Author Archives: amy jazienicki

M4, Entry 5: ‘Contest seeking Indigenous knowledge keepers, artists and storytellers’

As my final blog post, I wanted to write about a fascinating competition I came across in my research on Indigenous use of VR and AR technology. The Share Your Roots VR Competition invites participants who are Indigenous Knowledge Keepers, storytellers, and artists to share their creative gifts and be given the chance to develop their own customized VR experience (Baiguzhiyeva, 2021). This competition is a partnership with the Indigenous-owned ORIGIN, Uber, and the Canadian Council for Aboriginal Business (CCAB) with the aim of educating both Indigenous and non-Indigenous youth in the long-term pursuit of reconciliation (Baiguzhiyeva, 2021).

ORIGIN has a VR-based application called ImmersiveLink, designed with career exploration in addition to Indigenous cultural awareness embedded within it; the app, when combined with Oculus headsets, immerses users in 360-degree VR tours (Baiguzhiyeva, 2021). I would personally like to see initiatives that bring VR technology to Indigenous youth more directly and their communities to foster experimentation, creativity, and ultimately education. Even for Indigenous youth who do not intend to pursue careers involving VR, the technology can still serve as a ‘guide’ to exploring a variety of educational paths and career options available to them in immersive and engaging ways (e.g., environmentalism, social work, law, teaching, etc.).

References

Baiguzhiyeva, D. (2021). Contest seeking Indigenous knowledge keepers, artists and storytellers. Toronto Star. Retrieved from https://www.thestar.com/news/canada/2021/03/19/contest-seeking-indigenous-knowledge-keepers-artists-and-storytellers.html

M4, Entry 4: Wikiup – Indigenous Canadian Perspectives & New Media

Indigenous storytelling simultaneously convey what has happened in the past, what is happening in the present, and what could happen in the future: circularity in time, space and continuity is intrinsic to Indigenous worldviews (Myburgh, 2018). Many of my previous blog posts have illuminated the ingenuity of AR technology storytelling in ways that empower Indigenous creators to connect their cultures, the land and the technology to engage a new generation of users. Wikiup is an AR project that enhances the Canadian landscape with superimposed digital interactions; this facilitates interaction between elder storytellers and users who are dubbed as “story catchers”, enabling the transfer of traditional knowledge about a particular location (Myburgh, 2018). Overlaying digital interactions onto physical places empowers Indigenous creators to “reclaim” their lands and, in a sense, their sense of “sovereignty” as well.

Figure 1. Myburgh (2018). Wikiup, produced by Adrian Duke, AR application screenshots, 2017. Retrieved June 11, 2021, from https://www.proquest.com/scholarly-journals/supporting-self-determined-indigenous-innovations/docview/2035667161/se-2?accountid=14656. Screenshot by Vancouver Native Housing Society.

However, Myburgh (2018) notes the question of access to video and mobile technologies that can host AR art as a challenge for Indigenous communities across Canada. Broader issues of the digital divide should be addressed in conjunction with providing access and resources to AR technology in particular. Myburgh (2018) emphasizes that AR technology presents ample opportunity for Indigenous artists to investigate issues pertaining to culture, memory, and place.

References

Myburgh, B. (2018). Here and Now: Indigenous Canadian Perspectives and New Media in Works by Ruben Komangapik, Kent Monkman and Adrian Duke. Leonardo 51(4), 394-398. https://www.muse.jhu.edu/article/702020

M4, Entry 3: The 2167 Project – Indigenous VR (TIFF)

Part of Canada on Screen, 2167 is a series comprised of four VR experiences created by Indigenous filmmakers and artists who conceptualized Indigenous life 150 from now (TIFF, 2021). The project epitomizes ‘Indigenous futurism’ and its potential to reorient both the use and philosophical underpinnings of VR and AR technology. The project has toured extensively around Canada, ranging from Yellowknife to Fredericton (TIFF, 2021); it had partnered with imagineNATIVE to usher the immersive media project (grunt, 2017). Combining science fiction and alternate realities, Indigenous creators design media works that not only speculate about Indigenous places and people in the future, but also explore the extremely nuanced and complex histories of Indigenous peoples and the impacts of colonialism (grunt, 2017). Western notions of temporality are directly challenged through 2167, in addition to incorporating non-linear notions of time inherent in Indigenous metaphysics.

