In English

Blind blogger about visiting museums

I just found this sweet blog post:  Great things about being blind. Museums.

“Museum staff have often gone above and beyond to allow me to touch things others could not.  Unlocking cabinets and letting me go behind barriers.  Letting me touch their period costumes.  Talking to me about history, how artifacts were found, and more.  I am always so happy when things are made accessible for me. The fortress of Louisberg in Nova Scotia was particularly wonderful.  They allowed me to touch everything and took me around until I finally had to tell them that I just couldn’t absorb one more thing. ”

#accessibility

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A cute twist

Just a little fun thing before the weekend. There are many kind of stories on nature:

http://www.petitelapgiraffe.com/index.php 

The link to the original project is broken when checked in 2017, but Midori Snyder made a neat blogpost on the subject back then, which is still online: http://www.midorisnyder.com/the_labyrinth/2011/04/petite-lap-giraffes-i-jump-in-it.html. Se also screenshot of her post here:

Midori Snyder on the lab giraffes :-) written at her blog “In the Labyrinth: Midori Snyder”.
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Interview with exhibition designer at Toledo Museum

“Exhibit Designer Claude Fixler explains how he designs museum exhibitions, using the 90th Annual Toledo Area Artists exhibition as an example”: Exhibit Design at Toledo Museum

He is talking about exhibit design on a quite general level though.

Interesting to hear ‘take two’, at the end of the video interview, about the lack of specific education as exhibit designer. This just confirms my impression. KHiB in Bergen is one of the schools that do offer some courses in exhibit design:

khib.no/Kurskatalog-2004-05/Designing-an-Inspiring-Interior-Museum-and-Exhibition-Design

khib.no/Kurskatalog-2005-06/Museum-Interior-Design-Course

#exhibitiondesign

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Investigating Cultural Sustainability

I have become part of the ISCH Action IS1007: Investigating Cultural Sustainability and I must say that I am really excited about joining this research network and – effort. It gives me an opportunity to operationalise my research on nature – and science communication – and much more. Here a description of the project:

Investigating Cultural Sustainability

The Action will focus on the role of culture as a fundamental issue, even a precondition to be met on the path towards Sustainable Development (SD). In order to better define understanding of culture within the general frames of sustainability, the Action will conceptualise and mobilize the cultural dimension of sustainable development, examine and compare best policy practices and investigate frameworks and indicators for cultural sustainability assessments.
The ultimate goal of this COST Action is to increase understanding of and determine the role of culture in Sustainable Development (SD) based on multidisciplinary principles. The work will be carried out 1) by investigating and operationalising the concept of culture in the context of SD through multidisciplinary approaches and analyses; 2) by examining the best practices for bringing culture into policy and practical domains, and 3) by developing means and indicators for assessing the impacts of culture on SD. The results of the Actions will be exploited by the scientific community, policy makers, administrative personnel and practitioners working with sustainability and culture from the EU to the local level.” (http://www.cost.esf.org/domains_actions/isch/Actions/is1007)

Update: Also take a look at the project website:  https://www.culturalsustainability.eu/

Information about the project in 2017.
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The Ear and The Scream Measurer, Experimentarium, Copenhagen.

The Experimentarium in Copenhagen is in many ways outstanding. I really enjoy visiting the place, bringing along children and see them play. This photo shows two installations in the main exhibition, in the subarea You and me (In Danish: Dig og mig). Read about the Ear-installation at the web site of the science centre. The Scream installation is fun – Scream ALL you can into the mouth of the lion (roar like a lion) and the volume of your scream/roar will be measured on the palm tree (shown with red lamps lighning up the scale on the trunk). Of course the children love this. The special attraction of this installation is, I think, the encouragement that is given to actually scream all you can. I had to try some times before I managed to do it. The space ‘inside’ the lion swallow up a the sound so that it doesn’t disturb other visitiors at the place. So you get a semi-private and very bodily experience of your  screaming capacity.

In Danish:

Installationstekst (skilt):

Skrigmåleren

Hvor højt kan du brøle?

Stik hovedet ind i løvens gab og skrig.

Se på palmen hvor højt du skreg. (…)”

#exhibitiondesign

#learning

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Researching science communication

Affinity and Battlefield is my Ph.D. project, but it involves a number of other participants and consists of 3 sub-projects. Brief information on the part of the Ph.D.-project that is connected to the maritime research project Mar-Eco can be found here:

* List of students and scholarships associated with Mar-Eco
* Nina Svane Mikkelsen at Mar-Eco (PDF-file)

#mediaresearch, #mywork, #researchcommunication

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MARA game prototype

Development of the MARA game prototype
(working title was Maretind)

The goal was to develop a digital game that integrate knowledge on the deep sea in order to reach, engage and inspire children on the subject through game play.

Good games combine a number of complex elements such as situations, where decisions must be made, challenging goals and a satifying feedback. Without these basic elements a game will easily become boring. The result must be that the way the gamers interact with the game, the game process, is parallel with what the game is about. (Quoting “Learning to play to learn” by Nick Fortugno and Eric Zimmerman, Learning Lab Newsletter)

Development of MARA
MARA is developed by a multidisciplinary working group collaborating with Bergen Museum and the international deep sea research prosject Mar-Eco.

