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	<title>MuseumMobile &#187; GPS</title>
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	<link>http://museummobile.info</link>
	<description>Media &#38; Technology on the Go</description>
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	<itunes:summary>Interviews with leading practitioners about mobile interpretation for museums and cultural sites, and mobile interpretation product evaluations.</itunes:summary>
	<itunes:author>Nancy Proctor</itunes:author>
	<itunes:explicit>no</itunes:explicit>
	<itunes:image href="http://museummobile.info/podcasts/MMPodcastTitle.jpg" />
	<itunes:owner>
		<itunes:name>Nancy Proctor</itunes:name>
		<itunes:email>nancy@pinkink.net</itunes:email>
	</itunes:owner>
	<managingEditor>nancy@pinkink.net (Nancy Proctor)</managingEditor>
	<copyright>Creative Commons License Attribution Non-Commercial 3.0 United States</copyright>
	<itunes:subtitle>Media &amp; Technology on the Go</itunes:subtitle>
	<itunes:keywords>mobile,museums,handheld,interpretation,technology,audiotour,multimedia,podcast,cellphone,iPhone,wireless,web</itunes:keywords>
	<image>
		<title>MuseumMobile &#187; GPS</title>
		<url>http://museummobile.info/podcasts/MMPodcastTitle.jpg</url>
		<link>http://museummobile.info</link>
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	<itunes:category text="Education">
		<itunes:category text="Education Technology" />
	</itunes:category>
	<itunes:category text="Arts" />
	<itunes:category text="Education">
		<itunes:category text="Training" />
	</itunes:category>
		<item>
		<title>Spy in the City: The GPS Game of Washington DC</title>
		<link>http://museummobile.info/archives/240</link>
		<comments>http://museummobile.info/archives/240#comments</comments>
		<pubDate>Thu, 20 Aug 2009 02:44:14 +0000</pubDate>
		<dc:creator>nancyproctor</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Amanda Ohlke]]></category>
		<category><![CDATA[BarZ Adventures]]></category>
		<category><![CDATA[CIA]]></category>
		<category><![CDATA[city tour]]></category>
		<category><![CDATA[clandestine]]></category>
		<category><![CDATA[David G. Major]]></category>
		<category><![CDATA[FBI]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[GPS]]></category>
		<category><![CDATA[handheld]]></category>
		<category><![CDATA[International Spy Museum]]></category>
		<category><![CDATA[Jonna Mendez]]></category>
		<category><![CDATA[location-based]]></category>
		<category><![CDATA[Milton Maltz]]></category>
		<category><![CDATA[multimedia]]></category>
		<category><![CDATA[Nancy Proctor]]></category>
		<category><![CDATA[Peter Earnest]]></category>
		<category><![CDATA[Ranger]]></category>
		<category><![CDATA[scavenger hunt]]></category>
		<category><![CDATA[Tony Mendez]]></category>
		<category><![CDATA[tour]]></category>
		<category><![CDATA[Washington DC]]></category>

