Workshop on Interactive Digital Storytelling in Broadcasting (idb)

organised by Sebastian Arndt, Andrew Perkis, and Veli-Pekka Räty got accepted for ACM’s TVX conference. Read More

Tutorial on Technology & Art in Stimulating Creative Placemaking in Public-Use Spaces

by Wendy Ann Mansilla and Andrew Perkis 

In this tutorial we are going to elaborate on how technology and art can contribute in stimulating creative placemaking in public-use spaces. This presentation will highlight the authors approach and several other past and potential approaches that embrace on technology and connectivity to refocus on a creative function in public spaces that aims to move away from traditional planning and textbook concepts. Our approach, which is demonstrated by our design and implementation of a multi-use public space called “Adressaparken” is aimed to create a space towards greater flexibility, changeability, and appreciation for the public`s contribution.
The presenters will also identify key lessons learned in the design and implementation of a technology re-usable public space. Potential variables needed to address the challenges in the integration and evaluation of digital public art installations will also be elaborated. By surveying past and present exhibited contributions and the presenters’ own contributions in a public realm, this tutorial will offer guidance to artists, designers, researchers and practitioners on how they can successfully blend in to this interdisciplinary area of research.

The tutorial will serve as a valuable resource even for those who wish to implement their projects at Adressaparken. Our aim is that you can use our resources so that you yourself can create your project that stimulates creative placemaking for interactive projects.

Tutorial Overview

1. Introduction
2. Digital Art and Gaming Project Showcases
3. Designing Interactive Experiences for Creative Placemaking
4. Designing and Implementing Adressaparken
5. Pitch your own Public Art/Gaming Project with us!
6. Open Discussion

Adressaparken Design and Development
Multi-use Destinations: Creative Placemaking Toolkit to support Multi-use Public Spaces












This half-day tutorial is broken down into the following topics and activities:

1. Introduction (40 minutes): Technology and other new forms of aesthetics are changing expectations and needs of individuals in a public sphere (e.g. [2] [4] [6]). But exactly how a technology such asPokémon Go game or how an artwork such as Rafael Lozano-Hemmer`s “Pulse Park” [3] is encouraging people to engage with public spaces has become a major topic of discussion. This tutorial will look upon the meteoric success of the Pokémon Go game and other digital public installations to think creatively about how we can use digital technologies to enable interactions and narratives in real places such as Adressaparken.

Like any gaming environment, Pokémon Go`s popularity will eventually reach its peak and decline, but what lasting lessons can we learn from it? In the same way, the lessons learned and challenges from hosting and implementing several public art installations at Adressaparken will be explored. Furthermore, this tutorial will outline and discuss potential new fields of research and practices in a technologically enhanced public sphere.

2. Digital Art and Gaming Project Showcases (20minutes): Several art and gaming contribution will be highlighted to explore and discuss the technology, tools and interactions employed to design and produce engaging public art and gaming works.

3. Designing Interactive Experiences for Creative Placemaking (20 minutes): This tutorial will present a toolkit that explores how re-usable or multi-functioning technological infrastructures and material along with community initiatives in a public space can be used to spark creativity and to encourage in deeper, more robust kinds of play, learning or interaction than is traditionally made availiable in public spaces.

Click here to view the material

4. Designing and Implementing Adressaparken (40 minutes): The presenters’ process of designing the infrastructure will be shown and the technology enabler and tools in the Adressaparken will be highlighted.

5. Pitch your own Public Art/Gaming Project with us! (30 – 40 minutes): Participants in this tutorial will be requested to form a group. The presenters will ask the participants to take the role of a team that have been granted an access to Adressaparken for an art installation or a gaming project. Based on the description of Adressaparken`smulti-use technology and infrastructure, participants will be asked to generate a concept or an idea of a project that can promote creative citymaking practices in Adressaparken. The team with the best concept gets a chance to use Adressaparken.

6. Open Discussion: The floor will be opened for discussions and question. Collaboration possibilities or interested parties who would like to use Adressaparken to create their own projects are invited in this section.

The Digital Storytelling 2014 Workathon

by Wendy Ann Mansilla

An inspiring and productive event where we could try out different tools suiting different purposes. 