The motivation behind developing the game

The goal is to develop a game (to function in a deep sea exhibition and on the web) that inspire children and might lead to them wanting to know more about the life at the deep sea. The development of a learning game concept is part of my ongoing exploration of games with pedagogical aims. I am interested in how games can be exploited in pedagogical contexts.

The research project Mar-Eco has a vast collection of data to the inspiration of the game plot. As one of the maritime researchers put it: ”Our data collection have ranged from oceanographic and acoustics, to various studies on organisms that range in size from microscopic plankton to large whales. Dephts ranged from the surface to 3000 meters and extended from the cold-water environment south of Iceland to the tropic environment north of the Azores.” (mar-eco cruise journal 1. july, http://www.mar-eco.no/)

The development of phase 1 and 2 of the project is supported by Bergen Museum and Meltzerfondet.

Installations, games, physical and digital.

I just posted some pictures (January 9th. 2008) from the ongoing process of making a digital game prototype for web and museum installation (play the fish Mara (she’s a Orange Roughy) in the deep sea). See the pictures and more information here: Mara game development / prototype phase 2a. I am looking forward to wrap up the development phase 2a during february and go on to the next phase of the project. By the way, in the actual game Mara is moving her body when swimming, not being stiff as in the slideshow to the left :-) and the white dots are moving. This is maritime snow that can be eaten in order to gain more energy to swim.


In Norwegian:

Utvikling av MARA

MARA utvikles av en flerfaglig arbeidsgruppe som samarbeider med Bergen Museum og det internasjonale dyphavsforsknings-prosjektet Mar-Eco.

Motivasjonen bak utviklingen av spillet
Målet med Mara spillet er å  inspirere barn/ungdom i forhold til livet på dyphavet. Utviklingen av konseptet er en del av min undersøkelse av spill med pedagogiske mål. Jeg er opptatt av hvordan spill kan utnyttes i læringssammenhenger.

Dyphavsforskningsprosjektet Mar-Eco har en stor samling forskningsdata som kan inspirere til spillutviklingen. Som en av havforskerne uttrykker det: ”Our data collection have ranged from oceanographic and acoustics, to various studies on organisms that range in size from microscopic plankton to large whales. Dephts ranged from the surface to 3000 meters and extended from the cold-water environment south of Iceland to the tropic environment north of the Azores.” (mar-eco cruise journal 1. july, http://www.mar-eco.no/)

Utviklingen av forprosjektet er støttet av Bergen Museum og Meltzerfondet. Utvikling av fase 2 i prosjektet er støttet av Meltzerfondet.

#games, #mywork, #researchcommunication, #seriousgames

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Seal healing (2002)

Seal Healing 

Seal healing concept was part of the performance project Probe (Sonde) in Artgenda 2002 Hamburg. Performative interventions included preparation of whalebeef tasters, silent speeches and healing performances – all in outdoor public.

A specialy designed dress in seal fur makes up the seal healer.

Seal healer events at Artgenda 2002 Hamburg:

  • Hausbesuche (House calls)
  • Sonde (Probe)

About Probe (in German: Sonde):

“A probe is a space shuttle for the investigation of alien areas. A probe is a medical instrument for diagnosis and local therapy. The space shuttle of the artist collective PROBE will land in the context of ArtGenda in Hamburg on the Spitalerstrasse. From the13th to the 20th of June 02 the probe will be the base station and the strategical center for 20 national and international artists. Thereby the individual artists regard themselves as humanoide probes and diagnose what the environment is missing. After the diagnostic phase they involve themselves artistically in order to show further possibilities how to behave in a german city-center. Therefore they regard themselves as a part at the ohter users of public space but also as a co-creater of it. The goal of that is to find out and extend the scope of action and creation in public space.” (information from www.artgenda.com, 2002).


Public space : On Spitalerstrasse (Sonde)

Seal healing concept was part of the performance project Probe (Sonde in german) in Artgenda 2002 Hamburg. Performative interventions included preparation of whalebeef tasters, silent speeches and healing performances – all in outdoor public.

A specialy designed dress in seal fur makes up the seal healer.

The dress is designed and crafted by designer Katrine Nylund

Seal healing photos are shot by SANA, Hamburg 2002

Seal healing is supported by The municipality of Bergen, Norway 2001/2002

I offentlig rom: På Spitalerstrasse, Hamburg


Seal Healing

Private space: Home visit

The dress is designed and crafted by designer Katrine Nylund, Bergen.

Seal healing photos are shot by SANNA, Hamburg 2002.

Seal healing is supported by The municipality of Bergen, Norway 2001/2002.

Det private rom: Hjemmebesøk


Seal Healing / Sæl Healing

Performance: Forskellige handlinger i sælskindskjole; Tilberedning og servering af hvalbøf for forbipasserende , silent speeches, You are so beautiful (Du bist schön)

Kjolen er designet og syet af designer Katrine Nylund

Seal healing fotos taget af SANNA, Hamburg 2002

Seal healing er støttet af Bergen Kommune 2001/2002

 

Archive (Page moved to post).

