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Preserving Emile Pitre's Legacy through Immersive Augmented Reality Storytelling


Kernekoncepter
Leveraging augmented reality technology to immerse users in the pivotal historical events that led to the establishment of the Office of Minority Affairs and Diversity at the University of Washington, as told through the story of activist Emile Pitre.
Resumé

The content describes a design hackathon organized by Revere XR, a mixed-reality startup, at the University of Washington. The hackathon aimed to facilitate community engagement in preserving Seattle's histories and culture through immersive reality technology.

The team, comprising students from various academic levels, was assigned to interview Emile Pitre, one of the founding members of the Black Student Union at the University of Washington. Pitre was a lifelong activist who participated in protests in the late 1960s, demanding that the university allow marginalized groups of color to obtain the same right to education as their white counterparts on campus.

The team conducted background research, including reading Pitre's book "Revolution to Evolution," which details the chronological events that led to the establishment of the Office of Minority Affairs and Diversity (OMA&D) at the university. Through affinity diagramming, the team identified key dates and defining moments in Pitre's life, such as 1967 when he became a graduate student at the University of Washington, and 1968 when the protests and demands led to the founding of the OMA&D.

The team decided to focus on the iconic sit-in of 1968 as the central narrative for their augmented reality prototype. They experimented with various technologies, including Unity, Mixamo, Adobe Aero, and Blender, to create an interactive experience that allows new students to immerse themselves in the historical events and learn about the legacy of the Black Student Union and the establishment of the OMA&D.

The final prototype is designed as an interactive historical timeline walkthrough, where users can access the augmented reality experience through a QR code in a student brochure. The goal is to engage the modern student body in the continued journey to secure human rights for underserved communities, as envisioned by Pitre and his fellow activists.

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Statistik
"Emile Pitre is a lifelong activist, author, and former University of Washington graduate student who participated in the protests in the late 1960s, demanding for UW President Charles Odegaard and the institution to allow marginalized groups of color to obtain the same right to education as their white counterparts on campus." "After a period of negotiation, Odegaard established what is now known as the Office of Minority Affairs & Diversity (OMA&D), the first of its kind at any university in the United States." "Pitre is also famous for his efforts and contribution given to the Instructional Center, a program established through the OMA&D that offers academic tutoring to students."
Citater
"Revere is a verb that means to honor and respect profoundly, a deep appreciation and admiration for those that have paved the way." "It was a team goal for us to approach this project to instill an emotional connection to our audience, so in seeking feedback from hackathon tech experts, we chose to narrow down on one key defining moment in 1968 instead of trying to write a story around multiple dates." "This meets Pitre's desire to continue to involve the modern student body to join in on the continued journey to freedom and securing human rights for underserved communities."

Vigtigste indsigter udtrukket fra

by Annie Yang kl. arxiv.org 04-23-2024

https://arxiv.org/pdf/2404.13229.pdf
Preserving History through Augmented Reality

Dybere Forespørgsler

How can augmented reality be further leveraged to engage younger generations in learning about and preserving the historical narratives of minority activism and social justice movements?

Augmented reality (AR) can play a significant role in engaging younger generations in learning about and preserving historical narratives of minority activism and social justice movements by providing immersive and interactive experiences. One way to leverage AR is to create educational applications or experiences that allow users to virtually step into historical events, such as protests or movements led by marginalized communities. By incorporating storytelling elements and interactive features, AR can make history more engaging and relatable to younger audiences. Additionally, AR can be used to overlay historical information and context onto physical locations, creating a more tangible connection to the past.

What are the potential challenges and ethical considerations in using immersive technologies to represent and interpret historical events, especially those involving marginalized communities?

When using immersive technologies to represent historical events, especially those involving marginalized communities, there are several potential challenges and ethical considerations to consider. One challenge is ensuring accuracy and authenticity in the portrayal of historical events, as misrepresentations can perpetuate stereotypes or distort the true narrative. It is essential to consult with historians, community members, and experts to ensure that the representation is respectful and accurate. Ethical considerations include the potential for retraumatization of individuals or communities who have experienced historical injustices. Immersive technologies have the power to evoke strong emotions and memories, so it is crucial to approach sensitive topics with empathy and sensitivity. Additionally, issues of consent and privacy must be carefully addressed when using immersive technologies to depict real-life events involving individuals who may still be alive or have living descendants.

How can the insights and lessons learned from this project be applied to other efforts aimed at using technology to amplify the voices and experiences of underrepresented groups in educational and cultural settings?

The insights and lessons learned from the project can be applied to other efforts aimed at using technology to amplify the voices and experiences of underrepresented groups in educational and cultural settings by emphasizing community engagement, co-creation, and inclusivity. Collaborating with community members and stakeholders throughout the design and development process ensures that the technology accurately reflects their experiences and perspectives. Furthermore, prioritizing storytelling and human-centered design approaches can help create more impactful and meaningful experiences for users. By centering the narratives of underrepresented groups and providing platforms for their voices to be heard, technology can be a powerful tool for promoting diversity, equity, and inclusion in educational and cultural settings. Additionally, ongoing evaluation and feedback loops can help ensure that the technology remains relevant and responsive to the needs of the communities it aims to serve.
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