The Application of Apps: Perryville Battlefield and the Indiana State
Transcription
The Application of Apps: Perryville Battlefield and the Indiana State
1 The Application of Apps: Perryville Battlefield and the Indiana State Parks by Gigi Robinson, M.A. and Ronald V. Morris, Ph.D. Professor Presidential Immersive Learning Fellow Department of History Ball State University Muncie, Indiana 47306 765-285-8720 RVMorris@BSU.edu 2 The Application of Apps : Perryville Battlefield and the Indiana State Parks Introduction State parks have long relied upon the Land and Water Conservation Fund for financial support; however, funding from the federal agency has dropped significantly since the 1990s.1 Congress’ attitude toward funding parks has forced state park systems to not only sustain but increase their visitor bases in order to justify requests to preserve current funding levels or increase budgets. It has also affected their ability to remain fully staffed, including maintenance of a full complement of park interpreters. Adding to the current fiscal uncertainty faced by state parks are high gasoline prices and an economic slump that make it more difficult to draw visitors. Due to declining budgets and strong competition for tourist dollars, park systems continually seek ways to entice new audiences and took their cues from museums. The phone app allows the state park to augment their present efforts at interpretation. Using technology in museums in an attempt to reach new audiences is nothing new. Brick-and-mortar museums incorporated various types of technology in the twentieth century to help better engage visitors. Institutions began their forays into technology by integrating short documentary films into exhibitions. In the 1970s, the creation of laser discs and other technological improvements “gave museum professionals a new way to produce and implement interactive programs” which eventually led to the addition of audio-visual exhibits where guests controlled what content was viewed by pushing buttons on a kiosk to stop, start, and scroll through offerings.2 In the 1980s, the introduction of inexpensive Walkman style personal players made it feasible for museums to purchase the equipment and offer their patrons audio tours. 1 Doug Eiken, “New Assessment of State Park Funding Options,” National Association of State Outdoor Recreation Liaison Officers (NASORLO), March 8, 2013. http://www.nasorlo.org/?p=1052 (accessed May 29, 2014). 2 Julia Dougherty, “Going Mobile: A Review of Smartphone Applications in Museums,” Master’s Thesis. University of the Arts, 2012:91. 3 Initially these tours consisted of pre-recorded narratives that played continuously, but with the advent of digital recording technology guests were able to pick and choose when and where they stopped to view artifacts and simultaneously listen to narratives.3 The first device that had mobile applications, the Simon Personal Communicator, was released in 1994 but its potential was limited. In the first decade of the new millennium, museums turned to creating virtual tours of exhibits and publishing them on the internet. It is only in the last three or four years that technology has advanced enough to make mobile phone apps a viable alternative to guided tours via hand-held audio players.4 Between 2011 and 2012 smartphone use in the U.S. had grown by forty-two percent. Approximately fifty-eight percent of smart phones users were adults aged 1829 while only about one quarter of those over aged fifty owned smart phones. A majority of their owners used the phones for activities other than talking for example: taking pictures/videos, surfing the internet, and using maps. The amount of apps per phone averaged twenty-nine, and one third of those were downloaded free of charge.5 But despite the popularity of mobile phone apps, there is a dearth of information available on the desirability of employing them in state parks and whether they enhance visitor experiences. Never the less in order to capture this younger demographic both parks turned to the phone app. Following in the footsteps of larger museums, some state parks have latched onto mobile apps to draw guests to these outdoor cultural resources. With the current popularity of mobile phone apps a given, parks are betting this trend will continue for the foreseeable future and creating apps to entice potential audiences. Two of the park systems that have recently jumped 3 4 Ibid, 91-92. Meg Bernhardt, “Battlefield Tours Go High Tech.” New York Times. March 12, 2007; Julia Dougherty, “Going Mobile: A Review of Smartphone Applications in Museums.” Master’s Thesis. (Pennsylvania: University of the Arts, 2012), 4-5. “Mobile in Museums Study, 2012,” American Alliance of Museums, Web. https://aam-us.org/docs/research/mobilemuseums2012-%28aam%29.pdf (accessed June 25, 2014). 