What?

It is not easy to imagine what the facility around today's Kärnan once looked like. An entire fortification, except the core tower, was demolished in the early 1680s.
Kulturmagasinet has the game app Mission Core produced a ready-to-drive proposal for what it might have looked like inside the ring wall before the 17th century. The courtyard was also a living place for buildings and people and not at all the park environment you see today.

Why?

As a virtual visitor, you get an assignment from the gatekeeper in the app - out in the courtyard and find out about some important objects, you get help along the way from some of the castle's crew.
(These objects are all real archaeological finds made on site in or near the tower, today exhibited at Dunkers Kulturhus).

How?

Now it's time to take the project to higher levels within the framework of Innovation / H22 - we are curious to investigate whether VR really helps our visitors to a better understanding of a past historical environment, it is perhaps not so obvious? Since the app's content is now an ongoing project, we want to know what we do when we move on to filling it with additional content - in which direction should we go, more "gameplay" or more information? How far can we reach graphically / experientially with a realistic budget? What does the meeting between the gaming world and the knowledge worlds museum / education look like? How do you find the right balance between the Experience and the communication of as accurate facts as possible?

In front of us, we see in the meeting between man and technology a complex, but interesting, web of virtual programming, history / archeology and perception / pedagogy.

 

Impact target

is to offer the digital visitor an idea of the extent of the medieval courtyard. Another effect goal is to try to get the digital visitor to get acquainted with four genuine archaeological finds from the same place. A third effect goal is that since at the end of the game there is a request to go to DKH for in the exhibition On the border see the four objects for real. Can we measure an increase in the number of children / young people who go to Pg for this reason? (due to Covid, this point has so far not been possible to evaluate).

Results

Experiences from the development; • The need for a sufficient quote on total working hours regarding the technology supplier's work - creation of the digital environment, corrections, updates take up a lot of working time. • Positive experiences in the meetings with the focus groups - two groups from the team / intermediate stage. Important input regarding language as well as a reminder of the (short) patience younger students have when they solve a task. • The courage to gradually update the versions - just like other apps you have in your phone / tablet - our ambition is to try to seek funding to continue to build on the visual content of the game In the summer of 2020, the game was last updated after the experience from and above, Paul was in charge of the Communication Department, the language was further honed and the end of the whole game became much clearer for the user.

Impact target

The lessons

Results

Experiences from the development; • The need for a sufficient quote on total working hours regarding the technology supplier's work - creation of the digital environment, corrections, updates take up a lot of working time. • Positive experiences in the meetings with the focus groups - two groups from the team / intermediate stage. Important input regarding language as well as a reminder of the (short) patience younger students have when they solve a task. • The courage to gradually update the versions - just like other apps you have in your phone / tablet - our ambition is to try to seek funding to continue to build on the visual content of the game In the summer of 2020, the game was last updated after the experience from and above, Paul was in charge of the Communication Department, the language was further honed and the end of the whole game became much clearer for the user.

Resident involvement

School children from Centrumskolan's leisure time (ages 7 - 12) participated in the evaluation of the first beta version in the summer of 2019. We received feedback on; - The VR experience and the ability to orientate - About getting from assignment to assignment (the need for an arrow that shows the direction) - The language on the text signs, its length and clarity School children from Holstagårdsskolan's primary school participated in an evaluation in the spring of 2020. The game was now updated once since 2019. We received feedback on; - VR experience and orienteering ability - Game length, reading comprehension

Contact

Name: Per-Magnus Johansson
E-mail: Pelle.johansson@helsingborg.se