Open Technology Collection

  • Directional Audio Navigation Cues

    1. Overview Pattern Level: Sub-pattern of Audio-First Dual-Mode NavigationPrimary Phase: GuidingOne-line Summary: A navigation mechanism that plays periodic spatially positioned musical cues derived from each character’s theme, giving players directional guidance and character awareness in the absence of any visual interface.Source: Voices of the Boyne (Battle of Boyne, Hill of Tara, National Botanic Garden) Name…

  • Character-Triggered Layer Transition

    1. Overview Pattern Level: High-levelPrimary Phase: Cross-phaseOne-line Summary: A layer switching mechanism that transitions the player to a different content layer when they complete an encounter with a designated portal character, changing the ambient soundscape and active character set while keeping the player in the same physical location.Source: Voices of the Boyne (Battle of Boyne,…

  • Orientation-Based Combat

    1. Overview Pattern Level: High-level Primary Phase: PresentingOne-line Summary: A challenge mechanic that uses head orientation tracking to let players evade spatially positioned threats, turning the same sensing infrastructure used for navigation into an active skill-based game mechanic.Source: Voices of the Boyne (Battle of Boyne, Hill of Tara, National Botanic Garden) Name Intent To introduce a…

  • Head-Directed Target Locking

    1. Overview Pattern Level: Sub-pattern of Audio-First Dual-Mode NavigationPrimary Phase: GuidingOne-line Summary: A target selection mechanism that locks onto a navigation target when the player maintains head orientation toward it for a short period, suppressing cues from other characters and playing a sequential audio preview.Source: Voices of the Boyne (Battle of Boyne, Hill of Tara,…

  • Progressive Proximity Audio Zones

    1. Overview Pattern Level: Sub-pattern of Audio-First Dual-Mode NavigationPrimary Phase: PresentingOne-line Summary: A zone-based audio system that transitions players from silence through character music to narrative dialogue as they physically approach a character, with each stage tied to a distance threshold.Source: Voices of the Boyne (Battle of Boyne, Hill of Tara, National Botanic Garden) Name…

  • Audio-First Dual-Mode Navigation

    1. Overview Pattern Level: High-levelPrimary Phase: Cross-phaseOne-line Summary: A navigation system that automatically separates exploration and content delivery into two distinct modes, preventing navigation audio and character audio from competing on the same output channel.Source: Voices of the Boyne (Battle of Boyne, Hill of Tara, National Botanic Garden) Name Intent To give players a clear…

  • Board-Structured Speculative Storytelling

    1. Overview Name Intent To support engaging, inclusive, and reflective heritage experiences by combining the social and procedural qualities of board games — such as turns, movement, prompts, roles, and shared progression — with storytelling conventions, such as the hero’s journey and speculative design, encouraging players to imagine heritage through multiple perspectives, including human, non-human,…

  • Relational Interactivity in Museums

    1. Overview Name Intent To design digital heritage experiences that treat interactivity not as a private exchange between one visitor and one system, but as a relational field among humans, nonhumans, collections, environments, and technologies. The pattern supports more-than-human engagement by making nonhuman agencies perceptible, situating digital content in material museum ecologies, and enabling ethical,…

  • AR Exhibit Feature Drawing

    1. Overview An interactive sketch tool that lets visitors highlight or trace exhibit features. Name Intent Invite visitors to co-create and explore speculative or contested exhibit details through freehand AR sketching and comparison with expert models. 2. Target Problem Static presentations of speculative or partially unknown exhibit features limit engagement and creative interpretation. Context Use…

  • AR Exhibit Reassembler

    1. Overview A puzzle-like interaction where visitors reassemble an exhibit in AR. Name Intent Enable visitors to virtually reconstruct missing artifact components through an interactive 3D puzzle, deepening comprehension of the whole form and its significance. 2. Target Problem When only partial physical artifacts are on display, visitors struggle to grasp the complete structure and…

  • AR Labelling

    1. Overview A system of markers or text that identifies different parts of an exhibit. Name Intent Help visitors identify and learn about individual parts or components of an exhibit in a space-constrained environment by linking visual labels to physical elements and revealing detailed explanations on approach. 2. Target Problem Visitors are unable to access…