We arranged a two-day seminar on digital storytelling and workshop for evaluation and validation of digital storytelling tools and we called it a “workathon”.

Four groups participated in the workathon – NRK headed by Bjarte Johannesen, Addressavisen led by Hilde Østmoe, Sunnmørsposten and Trønderavisa led by Liv Jorunn Håker Ottesen, and IKM / HF headed by Barbro Rønning.

The workathon was inspired by various successful front-runners in digital storytelling in journalism such as the New York Time`s Snowfall and the Guardian`s Firestorm which provided the glimpse towards the future of digital storytelling in the Internet.  However, these digital stories are not something that non-programmers, storytellers, or journalist can produce easily or quickly. These digital stories were initially developed by various teams of journalists, designers, photographers, filmmakers, and programmers to put the package together for several months to even half a year.

But that’s not always the case, our evaluation of various digital storytelling tools together with the survey of user requirements proved that various readily available toolkits are already present in the market and can be used to explore what can be accomplished without being a multimedia and/or coding expert.

Furthermore, the workathon served as a basis to further evaluate the impact and effectiveness of the various chosen digital storytelling toolkits.

Here are some of the participant`s comments about the storytelling tools and references to their developed projects during the workathon:

When it comes to the tools, we decided on doing it the hard way – with javascript based on the jquery-library, together with some plug-ins. The tools presented looked ok, but in general we find these free and cloud-based tools a bit limited. We need tools and solutions that easily can use media from our internal databases/production systems. There are a lot of editorial issues when it comes to “moving” content to e.g. YouTube. Other issues are related to output, and the missing/limited possibility of freely using the output together with our internal CMS-system/templates (e.g. without linking to another company website). There are no guarantees with javascript, and it is more work and time consuming doing it this way, but it’s the preferable workflow.

- Bjarte Johannesen, NRK
NRK`s “Det brenner i Trøndelag” screenshots
Sunnmørsposten`s “Fjellmannen“
[The toolkit used for Fjellmannen] not a perfect software, but definitely the coolest software we
tried during the workathon. A bit hard to
understand at first, but with a bit of help we managed to create something that looked ok… We tried it again at home after the workathon, and suddenly it fell much easier. We are going to present it in a workshop in the newsroom and we might use it further… The problem with…[free/commercial digital storytelling tool] is that it cannot be implemented in our CMS and we have to post it on an external server. Then we will lose links to the rest of our content and spots for commercials.

- Sunnmørsposten/Trønder-Avisa
An inspiring and productive event where we could try out different tools suiting different purposes. For me I found… [the digital storytelling tool] an eye-opener and look forward to teaching my students in high school this intuitive and flexible way of creating web pages. In my project I wanted the photographies to stand out – as a mean to tell a story in combination with words.

- Andreas Schille, Kunstakademiet i Trondheim KIT
Andreas Schille`s “A quiet evening” website

During the workathon our team also briefly presented various prototypes that we developed within the Digital Storytelling Tools and Experiences project and these are:

The digital storytelling prototype using Lise Hovik`s “The Red Shoes” content was initially develop in JavaScript but it was hard for the end-user to update the online material since it requires few coding knowledge. I tried to build another prototype combining free/open toolkits to demonstrate the design and functionality of the environment. However, with the free/open toolkits, it was not possibility to include some functionalities that JavaScript can implement such as dynamic menus and video materials. Free or open toolkits however are good in rapid prototyping and to get a quick overview of the design of the digital story.

- Wendy Ann Mansilla
Wendy Ann Mansilla developed a digital
storytelling demonstration for Lise Hovik`s, HF/IKM “The Red Shoes”
In this Workathon Stian also demonstrated his Oculus Rift project as a digital storytelling tool

Workshop on Digital Storytelling

January 29 and January 30, 2014

For 2 days, 4 Groups will be chosen to create a Digital Story and will have the possibility to use our lab`s Digital Storytelling Tools:

Scrollkit (Wendy Ann & Stian), Popcorn Maker (Trine & Hans-Arne), MovieMaker, ThingLink (all), Gimp, XML Spy/Python (Trine), WordPress (Wendy Ann), Oculus Rift (Stian), JavaScript & HTML (Wendy Ann) and Max/MSP (Hans-Arne)!

