-amon-bereaved-parents
Uses of-media-in-everyday-practices-of-grief-amon-bereaved-parentsUses of-media-in-everyday-practices-of-grief-amon-bereaved-parents
Uses of-media-in-everyday-practices-of-grief-amon-bereaved-parentsKjetil Sandvik
 
Communicating with the dead ecrea 2016
Communicating with the dead ecrea 2016Communicating with the dead ecrea 2016
Communicating with the dead ecrea 2016Kjetil Sandvik
 
Bereaved parents-online-grief-communities-ecrea16
Bereaved parents-online-grief-communities-ecrea16Bereaved parents-online-grief-communities-ecrea16
Bereaved parents-online-grief-communities-ecrea16Kjetil Sandvik
 
Playful parents-experimenting-children
Playful parents-experimenting-childrenPlayful parents-experimenting-children
Playful parents-experimenting-childrenKjetil Sandvik
 
Leg og læring: workshop på Moesgaard Museum
Leg og læring: workshop på Moesgaard MuseumLeg og læring: workshop på Moesgaard Museum
Leg og læring: workshop på Moesgaard MuseumKjetil Sandvik
 
Gamificeret undervisning - metoder og erfaringer
Gamificeret undervisning - metoder og erfaringerGamificeret undervisning - metoder og erfaringer
Gamificeret undervisning - metoder og erfaringerKjetil Sandvik
 
Digitale fortællinger - når formidlingen bliver deltagelsesorienteret og tvær...
Digitale fortællinger - når formidlingen bliver deltagelsesorienteret og tvær...Digitale fortællinger - når formidlingen bliver deltagelsesorienteret og tvær...
Digitale fortællinger - når formidlingen bliver deltagelsesorienteret og tvær...Kjetil Sandvik
 
Gamificeret undervisning - metoder og erfaringer
Gamificeret undervisning - metoder og erfaringerGamificeret undervisning - metoder og erfaringer
Gamificeret undervisning - metoder og erfaringerKjetil Sandvik
 
Jeg deler denne cola med - paper om personaliseret markedsføring
Jeg deler denne cola med - paper om personaliseret markedsføringJeg deler denne cola med - paper om personaliseret markedsføring
Jeg deler denne cola med - paper om personaliseret markedsføringKjetil Sandvik
 
Knudsen sandvik challenging-smart-in-smartcity-strategies
Knudsen sandvik challenging-smart-in-smartcity-strategiesKnudsen sandvik challenging-smart-in-smartcity-strategies
Knudsen sandvik challenging-smart-in-smartcity-strategiesKjetil Sandvik
 
Børn som-digitale-verdensborgere
Børn som-digitale-verdensborgereBørn som-digitale-verdensborgere
Børn som-digitale-verdensborgereKjetil Sandvik
 
Second Screen Production. Creating rich media experiences thorugh synchronous...
Second Screen Production. Creating rich media experiences thorugh synchronous...Second Screen Production. Creating rich media experiences thorugh synchronous...
Second Screen Production. Creating rich media experiences thorugh synchronous...Kjetil Sandvik
 
Mobile media challenging status quo. Smartphones, social media and the Occupy...
Mobile media challenging status quo. Smartphones, social media and the Occupy...Mobile media challenging status quo. Smartphones, social media and the Occupy...
Mobile media challenging status quo. Smartphones, social media and the Occupy...Kjetil Sandvik
 
Playng the Plot: on the anatomy of gamified stories
Playng the Plot: on the anatomy of gamified storiesPlayng the Plot: on the anatomy of gamified stories
Playng the Plot: on the anatomy of gamified storiesKjetil Sandvik
 
Cross media experiences - from X factor to Harry Potter
Cross media experiences - from X factor to Harry PotterCross media experiences - from X factor to Harry Potter
Cross media experiences - from X factor to Harry PotterKjetil Sandvik
 

Más de Kjetil Sandvik (20)

Sandvik creating-digital-literacy-101117
Sandvik creating-digital-literacy-101117Sandvik creating-digital-literacy-101117
Sandvik creating-digital-literacy-101117
 
Spils læringspotentiale - myter, faldgruber... og muligheder
Spils læringspotentiale - myter, faldgruber... og mulighederSpils læringspotentiale - myter, faldgruber... og muligheder
Spils læringspotentiale - myter, faldgruber... og muligheder
 