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HIV geography (2002)

ENGLISH (text in danish further down this page):
Specifications: Video installation. video 6 minuts long, looped. Projection in window, outdoor.

Hiv geography was shown with Trust Your Local Artist at Artgenda 2002 Hamburg (TA Artgenda).

A video installation that put focus on the HIV/Aids pandemic in the south of Africa. Many children are victims of the pandemic directly in the form of getting infected and indirectly through loss of parental care. Video projection in container window. The video content is sensual images of bathing children in slowmotion and fragments of a womans voice telling her story about becoming and being hiv positive – creating an uncanny atmosphere. The video was projected through a work-container window.

About Trust Your Local Artist:

“The Hein-Koellisch-Platz, formerly a lively market place, is today a center of multi-ethnic activity and social co-existence. It is situated between the famous Hamburg Fish Market and the legendary Reeperbahn, north of the harbor. The square is surrounded by numerous street cafes, bars and restaurants, as well as some of the city’s finest music clubs. This central square in Hamburg St.Pauli will be the exhibition site for videos and computer animated art, which will be projected onto the square through the windows of the studio within. The windows will be illuminated like a light box and will serve as a display screen.” (info from www.artgenda.com, 2002).


DANSK:

Specifikationer: Video installation. video på 6 minutter, loopet. Projection i vindue, uderum.

Hiv geography blev vist med Trust Your Local Artist i Artgenda 2002 Hamburg (TA Artgenda).

Hiv geography sætter fokus på HIV/Aids epidemien i det sydlige Afrika som rammer barn svært hardt både direkte i from af smitte og indirekte i form af forældreløshed. Videoen består av sanselige billeder af badende afrikanske barn i slowmotion samt fragmenter af en kvindes urovækkende historie om at være hiv positiv på lydsiden. Video projiceres gennem vinduet for enden af en container der står lidt afsides i forhold til de andre værker i TA Artgenda. Dette korresponderer med emnets utkant/’outskirt’ prioritet, når det gælder politisk handle-villighed, samt med de sorte townships tvangsmessige placering udenfor de hvide bykerner i Sydafrika. Containeren overgår i kvalitet mange township boliger.

Støttet af Bergen Kommune.

#mywork, #visual arts

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Lille Anna på Svalbard (2001)

Little Anna at Svalbard (2001)

An online fictionary diary in text and image. The rich media text was online from december 15th 2001 to january 15th 2002.

Content: Diary from little Annas journey to the Svalbard winter in the far north, her experiences with ’polar night, the 24 hours a day darkness and reflecting upon survival and hunting.

The online diary is not available in english. The work is no longer available online. For more information please contact me.

Nina Svane-Mikkelsen


Online multimedia tekst i dagbogsform. Projektet blev lagt ud på stedsans.net løbende fra 15. december 2001 til 15. januar 2002

Indhold: Lille Annas rejse til polarvinteren på Svalbard. Hendes oplevelser med mørket 24 timer i døgnet, kulden og hendes tanker omkring overlevelse og jagt.

Dette arbejde er ikke længere tilgængelig på internet. Kontakt mig hvis du vil have mere information om projektet.

Nina Svane-Mikkelsen

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Installations, games, physical and digital

I just posted some pictures from the ongoing process of making a digital game prototype for web and museum installation (play the fish Mara (she’s a Orange Roughy) in the deep sea). What is shown is the playable character Mara in two stages of development. The illustrations also show the most recent version of her “swimming” through some of the deep sea environment of the game. In the game Mara is moving her body when swimming and the white dots are floating around – this is maritime snow that can be eaten in order to gain more energy to swim:

mara prototype early version 221007

mara prototype early version 221007

mara prototype early version 221007

mara prototype early version 221007

mara prototype early version 221007

mara prototype early version 221007

mara prototype early version 221007

I am looking forward to wrap up the development phase 2a during february and go on to the next phase of the project. The first playable prototype (project development phase 2a), for further testing, will be ready in the end of february 2008.

(photos shown in the post were moved to flickr February 2011)
#myresearch
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New gaming school for children in Copenhagen

An interesting project is starting up in Copenhagen, opening at the end of this month: A gaming school for children and youth! Now children can attend gaming in their spare time in the same way as football, horseback riding and other sports. More information (in danish) at http://www.gamingschool.dk/

(update March 2018: link broken)

#games

#learning

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Development of the computer game prototype Mara

(former working title was Maretind)
The goal is to develop a digital game that integrate knowledge on the deep sea in order to reach, engage and inspire children on the subject through game play.

Good games combine a number of complex elements such as situations, where decisions must be made, challenging goals and a satifying feedback. Without these basic elements a game will easily become boring. The result must be that the way the gamers interact with the game, the game process, is parallel with what the game is about. (almost-quotes from “Learning to play to learn” by Nick Fortugno and Eric Zimmerman, Learning Lab Newsletter)

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