Creating a mobile urban tourism storytelling application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of a multimedia mobile applications dedicated to urban tourism storytelling. The application can be a game that takes advantage of several locationbased technologies, freely available geo-referenced media, and augmented reality for immersive gameplay. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The main focus is for these locationbased storytelling games to create more engagement between the tourists and the urban environment. To explore this concept, an application was designed for the city of Porto: Unlocking Porto. This location-based game with a central, yet adaptable, story engages the player into the main sights following an augmented reality path while playing small games. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.
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Introduction/purpose: The paper reflexively documents (for the first time) as a consistent approach a participatory, co-creative storytelling practice for organic place branding as developed by the researcher across cinema, digital platforms, and word-of-mouth. Focus of this paper is on the societal impact of an implicit approach, to be structured into a repeatable process. Research limitations: The paper is based on reflexive observations and insights. The original empirical materials were co-created with stakeholders or developed for cinema, creative industry, or other applied uses, with the intent to develop a formalized methodology. Empirical research assets were therefore interpreted, reframed, or reflected upon from the viewpoint of both (a) social sciences and humanities and (b) place branding, leisure direction, and impact viewpoints. Theoretical framework: This paper is presented as a case study. A theoretical justification is provided. Methodology/main research approach: Reflexive reporting of art-based participatory interventions, between activism (action research) and storytelling for place branding. Findings: Reference cases will be grounded in the City of Turin, Italy, and most specifically its underprivileged Mirafiori and Borgo Aurora districts. The paper will frame an organic field practice through reflexively structuring it as a repeatable process. Impacts of an economic, social, and artistic nature will be documented. Specific empirical research assets include: (a) fictional movie and documentary (2014, 2019); (b) video clips, based on participatory interviews; (c) reflexive evidence from original approach bridging (cinematic) storytelling to place branding; (4) information and evidence on economic and social impacts, as extracted from (a) news and other secondary sources, and (b) primary statements from key stakeholders. Conclusions: The paper will offer two key value points: (a) Reflexive externalization by stakeholders of an implicit approach; (b) Potential formalization into a repeatable process, for universal adoption. The authors are committed to achieving the most societal impact through their research and consulting work and the paper will provide the opportunity to transfer findings, learnings, and assets to a wider community of stakeholders, for example, citizens and practitioners, with the required methodological reliability. Practical implications: The focus of this paper is eminently practical in terms of translating an organic practice at the crossroads of the creative industry, cinematic arts, and place branding, into a structured approach, and possibly a process. The outcome will be a reflexive repeatable formalization of the said approach, for future consideration and adoption by place branding leaders and stakeholders, with societal impact as the priority.
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Retailinnovatie in Rotterdam onderzoekt de innovatiekansen van bestaande MKB‐retail-ondernemingen met een fysieke vestiging in de Rotterdamse binnenstad. Daarnaast wordt de ontwikkeling van de binnenstad als relevante betekenisvolle context voor MKB‐retailers in Rotterdam onderzocht. Samen met MKB’ers en andere stakeholders worden nieuwe retailconcepten en diensten ontworpen, gedemonstreerd en getest. Centraal staat de vraag: Welke nieuwe concepten, diensten en toepassingen zijn op korte en middellange termijn nodig ter bevordering van innovatievermogen, concurrentiekracht en toekomstbestendigheid van bestaande MKB-retailondernemingen met een fysieke vestiging in de Rotterdamse binnenstad en hoe kan de ontwikkeling van het binnenstedelijke winkelgebied hieraan een bijdrage leveren? Belangrijkste doelstelling van dit project is versterking van de MKB‐retailers in de Rotterdamse binnenstad door ze te ondersteunen in het benutten van hun innovatiekansen. In vergelijking met grootwinkel-bedrijven hebben MKB‐ retailers onvoldoende middelen en spankracht om de actuele innovatie-opgave voortvarend op te pakken. Bovendien staat de positie van MKB‐retailers in de binnensteden onder druk door de zogenaamde filialisering van winkelketens. Innovatie dient nog een breder doel. Kleine retailers zijn medeverantwoordelijk voor het imago en de belevingskwaliteit van de Rotterdamse binnenstad. Ze geven samen met grootwinkel-bedrijven, horeca-ondernemingen en cultuur kleur aan de binnenstad. Vanuit Hogeschool Rotterdam wordt dit project gedragen door Kenniscentrum Creating 010, Willem de Kooning Academie, Instituut voor Communicatie, Media en Informatietechnologie en de opleiding Small Business & Retail Management. Een belangrijk deel van het onderzoeks‐ en ontwerpwerk wordt verricht door studenten binnen het curriculum van genoemde opleidingen. Ze worden daarbij gecoached door docentonderzoekers en lectoren en ze werken intensief samen met de consortiumpartners: zeven MKB-retailondernemers uit de Rotterdamse binnenstad en vier MKB’ers uit de creatieve zakelijke dienstverlening met bijzondere expertise op hert gebied van retailinnovatie. Het consortium wordt gecompleteerd door twee grootwinkelbedrijven, een vastgoedexploitant uit de Rotterdamse binnenstad, een ondernemersorganisatie en Stadsontwikkeling Rotterdam. Creating 010 draagt de wetenschappelijke verantwoordelijkheid voor het onderzoek.
The increasing concentration of people in urban environments in an era of globalisation means that social, economic, and environmental resources for living and working are under pressure. Urban communities experience increased stress levels due to inadequate and overburdened infrastructure and services, challenges due to ethnic and cultural diversity, socio-economic inequalities as well as the impact of environmental degradation. For these communities to build resilience under these circumstances therefore requires a multipronged approach. The underlying question this project will answer is: “What are the key characteristics of experiencescapes that contribute to resilience-building in communities?” The project will dive into the identification of building blocks of experiencescapes and roles of relevant actors that can support communities in building resilience. Within the context of a multidisciplinary approach, this project applies a range of qualitative research methods, such as in-depth interviews, focus groups, participant observation, storytelling techniques, life stories, as well as various biometric quantitative methods, available through the experience lab of BUas. The outcome of the project will enable practitioners and researchers alike in various sectors to understand what and how they can contribute to creating an environment in which people can meaningfully interact in a way that builds resilience in communities. This outcome is communicated not only through academic publications and conference contributions, but also through public reports and a handbook for practitioners and students. These reports and handbooks support identification and application of building blocks of experiencescapes that support building resilience in communities. Finally, the knowledge generated in the project will contribute to the development of curricula of various educational programmes at Breda University of Applied Sciences by expanding the scope of experience design into the area of people-to-people relationships.