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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Of Catwalk Technologies and
Boundary Creatures. Transactions on Computer-Human Interaction (TOCHI</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1145/2491500.2491503</article-id>
      <title-group>
        <article-title>Using Augmented Reality, Artistic Research and Mobile Phones to Explore Practice-based Learning</article-title>
      </title-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <volume>20</volume>
      <issue>3</issue>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Background</title>
      <p>Over the last year as part of two on-going research projects; Living
Archives and AffeXity an ancillary investigation of how this research could
be used for supporting practice-based learning that leverages 21st-century
digital skills with diverse groups of learners is being conducted. Living
Archives1 is research project that investigates the role of the public archive by
performing memory, connecting open and diverse data through participatory
design. While the AffeXity project explores augmented choreography in
cities, and a-fixity as an urban condition. The core of these two project has
grown from artistic research, that includes a set of overlapping practices:
artistic practices of dance improvisation, video shooting, digital image editing
and sound composition, combined with the daily practices of moving through
a city and using mobile devices (Kozel, 2012). Our interest is to position
mobile learning research into these on-going projects that serve multiple aims
of the host projects while providing and test-bed for design-based research
for education.</p>
    </sec>
    <sec id="sec-2">
      <title>Description of Interventions</title>
      <p>Research was conducted in three workshops focused on practice-based
learning with diverse adults that ranged from amateur dancers, high school
students, and university students. The three of the interventions were design
workshops were the researchers, professional dancers, and choreographers,
and the learners co-created experiences that ended with a public exhibition.
The first workshop was with six adult amateur dancers that are part of a
physically disabled organisation. The second workshop was with high school
students from the local performing arts school. The third workshop was part
of a University mobility for the Baltic countries, where design students
worked with the technology in the city. Each of these workshops followed a
general participatory design process where we worked in a professional
environment (the first two at the local dance company the other at the
university) with a mixed team of researchers, professional dancers,
choreographers, and the learners. For the workshops we conducted short pre
and post surveys to determine the level of experience of the learners with
mobile augmented reality, opinions about the workshops for practice-based
learning. Additionally, we video documented the workshops and conducted
1 http://livingarchives.mah.se/
group after action reviews of their experiences. For the first two workshops
we also conducted a survey with the audience in order to get some insight on
performance.</p>
    </sec>
    <sec id="sec-3">
      <title>Initial Results</title>
      <p>Our initial findings point towards benefits of mobile learning for practice
based learning for kinaesthetic activities that leverage both the physical and
visual aspects in these cases dance. This may have significance, since the
value of mobile learning is tied to the affordances that these technologies offer
rather then the anyplace anytime metaphor. Other findings from the work
focus on the process of digital creation and the tools used. For these
interventions, we focused on commercially available application that work on
standard smartphones (Android and iOS) and a web-based tool, yet for
collaborative work these tools proved inefficient. From the learning
perspective, most of the students had some familiarity with the tools, but less
experience in creating digital content in a formal sense in terms of video
shooting, image making, and sound design. From an interaction design
perspective, a multitude challenges were observed in the design of augmented
reality locative performances in terms of having groups of the audiences
vying for the same tag to trigger the digital component, the overlapping of
audio streams, and the tension created by the live performers and their digital
avatars. Designing for group interaction where each user has a device and
can move freely around provides orchestration challenges that can range for
collaboration to cooperation (Perttula et al., 2013). In the case of the high
school students, the majority of the students are familiar with producing
media from an informal practice but have no formal training in media
practices.</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>The strength of coupling artistic research to DBR is the acknowledgement
that design research requires tensions that include successes and failures. We
see these interventions as technology sketches that provide a way to balance
the research aims with products and services that allow more iterations that
solve the design problem.</p>
    </sec>
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