Figure 1. 2167 at boombox 2017 (2021). TIFF. TIFF. Retrieved July 10, 2021.

Many of these creators have expressed a high degree of enthusiasm to challenge and “rewrite” dominant Western narratives perpetuating the idea that Indigenous cultures are simply “stuck in the past”. One creator growing up in Saskatchewan expressed that nothing reflected personal experiences and that current representations are rather problematic (TIFF, 2021).

References

grunt. (2017). 2167, An Indigenous VR Project. grunt. Retrieved from https://grunt.ca/exhibitions/2167-an-indigenous-vr-project/

TIFF. (2021). Indigenous Virtual Futures during Canada on Screen: the 2167 project. TIFF. Retrieved from https://tiff.net/action-report/fall2017/indigenous-virtual-futures

M4, Entry 2: Virtual Songlines Project

Brett Leavy, the creative mind behind the Virtual Songlines project, has spent several decades researching how to “take people back” to places from which First Nations people originated: his aspiration has been to create systems that represent the interactions between first settlers and Indigenous people in entertaining and engaging ways, in addition to VR products combining traditional knowledge with 3D pre-colonial landscapes embedded with cultural, linguistic, and community knowledge (acmi, 2020). Virtual Songlines enables the user to explore the historical and cultural heritage of Brisbane (Leavy, 2017). Users can “experience” the forests and rivers, juxtaposing the connection to nature with the harsh realities of colonialism and industrialization.

BRETT LEAVY. (2017, OCT 15). VIRTUAL SONGLINES [VIDEO]. YOUTUBE.

Virtual Songlines began as PC games, then AR games with VR experimentation in-between: Leavy’s primary motivation has been to enhance users’ sense of immersion and interactivity in the experiences he creates, resulting in the project becoming what he dubs as a “virtual heritage toolkit” (acmi, 2020). To me, this epitomizes the ideal intersection between Indigenous creativity, VR, decolonization, and even environmental stewardship. The “toolkit” Leavy has created provides a multifaceted, dynamic, and engaging educational resources through which this intersection can be experienced and better understood by users, relying on immersion and interactivity as the driving forces behind the learning.

References

acmi. (2020, Sept 21). Preserving Indigenous culture through VR: Brett Leavy’s Virtual Songline. acmi. Retrieved from https://www.acmi.net.au/stories-and-ideas/preserving-indigenous-culture-through-vr-brett-leavys-virtual-songlines/

Brett Leavy. (2017, Oct 15). Virtual Songlines [YouTube Video]. Retrieved from https://www.youtube.com/watch?v=PJRHUcC0xa8

M4, Entry 1: Indigenous Futurism & Ontologies: Pleito VR

Pleito VR is a prime example of using the technology in cultural education programs (Recording Archeology, 2019). The VR experience explores an immersive cave with rock art, in addition to interactive heritage exhibits and artefacts (Immersive Academy, 2017). Art work can “come alive” and tell meaningful stories to the user. The “disembodied” experience of the VR cave compels the user to consider their body in a new way, enabling them to exit their temporality and enter the virtual space to experience different textures and dimensions not immediately available at the physical space itself (Recording Archeology, 2019). The experience was created with Unity 3D, Oculus Avatar SDK, Virtual Reality Toolkit (VRTK)” (Immersive Academy, 2017).

IMMERSIVE ACADEMY (2017, SEPT 1). PLEITO VR CONCEPT [VIDEO]. YOUTUBE.

There are unconsidered VR spaces, especially when we consider Indigenous ontologies; rather than just symbolic or indexical, objects can be relational agents (Recording Archeology, 2019). Objects constantly undergo transformations, and thus VR work becomes a “moving assemblage” of colonization and disenfranchisement that is informed by Indigenous scholars, anthropologists, and even philosophers (Recording Archeology, 2019). When considered through such a lens, Western ontologies can be directly challenged and allow for Indigenous consciousness to “reshape” VR experiences, ushering in “Indigenous Futurism”.

RECORDING ARCHEOLOGY (2019, MAY 18). WHEN THE VIRTUAL BECOMES ACTUAL: INDIGENOUS ONTOLOGIES WITHIN IMMERSIVE REALITY ENVIRONMENTS [VIDEO]. YOUTUBE.