Workshop Location and Schedule:
29 January: Sense-IT (A362) and C434 – (10:00-16:30 )
30 January: Sense-IT and C434 – (09:00-13:00)

Dept. of Electronics and Telecommunications
O.S. Bragstadsplass 2a
7034 Trondheim

Please use this map to locate the campus, search for NTNU Gløshaugen, Elektro C  and then find room C434 at, or alternatively, please see,

Mentors: Wendy Ann Mansilla, Stian Habbestad, Trine Rein, and Hans-Arne Hånes

1.) Bring your media/content (image, video, audio, text files, etc…) & your memory sticks and harddrives
2.) Bring your laptop/computers & sketch materials (paper, pencil, pads, etc..)
3.) Convert all images to jpeg or png file format
4.) Convert all video files to mp4 (mpeg 4 format)
5.) Convert all audio files to mp3
6.) Communication and Language mode: English


o   10.00    Introduction to the Workathon (Andrew Perkis, Room C434)
o   10.05    Introduction to the tools and mentors (Wendy Ann Mansilla and other mentors give approx. 10-min presentation)
o   10.45    Project introductions  – “elevator pitches” (2-3 mins, each proposal)
o   11.10    Comments and questions on the projects
o   11.20    Choosing groups/projects, organizing the groups (2 groups on each locations)
o   11.40    Setting up groups in separate locations – working on concept, work process, followed by mentoring session
o   12.10    Lunch
o   13.00    Plenary session: Presentations from the groups on concept and process; Feedback
o   13.30    Group work
o   16:30    Workathon mentoring session ends but groups can continue working within the campus.

Second day:
o   09.00    Plenary session: Status for the projects. Feedback
o   10.00    Finishing session. Preparing “showreel” for the seminar
o   13.00    Start seminar


To avoid delays during the workshop, we recommend that you install or register online the following softwares/tools that you are interested to work on:

1. Scrollkit , register at:
2. Popcorn maker,  register at:
3. Windows Movie Maker, download a free version at:
4. Thinglink, register at
5. Gimp 2.8, download a free version at:
6. XML Spy, download a free trial at:
7. WordPress, you need to sign-up for a web-hosted website at; free-hosting will not work. Alternatively, we will be working on a dummy website host during the workshop,
8. Oculus Rift, the device and software is provided for testing at the Sense-IT laboratory.
9. Javascript and HTML – download this zip file, & we will use Komodo Edit or editor of your choice as an IDE:
10. Max/MSP (Max 6.1.6) –  You can download a trial version here:
11. Google Chrome –  This is a must for all web browsers:



Digital Storytelling Seminar 2014

NxtMedia and NTNU`s Seminar on Digital Storytelling

After the seminar, you are invited to register for the social event, for details, visit: or see:




13:00 – 13:05  – Welcome Note
13:05 – 13:20  – Presentation of the pilot project, Digital Storytelling Tools and Experiences,
by Professor Andrew Perkis & Associate Professor Ellen Foyn Bruun

13:20 – 13:40 – Demos and challenges of the project,
by Post Doc. Wendy Ann Mansilla & Post Doc. Andreas Bergsland

13:40 – 14:40 – Presentation of Hands-on Workshop on Digital Storytelling,
by the Workathon Leaders

14:40 – 14:55 ***** COFFEE BREAK*****

14: 55 – 15:10 – NxtMedia – Why this project is interesting for us?
by Trond Hovland

15:10 – 15:30 – The Humanities: contribution and  potential in digital encounters,
by The Performativity Group

15:30 – 15: 45 – Project results and visions for future development,
by Professor Andrew Perkis

15:45 – 16:00 – Talk by the Media Industry and Practitioners
– by Addresavisen & NRK

The Digital Storytelling Tools & Experiences Project

In August 2013, we have started on our new project called The Digital Storytelling Tools & Experiences Project. The project is aimed at defining, designing and demonstrating the multidisciplinary and state-of-the-art requirements of the Digital Storytelling Tools. It is part of Immersive Media Technology Experiences (IMTE) and is funded by NTNU IET and IKM and NxtMedia.
Click here for more details about the project.

Stereoscopic Quality Dataset Paper

For our QoMEX 2013 paper, please refer details to here.