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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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operate the game without the help of the researchers. A story editor was developed in Phase 4 and 5 with which the<br />

curators can continue to create stories for the museum. In the first summer (2010) that LieksaMyst ran as an official<br />

service of the museum, a preliminary analysis of data showed that most visitors demanded more stories and even<br />

made suggestions as to which type of themes should be incorporated.<br />

Technical perspective<br />

Figure 4. Screenshots of the HCG stories in LieksaMyst<br />

In the first two phases, we took decisions regarding the digital technology in response to the circumstances, for<br />

example, the decision to use mobile phones and the Myst platform (Laine, Vinni, Islas Sedano, & Joy, 2010). The<br />

Myst platform is based on a client-server approach, in which the content is stored and updated on the server side and<br />

pushed to the clients’ devices over the network in xml format each time they play. We decided to use “old” fashioned<br />

interactions due to context characteristics. For example, today’s RFID technology requires close contact between<br />

phones and objects in order to trigger an action. This would violate the museum’s “no touch” policy, and phone<br />

models capable of reading RFID tags are currently rare. Therefore, we designed wooden tags to support the<br />

interaction between the player and the environment. The solution paid heed to the museum rule and was effective in<br />

that it blended in with the environs.<br />

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