The advent of information and communication technologies (ICTs) has had and is having a major impact on Indonesian cultural resource management, and on the safeguarding methods of its tangible and intangible cultural heritages. Despite varied levels and visible gaps between rural and urban regions in terms of technology usage, innovative initiatives have been created, which correspond to the needs and expectations of a technology-savvy public. As a starting point, a number of public institutions dealing with tangible cultural heritage (e.g. museums, palaces, temples, World Heritage Sites (WHS) do use innovative digital tools in order to communicate to various audiences, as well as to enrich visitors' experience, especially taking into consideration young generations. This paper will firstly examine the role of ICTs in intangible cultural heritage (ICH) (e.g. Batik, Wayang puppet theatre, etc.); secondly, the authors will explain how ICTs can help to communicate and promote the values, history, and significances of ICH products, both for locals and tourists, with the goal of raising awareness on cultural identity. However, the knowledge of ICH still requires contacts with its own communities and is vulnerable, as it can be exposed to excessive cultural commoditization through e-platforms. This study aims at giving an overview and some examples of digital interventions for cultural heritage communication implemented by various stakeholders in Indonesia. In addition, this paper analyses to what extent a participatory approach engaging local communities, academics, private sectors, NGOs and the government, can ensure higher levels of effectiveness and efficiency, hence supporting the conservation of UNESCO tangible/ICH in Indonesia. This paper aims at: (1) presenting the development of digital heritage platforms in Indonesia; (2) providing a grid of analysis of digital heritage knowledge platforms dedicated to UNESCO tangible and ICH in forms of websites and mobile apps.
MULTIFILE
Deciding what kind of smart cities do we, as a society, want is not only a political question but also a matter of envisioning possible futures. The speculative narratives that designers produce to support their imagination are called "Design Fictions." We share SUBMERGED, a cross-platform project that combines game design, interactive narrative, and urban exploration with the objective of empowering citizens to produce their design fictions. Following a "Research through Design" practice, we describe our process for creating SUBMERGED, we synthesize some critical insights from our experience, and we urgently call for a dialogue between semioticians and design researchers on these topics.
The wide diffusion of the "Entrapped Suitors" story-type has often been observed: examples are found in a remarkable number of literatures, ranging from English, French and Greek in the West, to Persian, Arabic and Kashmiri in the East. However, a text of this type that is often overlooked is the Middle Dutch play Een Speel Van Drie Minners ("A Play of Three Suitors"). This is despite the fact that it represents a highly idiosyncratic variation on the story, as it replaces the central moral with something more scabrous. We offer here a comprehensive discussion of this singular text and its narrative form, with an English verse-translation appended.