		<guid isPermaLink="false">http://museummobile.info/?p=240</guid>
		<description><![CDATA[Have you ever spied on someone? Have you ever wanted to be a real spy? The International Spy Museum in Washington, DC now offers an amazing taste of what it&#8217;s like with a GPS-triggered game and tour of the city. Inspired by two real FBI cases &#8211; Operation Lemon-Aid, conducted in 1977, and KITTY HAWK [...]]]></description>
			<content:encoded><![CDATA[<p><em>Have you ever spied on someone? Have you ever wanted to be a real spy?</em></p>
<p><a href="http://spymuseum.org/">The International Spy Museum</a> in Washington, DC now offers an amazing taste of what it&#8217;s like with a GPS-triggered game and tour of the city. Inspired by two real FBI cases &#8211; Operation Lemon-Aid, conducted in 1977, and KITTY HAWK in 1966 &#8211; <a href="http://spymuseum.org/spyinthecity/">Spy in the City</a> is a 1.2 mile (1.5 hour), $16 experience using the <a href="http://www.barzadventures.com/">BarZ Adventures</a> GPS Ranger device. Code-named &#8216;Geo-Cobra&#8217;, the multimedia handheld uses Flash to simulate the experience of receiving text messages, audio, video, photographs and other breaking intelligence from headquarters as you track a foreign agent. You scan for fingerprints, descramble audio messages and decipher local monuments to identify your quarry.</p>
<p>It&#8217;s an ambitious application of the new technology, offering lots of important lessons for others interested in trying the treacherous world of location-based mobile, as well as exploring the value of gaming in education. For those less intrepid, this interview with the tour&#8217;s author, Amanda Ohlke, and the Museum&#8217;s Executive Director, Peter Earnest, also shares ideas on lower-tech mobile programs like scavenger hunts, and how they can be leveraged for team-building and other group experiences. After all, &#8220;it&#8217;s not about the technology&#8221; Ã¢â‚¬â€œ though I do try to get some hints from Peter, a former spy with the CIA himself, as to what new mobile tricks we might inherit from the clandestine services in the next generation!</p>
<p><a href="http://museummobile.info/archives/category/podcasts/feed">So don&#8217;t be surprised if this podcast self-destructs after you&#8217;ve heard it&#8230;</a></p>
]]></content:encoded>
			<wfw:commentRss>http://museummobile.info/archives/240/feed</wfw:commentRss>
		<slash:comments>4</slash:comments>
<enclosure url="http://museummobile.info/podcasts/MuseumMobile15-GPSSpyintheCity.m4a" length="21392720" type="audio/x-m4a" />
			<itunes:keywords>Amanda Ohlke,BarZ Adventures,CIA,city tour,clandestine,David G. Major,FBI,games,Gaming,GPS,handheld,International Spy Museum</itunes:keywords>
		<itunes:subtitle>Have you ever spied on someone? Have you ever wanted to be a real spy? - The International Spy Museum in Washington, DC now offers an amazing taste of what it&#039;s like with a GPS-triggered game and tour of the city.</itunes:subtitle>
		<itunes:summary>Have you ever spied on someone? Have you ever wanted to be a real spy?

The International Spy Museum (http://spymuseum.org/) in Washington, DC now offers an amazing taste of what it&#039;s like with a GPS-triggered game and tour of the city. Inspired by two real FBI cases - Operation Lemon-Aid, conducted in 1977, and KITTY HAWK in 1966 - Spy in the City (http://spymuseum.org/spyinthecity/) is a 1.2 mile (1.5 hour), $16 experience using the BarZ Adventures (http://www.barzadventures.com/) GPS Ranger device. Code-named &#039;Geo-Cobra&#039;, the multimedia handheld uses Flash to simulate the experience of receiving text messages, audio, video, photographs and other breaking intelligence from headquarters as you track a foreign agent. You scan for fingerprints, descramble audio messages and decipher local monuments to identify your quarry.

It&#039;s an ambitious application of the new technology, offering lots of important lessons for others interested in trying the treacherous world of location-based mobile, as well as exploring the value of gaming in education. For those less intrepid, this interview with the tour&#039;s author, Amanda Ohlke, and the Museum&#039;s Executive Director, Peter Earnest, also shares ideas on lower-tech mobile programs like scavenger hunts, and how they can be leveraged for team-building and other group experiences. After all, &quot;it&#039;s not about the technology&quot; Ã¢â‚¬â€œ though I do try to get some hints from Peter, a former spy with the CIA himself, as to what new mobile tricks we might inherit from the clandestine services in the next generation!

So don&#039;t be surprised if this podcast self-destructs after you&#039;ve heard it... (http://museummobile.info/archives/category/podcasts/feed)</itunes:summary>
		<itunes:author>Nancy Proctor</itunes:author>
		<itunes:explicit>no</itunes:explicit>
	</item>
		<item>
		<title>Audio Tours 101b: Technology and Theatricality</title>
		<link>http://museummobile.info/archives/121</link>
		<comments>http://museummobile.info/archives/121#comments</comments>
		<pubDate>Thu, 26 Mar 2009 02:31:05 +0000</pubDate>
		<dc:creator>nancyproctor</dc:creator>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Antenna Audio]]></category>
		<category><![CDATA[Antenna Theater]]></category>
		<category><![CDATA[audio tour]]></category>
		<category><![CDATA[cassette]]></category>
		<category><![CDATA[Chris Hardman]]></category>
		<category><![CDATA[content]]></category>
		<category><![CDATA[David Torgersen]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[GPS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[IR]]></category>
		<category><![CDATA[MP3]]></category>
		<category><![CDATA[player]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[radio]]></category>
		<category><![CDATA[tour]]></category>
		<category><![CDATA[trigger]]></category>
		<category><![CDATA[Walkman]]></category>