References

Immersive Academy. (2017, Sept 1). Pleito VR Concept [YouTube Video]. Retrieved from https://www.youtube.com/watch?v=PJRHUcC0xa8

Recording Archeology. (2019, May 18). When the Virtual becomes Actual: Indigenous Ontologies within Immersive Reality Environments [YouTube Video]. Retrieved from https://www.youtube.com/watch?v=bjB2LyVGEso

M3, Entry 5: Indigital – Using AR for Aboriginal Storytelling

Indigital – a portmanteau of “Indigenous” and “digital” – is an Australian startup that creates mobile phone apps that use AR for Indigenous cultural storytelling (Questacon, 2017). Founder Mikela Jade said she grew up not knowing about her heritage and felt disconnected from her culture; working as a park ranger made her aware of the hypocrisy of viewing the cultural sites through archeological and anthropological lenses without considering the Indigenous ones (Barbaschow, 2019). I find that it is often tensions like these that inspire and compel creators to innovate and develop something that is responsive to cultural and educational needs. Jade expresses a strong enthusiasm in AR technology, as it can be used on a cultural place or object to obtain a deeper understanding of it from the traditional owner (Barbaschow, 2019); through the app, artwork comes alive in different languages through 3D animation and artists have direct input on its design and interactive capabilities (Questacon, 2017).

Although Jade initially had difficulty explaining Indigital’s purpose and capabilities, she was adamant about engaging youth in cultural knowledge translation (Questacon, 2017). The company leverages drone and image recognition technology, 4D mapping software, and cultural law to bring life to cultural sites, and Internet access is not required (Barbaschow, 2019).

Questacon (2017, July 7). Indigital – Using AR for Aboriginal Storytelling [Video]. YouTube.

References

Barbaschow, A. (2019, October 8). Indigital using augmented reality for traditional storytelling. ZDNet. Retrieved from https://www.zdnet.com/article/indigital-using-augmented-reality-for-traditional-storytelling/

Questacon (2017, July 7). Indigital – Using AR for Aboriginal Storytelling [YouTube Video]. Retrieved from https://www.youtube.com/watch?v=noPFpWMdWcA

M3, Entry 4: Indigenous Peoples’ March 2019

In ETEC 521, we have spent considerable time exploring Indigenous educational resources that teach about histories, cultures, and languages. Interestingly though, there hasn’t been as much discussion around Indigenous resistance movements and how they can be incorporated into curricula and educational resources. A notable event, namely The Indigenous Peoples March, is comprised of activists, tribal leaders, artists, educators, youth, etc. who are committed to building Indigenous Peoples’ collective power (Cultural Survival, 2018). The March from 2019 was captured and turned into a 360 video with scenes periodically changing to highlight major events, such as traditional performances, protest chants, and speeches (Piech, 2019):

Elena Piech (2019, January 18). 360 Video: Indigenous Peoples’ March 2019, Washington D.C. [Video]. YouTube.

Such grassroots ‘calls to action’ involve defending human and environmental rights, with particular attention paid to the egregious injustices facing Indigenous men, women, and children not only in North America, but also in Central and South America, Oceania, Asia, and the Caribbean (Piech, 2019). To me, a resource like this represents a practical, ‘real-world’ way of teaching about pressing social and political issues to both Indigenous and non-Indigenous students: it serves as an effective reminder that they can exercise their right to protest and to illuminate the issues faced by marginalized communities within and beyond Canadian borders.

References

Cultural Survival (2018, December 7). “We Are Still Here!” Indigenous Peoples March Is Heading to D.C. Cultural Survival. Retrieved from https://www.culturalsurvival.org/news/we-are-still-here-indigenous-peoples-march-heading-dc

Elena Piech (2019, January 18). 360 Video: Indigenous Peoples’ March 2019, Washington D.C. [YouTube Video]. Retrieved from https://www.youtube.com/watch?v=3grxIgAdbXI

M3, Entry 3: Blackfoot Language through VR

Language learning and translation are often taken for granted, especially through Google Translate and apps like Duolingo. As Chaz Prairie Chicken explains, the Blackfoot language is unavailable on Google Translate in addition to a plethora of other Indigenous languages (660 News, 2019). It is a compelling point to consider, especially since many non-Western languages are available such as Japanese, Mandarin, Hindi, etc. These languages are still widely spoken, while many Indigenous languages are at-risk of dying off. To respond to this concern, the graphic novel Thunder has been transformed into a VR experience to teach the Blackfoot language:

660 News. (2019, June 30). Learning the Blackfoot language through virtual reality [Video]. YouTube.

The VR experience provides an immersive world that can be explored by young learners to apply the language in highly engaging and context-specific ways; most of what they learn are the basics, including counting and animals (660 News, 2019). Further, the experience features beautiful landscapes, anthropomorphic animals, and compelling storytelling in keeping with Indigenous tradition (660 News, 2019). The experience can serve as an ideal foundation to inspire a greater interest and further study in the Blackfoot language. It would be intriguing to see similar pursuits in VR leveraged in the preservation and promotion of Indigenous languages for young learners as well.