Courses as research projects and students in the role as researchers
Courses as research projects and students in the role as researchersCourses as research projects and students in the role as researchers
Courses as research projects and students in the role as researchers
 
Uses of-media-in-everyday-practices-of-grief-amon-bereaved-parents
Uses of-media-in-everyday-practices-of-grief-amon-bereaved-parentsUses of-media-in-everyday-practices-of-grief-amon-bereaved-parents
Uses of-media-in-everyday-practices-of-grief-amon-bereaved-parents
 
Communicating with the dead ecrea 2016
Communicating with the dead ecrea 2016Communicating with the dead ecrea 2016
Communicating with the dead ecrea 2016
 
Bereaved parents-online-grief-communities-ecrea16
Bereaved parents-online-grief-communities-ecrea16Bereaved parents-online-grief-communities-ecrea16
Bereaved parents-online-grief-communities-ecrea16
 
Playful parents-experimenting-children
Playful parents-experimenting-childrenPlayful parents-experimenting-children
Playful parents-experimenting-children
 
Leg og læring: workshop på Moesgaard Museum
Leg og læring: workshop på Moesgaard MuseumLeg og læring: workshop på Moesgaard Museum
Leg og læring: workshop på Moesgaard Museum
 
Meaning Across Media
Meaning Across MediaMeaning Across Media
Meaning Across Media
 
Gamificeret undervisning - metoder og erfaringer
Gamificeret undervisning - metoder og erfaringerGamificeret undervisning - metoder og erfaringer
Gamificeret undervisning - metoder og erfaringer
 
Digitale fortællinger - når formidlingen bliver deltagelsesorienteret og tvær...
Digitale fortællinger - når formidlingen bliver deltagelsesorienteret og tvær...Digitale fortællinger - når formidlingen bliver deltagelsesorienteret og tvær...
Digitale fortællinger - når formidlingen bliver deltagelsesorienteret og tvær...
 
Creating Uses
Creating UsesCreating Uses
Creating Uses
 
Gamificeret undervisning - metoder og erfaringer
Gamificeret undervisning - metoder og erfaringerGamificeret undervisning - metoder og erfaringer
Gamificeret undervisning - metoder og erfaringer
 
Jeg deler denne cola med - paper om personaliseret markedsføring
Jeg deler denne cola med - paper om personaliseret markedsføringJeg deler denne cola med - paper om personaliseret markedsføring
Jeg deler denne cola med - paper om personaliseret markedsføring
 
Knudsen sandvik challenging-smart-in-smartcity-strategies
Knudsen sandvik challenging-smart-in-smartcity-strategiesKnudsen sandvik challenging-smart-in-smartcity-strategies
Knudsen sandvik challenging-smart-in-smartcity-strategies
 
Børn som-digitale-verdensborgere
Børn som-digitale-verdensborgereBørn som-digitale-verdensborgere
Børn som-digitale-verdensborgere
 
Second Screen Production. Creating rich media experiences thorugh synchronous...
Second Screen Production. Creating rich media experiences thorugh synchronous...Second Screen Production. Creating rich media experiences thorugh synchronous...
Second Screen Production. Creating rich media experiences thorugh synchronous...
 
Mobile media challenging status quo. Smartphones, social media and the Occupy...
Mobile media challenging status quo. Smartphones, social media and the Occupy...Mobile media challenging status quo. Smartphones, social media and the Occupy...
Mobile media challenging status quo. Smartphones, social media and the Occupy...
 
Playng the Plot: on the anatomy of gamified stories
Playng the Plot: on the anatomy of gamified storiesPlayng the Plot: on the anatomy of gamified stories
Playng the Plot: on the anatomy of gamified stories
 
Cross media experiences - from X factor to Harry Potter
Cross media experiences - from X factor to Harry PotterCross media experiences - from X factor to Harry Potter
Cross media experiences - from X factor to Harry Potter
 