4 on the technology bandwagon are Indiana State Parks and the Perryville Battlefield State Historic Site, Kentucky. Both of these parks have finite or shrinking funds for interpretation. The technology allowed them to do what they could not accomplish using traditional methods. Importance to the Field Early academic debates about if, and how, and when it was appropriate to tell history via digital media tended towards either dystopian or utopian views. Interpretation requires establishing content for the explanation of stories. Literary critic Sven Birkerts beseeched readers to refuse to be enticed by “the electronic hive” because it was a serious threat to “the search for ‘wisdom’ and ‘depth’—‘the struggle for which has for millennia been central to the very idea of culture.’ ”6 The hive of constant twenty-four hours news creates a numbness for news. Gertrude Himmelfarb complained that “Like postmodernism… the Internet does not distinguish between the true and the false, the important and the trivial, the enduring and the ephemeral. . . . Every source appearing on the screen has the same weight and credibility as every other; no authority is ‘privileged’ over any other.”7 The media must also create news to feed the stream whether it is important or not. Since the news cycle is in fifteen minute bits depth is illusive. With a mountain of information provided by digital sources people need to be able to discern prioritize, analyze, and evaluate. Interpretation requires the exercise of judgment to help others understand and the stories told. The interpreter exercises judgment to provide content for stories. On the other side of the aisle was Edward L. Ayres, who lamented that though scholars were already incorporating certain types of technology into the classroom and the creation of 6 Sven Birkerts, in “The Electronic Hive: Two Views,” Harper's Magazine, May 1994, 17-21, 24-25, in Daniel J. Cohen and Roy Rosenzweig, Digital History: A guide to gathering, preserving, and presenting the past on the web, c. 2005. . http://chnm.gmu.edu/digitalhistory/ introduction/#_edn2 (accessed July 1, 2014). 7 Gertrude Himmelfarb, Introduction, in Daniel J. Cohen and Roy Rosenzweig, Digital History: A guide to gathering, preserving, and presenting the past on the web, c. 2005. http://chnm.gmu.edu/digitalhistory/ introduction/#_edn2 (accessed July 1, 2014). 5 digital archives offered “new flexibility of research and exploration” the writing of history had remained unchanged.8 Apps and webs sites allowed the possibility of connecting people through first the internet and then their personal communication device. He saw the importance of the coconstruction of knowledge rather than one dispensation of interpretation result. As a field history was slow to appreciate the possibilities of the application of technology to historical interpretation. He found this ironic because, …history may be better suited to digital technology than any other humanistic discipline. Changes in our field far removed from anything to do with computers have helped create a situation in history where the advantages of computers can seem appealing, and perhaps even necessary. At the same time, changes in information technology… have made it possible for us to think of new ways to approach the past. The new technologies seem tailor-made for history, a match for the growing bulk and complexity of our ever more self-conscious practice, efficient vehicles to connect with larger and more diverse audiences.9 Ayres understood that the reach of the World Wide Web removed barriers to intellectual access to history, acting as a sort of class equalizer, and that digital media provided scholars with more functional methods for organizing information than working with photocopied documents and scribbled notes on writing pads and scraps of paper—the stock-in trade-tools used by generations of scholars. The World Wide Web democratization of access to information. It lead to people of different background and levels of understanding working with sources. It also allows people to comment on history through wikis which is both welcomes an unwelcome. Museum patrons like 8 Edward L. Ayers, “The Pasts and Futures of Digital History” (1999), Introduction, Web. http://www.vcdh.virginia.edu/ PastsFutures.html (accessed June 27, 2014). 9 Ibid. 6 this, but museum administrators wish to control their message and are afraid of inappropriate comments in their space. Daniel J. Cohen and Roy Rosenzweig also argued there were advantages in publishing on the internet: “The distribution of history projects electronically approaches what the economists call ‘zero marginal cost;’ once the initial expenses are met, reaching an additional person costs almost nothing.” The production costs allow information dissemination to be more democratic in that people of a variety of means share the results of their work with others. In other words, whether the site has one visitor or several million does not alter normal operating costs to keep the website functioning unless there are so many hits in a day that the site crashes. The