		<guid isPermaLink="false">http://museummobile.info/?p=121</guid>
		<description><![CDATA[In the second of the &#8216;Audio Tours 101&#8242; podcast mini-series, Chris Hardman and David Torgersen discuss the pros and cons of linear and &#8216;random access&#8217; tours, and how different technologies condition both content and user experience design. &#8216;Random access&#8217; to tour content, allowing visitors to chart their own route through the museum or gallery, became [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://museummobile.info/archives/category/podcasts/feed">In the second of the &#8216;Audio Tours 101&#8242; podcast mini-series,</a> <a href="http://antenna.antenna-theater.org/">Chris Hardman</a> and David Torgersen discuss the pros and cons of linear and &#8216;random access&#8217; tours, and how different technologies condition both content and user experience design.</p>
<p>&#8216;Random access&#8217; to tour content, allowing visitors to chart their own route through the museum or gallery, became possible as digital audio technologies replaced cassette tapes. But even as digital audio players  increased museums&#8217; ability to offer a wide range of tours and languages on a single device, &#8216;information on demand&#8217; audio design obviated certain kinds of theatrical and narrative engagement. With the visitor moving between two minute &#8216;stops&#8217; in no predictable order, the tour could not develop a complex story over time, nor immerse the visitor in a continuous soundtrack to accompany the museum&#8217;s visuals. &#8220;There are always trade-offs as technology advances,&#8221; comments Torgersen. As new 21st century technologies continue to shape the nature of what you can do with content,  &#8220;you have to decide what story you want to tell first, and then choose the best tools to tell it,&#8221; counsels Hardman.</p>
<p>From short-range radio systems and IR triggers to iPhones and GPS &#8211; with a short stop to hear how the first movie projector was put on tour &#8211; follow two of the pioneers of performative sound as they trace the development of their understanding that &#8220;all these technologies are tools; it&#8217;s the content that makes them valid.&#8221;</p>
]]></content:encoded>
			<wfw:commentRss>http://museummobile.info/archives/121/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="http://museummobile.info/podcasts/MuseumMobile5-AudioTours101b.m4a" length="11325490" type="audio/x-m4a" />
			<itunes:keywords>Antenna Audio,Antenna Theater,audio tour,cassette,Chris Hardman,content,David Torgersen,design,digital,download,experience,GPS</itunes:keywords>
		<itunes:subtitle>In the second of the &#039;Audio Tours 101&#039; podcast mini-series, Chris Hardman and David Torgersen discuss the pros and cons of linear and &#039;random access&#039; tours, and how different technologies condition both content and user experience design. - </itunes:subtitle>
		<itunes:summary>In the second of the &#039;Audio Tours 101&#039; podcast mini-series, (http://museummobile.info/archives/category/podcasts/feed) Chris Hardman (http://antenna.antenna-theater.org/) and David Torgersen discuss the pros and cons of linear and &#039;random access&#039; tours, and how different technologies condition both content and user experience design.

&#039;Random access&#039; to tour content, allowing visitors to chart their own route through the museum or gallery, became possible as digital audio technologies replaced cassette tapes. But even as digital audio players  increased museums&#039; ability to offer a wide range of tours and languages on a single device, &#039;information on demand&#039; audio design obviated certain kinds of theatrical and narrative engagement. With the visitor moving between two minute &#039;stops&#039; in no predictable order, the tour could not develop a complex story over time, nor immerse the visitor in a continuous soundtrack to accompany the museum&#039;s visuals. &quot;There are always trade-offs as technology advances,&quot; comments Torgersen. As new 21st century technologies continue to shape the nature of what you can do with content,  &quot;you have to decide what story you want to tell first, and then choose the best tools to tell it,&quot; counsels Hardman.