Trust No-one! - a conspiracy play in the King's Kolding

  • 1. Trust no-one! A conspiracy play in the King’s Kolding “Mixed reality, ubiquitous computing and augmented places as format for communicating culture” The Transformative Museum, RUC 23.-25.5. 2012 Kjetil Sandvik, associate professor, Department of Media, Cognition and Communication, University of Copenhagen
  • 2. Project scope • Mobile phones (smart phones) used for communicating culture • Fiction used for communicating history • Experiments with Augmented Reality (at low costs) • Creating an unorthodox city walk: – instead of an exhibition about renaissance Kolding, we let the renaissance pop up in the city space • The audience as participants and co-creators
  • 3. Format not just for the design process, but for ’the exhi- bitions’ itself
  • 4. Project scope • Mixed media: – mobile phone as ’swizz army knife’ – mash-up of variety of services: low-cost and easy to adjust (Layar, Google Maps, Youtube and other file- sharing services) • Ubiquitous computing: – not so much embedded in the fabric of physical location – but accessible everywhere by ways of… • Mobile and location sensitive media: • Over-layering locations with digital information: • Augmentation!
  • 5.
  • 6. Augmentation • an informational, aesthetical and/or emotional enhancement of our sense and experience of place by use of various framing strategies (e.g. Ian Rankin’s Edinburgh) and media technologies (e.g. a guided Rebus Tour).
  • 7. Augmentation of places • Construction of a kind of mixed reality • the place has a status both as an actual location in the physical world and as a storyspace • blend of fact and fiction • blend of physical and mediated space • blend of presentation and (user) performance • ‘charged spaces’ (Valtysson) 7
  • 8. 8
  • 9. Split reality vs Mixed reality • Split reality: switching between mediated space (e.g. inside the mobile phone) and physical space • Mixed reality: blending between mediated and physical space (e.g. looking at physical space through an ‘augumented reality browser’ on the mobile phone) • Mixed reality implies a certain way of telling stories connecting the actual and the fictional space/the physical space and the mediated space • (this is where Hikuin’s Vendetta goes wrong – and we try to make things right) 9
  • 10.
  • 11. 11
  • 12. Kolding as augmented storyspace • Creating a dramatic meta-story connecting different location specific narrative tableaus containing various actual historical characters and events – (e.g. the co-operation between the public executioner and the pharmacist selling human fat and pulverized sculls for medical use) • within the same fiction frame providing connections between the narrative tableaus – (the castle is on fire (which is an actual event), a messenger is found murdered, a conspiracy against the King may be afoot). • The tale is taking place in the city space and interfaces with specific locations with historical significance – (e.g. the square where executions took place, the building housing the pharmacy) • Thus: a mediated version of renaissance Kolding is mapped onto the physical – and present-day – version of the city.
  • 13.
  • 14.
  • 15. Kolding as augmented storyspace • Creating a dramatic meta-story connecting different location specific narrative tableaus containing various actual historical characters and events – (e.g. the co-operation between the public executioner and the pharmacist selling human fat and crushed sculls for medical use) • within the same fiction frame providing connections between the narrative tableaus – (the castle is on fire (which is an actual event), a messenger is found murdered, a conspiracy against the King may be afoot). • The tale is taking place in the city space and interfaces with specific locations with historical significance – (e.g. the square where executions took place, the building housing the pharmacy) • Thus: a mediated version of renaissance Kolding is mapped onto the physical – and present-day – version of the city.
  • 16. Physical space as media • The physical space is to some degree functioning as media communicating specific types of information, specific types of stories. • the city quarters with its streets, alleys, buildings, ornamentations such as statues, gargoyles and so on function as a narrative architecture like a theme/themed park like Disneyland including buildings and landscapes known from the catalog of Disney fairytales • Several parts of the city of Kolding used as location for the “Trust No-one!” project have these qualities of being media in themselves, as carriers of the story of Kolding. 16
  • 17.
  • 18. Physical space as media • With the use of mobile phones equipped with navigation tools and augmented reality browsers this information residing in the very architecture and infrastructure of the city may be pulled forth and made visible, accessible and interactive from the perspective of communicating history and cultural heritage. 18
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25. 25
  • 26. Storyspace Meta-story Narrative tableaus
  • 27. Summing up • Augmentation makes us see things in new ways: • Buildings are not just buildings, streets are not just streets – the carry stories, they carry cultural meaning • This meaning may be experienced through an interplay between the physical locations of the city and the ubiquitous and locative information layers provided by mobile media.
  • 28. Project participants • Kolding Libraries • Kolding City Archive • VIFIN – knowledge center for integration (Vejle) • Dept. of Media, Cognition and Communication,, University of Copenhhagen • Knowledge center for Children and Youth Culture, VIA University College
  • 29. Visit the project on Facebook • https://www.facebook.com//Stolpaaingen#!/S tolpaaingen • Online, open-accessed development site