References

660 News (2019, June 30). Learning the Blackfoot language through virtual reality [YouTube Video]. Retrieved from https://www.youtube.com/watch?v=PS_xJ5mmTvs

M3, Entry 2: Yawarani VR Film

Yawarani is a VR180 film made in collaboration with Indigenous community members in the Amazon rainforest; it is intended to preserve the group’s sacred culture and elders’ wisdom and, when viewed with a VR headset, the experience is even more immersive (Outside TV, 2019). The film was supported by YouTube, Adventure Film Festival and OutsideTV and was directed by Daniel Bury: different versions were simultaneously created for multiple formats, such as vertical video and traditional 16×9 (Bury, n.d.). Even through the basic 180 capability offered by YouTube, one can still navigate around various scenes that were captured of the community members and their surroundings, enabling engagement with what is presented:

OutsideTV. (2019, March 28). Yawarani: A VR Film Made With Indigenous Creators [Video]. YouTube.

What is crucial to note about this project is that the Indigenous community in Yawarani had a desire to ‘immortalize’ their culture through film and VR for the purposes of educating their youth and showcasing their sustainable lifestyle to the wider world (OutsideTV, 2019). Bury (n.d.) emphasizes the collaborative nature of this project, in addition to hosting workshops in the community to teach members about the stages of producing film and VR, such as screenwriting, scene design, post-production, and editing. This exemplifies the potential to share technological knowledge without imposing Western ideals and values: share it when it is welcomed and has collaboration at the heart of it.

References

Bury, D. (n.d.). Yawarani: A Film Made With Indigenous Creators. Daniel Bury Interactive. https://www.danielbury.com/new-page

OutsideTV (2019, March 28). Yawarani: A VR Film Made With Indigenous Creators [YouTube Video]. Retrieved from https://www.youtube.com/watch?v=FU6OwSjod3o&t=90s

M3, Entry 1: Indigenous Resiliency through AR

The exhibit Alan Michelson: Wolf Nation was hosted at the Whitney Museum of American Art in Manhattan, intended to highlight the effects of colonization in creatively provocative ways: the first image below shows the AR interaction titled “Town Destroyer” (2019), which occupies a long hallway and simulates a panoramic feeling and is activated by AR (Rina, 2019).

Alan Michelson with Steve Fragale, “Town Destroyer” (2019), wallpaper and augmented reality, with video, color, sound; 5:57 min. Sound by members of Six Nations of the Grand River Territory (all images courtesy of the Whitney Museum of American Art)

In the absence of AR, viewers see a white bust of George Washington at his Mount Vernon estate; when viewing it through the app however, the image becomes three-dimensional with colonial maps, site markers, historical documents, etc. that illustrate his more truthfully destructive legacy (Rina, 2019).

Another major work in the exhibit is “Sapponckanikan (Tobacco Field) (2019), which is the first one viewers see upon entering the museum:

Alan Michelson with Steve Fragale, “Sapponckanikan (Tobacco Field)” (2019), augmented reality

Through the app, viewers can see a ‘portal’ opening on their cellphone screens to the same location 400 years prior: the museum’s lobby becomes filled with tall tobacco plants experiencing their seasonal cycles (Rina, 2019).

The exhibit brilliantly employs the “surface level” viewing of its works to mirror Western revisionist history that can be easily taken for granted to be true. This is juxtaposed to the much more nuanced and even darker truths that the AR app for the exhibit reveals. As Rina (2019) states in her article, the exhibit also layers time and space to convey the resilience of North American Indigenous people by asserting that they were and still are here.

References

Rina, A. (2019, December 23). Highlighting the Resilience of Indigenous People Through Augmented Reality. Hyperallergic. https://hyperallergic.com/530443/highlighting-the-resilience-of-indigenous-people-through-augmented-reality/