From short-range radio systems and IR triggers to iPhones and GPS - with a short stop to hear how the first movie projector was put on tour - follow two of the pioneers of performative sound as they trace the development of their understanding that &quot;all these technologies are tools; it&#039;s the content that makes them valid.&quot;</itunes:summary>
		<itunes:author>Nancy Proctor</itunes:author>
		<itunes:explicit>no</itunes:explicit>
	</item>
		<item>
		<title>Audio Tours 101: Writing the Rules</title>
		<link>http://museummobile.info/archives/111</link>
		<comments>http://museummobile.info/archives/111#comments</comments>
		<pubDate>Sun, 22 Mar 2009 22:18:12 +0000</pubDate>
		<dc:creator>nancyproctor</dc:creator>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Upcoming]]></category>
		<category><![CDATA[Antenna Audio]]></category>
		<category><![CDATA[Antenna Theater]]></category>
		<category><![CDATA[audience]]></category>
		<category><![CDATA[audient]]></category>
		<category><![CDATA[audio tour history]]></category>
		<category><![CDATA[Audio tours]]></category>
		<category><![CDATA[audiotours]]></category>
		<category><![CDATA[cellphone]]></category>
		<category><![CDATA[Chris Hardman]]></category>
		<category><![CDATA[citizen curators]]></category>
		<category><![CDATA[David Torgersen]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[GPS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[linear]]></category>
		<category><![CDATA[location-based]]></category>
		<category><![CDATA[MP3]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[radio]]></category>
		<category><![CDATA[random access]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[theatricality]]></category>
		<category><![CDATA[triggering]]></category>
		<category><![CDATA[voice]]></category>
		<category><![CDATA[Walkman]]></category>

		<guid isPermaLink="false">http://museummobile.info/?p=111</guid>
		<description><![CDATA[This week kicks off a mini-series of podcasts on the basics of audio tours: their history and fundamental principles; the role of technology and theatricality in their evolution; the primacy of the story and the question of who gets to tell it. In this first podcast, Chris Hardman, founder and Artistic Director of Antenna Theater, [...]]]></description>
			<content:encoded><![CDATA[<p>This week kicks off a mini-series of podcasts on the basics of audio tours: their history and fundamental principles; the role of technology and theatricality in their evolution; the primacy of the story and the question of who gets to tell it.</p>
<p><a href="http://museummobile.info/archives/category/podcasts/feed">In this first podcast,</a> Chris Hardman, founder and Artistic Director of Antenna Theater, which became the global audio tour company, Antenna Audio, talks about &#8216;writing the rules&#8217; of audio tour creation with David Torgersen, the senior sound designer for Antenna Theater for 15 years and producer of more than 300 audio tours around the world.</p>
<p>Stay tuned to hear about the pros and cons of linear versus random access technology, the impact of new 21st century platforms on audio tour content design and use, and the emerging role of &#8216;citizen curators&#8217; as the world becomes &#8220;an audio tour waiting to happen.&#8221;</p>
]]></content:encoded>
			<wfw:commentRss>http://museummobile.info/archives/111/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
<enclosure url="http://museummobile.info/podcasts/MuseumMobile4-AudioTours101a.m4a" length="9459204" type="audio/x-m4a" />
			<itunes:keywords>Antenna Audio,Antenna Theater,audience,audient,audio tour history,Audio tours,audiotours,cellphone,Chris Hardman,citizen curators,David Torgersen,design</itunes:keywords>
		<itunes:subtitle>This week kicks off a mini-series of podcasts on the basics of audio tours: their history and fundamental principles; the role of technology and theatricality in their evolution; the primacy of the story and the question of who gets to tell it. - </itunes:subtitle>
		<itunes:summary>This week kicks off a mini-series of podcasts on the basics of audio tours: their history and fundamental principles; the role of technology and theatricality in their evolution; the primacy of the story and the question of who gets to tell it.

In this first podcast, (http://museummobile.info/archives/category/podcasts/feed) Chris Hardman, founder and Artistic Director of Antenna Theater, which became the global audio tour company, Antenna Audio, talks about &#039;writing the rules&#039; of audio tour creation with David Torgersen, the senior sound designer for Antenna Theater for 15 years and producer of more than 300 audio tours around the world.

Stay tuned to hear about the pros and cons of linear versus random access technology, the impact of new 21st century platforms on audio tour content design and use, and the emerging role of &#039;citizen curators&#039; as the world becomes &quot;an audio tour waiting to happen.&quot;</itunes:summary>
		<itunes:author>Nancy Proctor</itunes:author>
		<itunes:explicit>no</itunes:explicit>
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