internet also offers inestimable opportunities for creativity that are not available in a printed text. As Rosenzweig and Cohen pointed out, digital media’s use of binary code allows for more flexibility in presenting information because it “can take multiple forms, and that means we can arrange those bits into text, images, sounds, and moving pictures….And you can present the past in multiple media that combine sounds, images, and moving pictures with words.”10 This less linear approach allowing historians to establish new pathways of connectivity between pieces of information has the potential to increase an end user’s understanding of the material. Visitors who view these sites access a full range of media opportunities. By the twenty-first century, debates about the use of technology turned away from the arguments of if technology should be utilized to tell history and toward questioning how to increase its effectiveness for the intended purpose. How technology provides wisdom continues to be the focus on interpretations. Alex Wright asserted that the human tendency toward 10 Daniel J. Cohen and Roy Rosenzweig, Digital History: A guide to gathering, preserving, and presenting the past on the web, c. 2005. http://chnm.gmu.edu/digitalhistory/ (accessed July 1, 2014). 7 categorization has a biologic component.11 This knowledge might be used to improve search functions for mobile phone apps. Since certain key words and phrases can be assigned priority by programmers it is possible to assign a key word hierarchy based on taxonomic models, which, theoretically, would make finding a particular app online easier. Anne Lindsay favored web tours over mobile phone apps for virtual tourists. She argued that the latter were less useful in this case because a “mobile app user is likely already a visitor to a location or the app would not be useful. Many mobile apps are tailored only for the physical visitor with little real content for the virtual tourist audience who may never step foot on the grounds of the institution.”12 Lindsay found smart phones to be an exciting technology but objected to favoring them since virtual tours online are more accessible for those who cannot afford the devices, especially with many libraries offering free computer usage to card holders. She also maintained touted virtual tours for the physical disabled. Lindsay’s view is shortsighted, however, since the only portion of an app that technology cannot currently make fully operational off site is the GPS function. Historical facts, pictures, video, music, internet links are easily accessible. Moreover, some apps have closed captioning, audio materials allow the visually impaired to enjoy apps, and devices are lightweight. Partners in Parks In the summer of 2013, a group of Ball State University students partnered with the Indiana Department of Natural Resources Division of State Parks and Reservoirs to create a mobile phone app for the Indiana State Parks system that would serve as a model tour in honor of the centennial celebration of the establishment of the state parks and the bicentennial of Indiana 11 12 Alex Wright, Glut: Mastering Information Through the Ages (NY: Cornell University Press, 2007): 32. Anne Lindsay, “#Virtual Tourist: Embracing Our Audience through Public History Web Experience,” The Public Historian, Vol. 35, No. 1 (February 2013): 70. 8 statehood. The students, part of an immersive learning class, worked with their partner to create a product. The team was interdisciplinary they receive credit, they were responsible for leading the class, focused on learning, and worked toward career readiness. Students who worked with their community partner learned about their chosen field or about people. Students worked with their professor to take a role in the leadership of the class; they owned the problem. Indiana The Indiana Department of Natural Resources (IDNR) required all content written for the app be consistent with National Register of Historic Places descriptions of the parks; final drafts of text were subject to IDNR approval. Quality control was an important part of the process. Inclass meetings of the students were held to determine which aspects of the project were progressing satisfactorily and where improvements were necessary in order to meet deadlines. Students also kept in close contact with their partner, with the latter providing regular feedback on the team’s work. Feedback came from experts in technology, interpretation, and history. The project was broken down into its component parts, and tasks divided among the team according to individual preferences. The app team was supplied with a video and promotional material for background on the parks, but discovered these items did not provide enough information for students to write text for the app. To fill the knowledge gap they conducted research at the Indiana State Library, relying heavily on the IDNR annual reports, Civilian Conservation Corp (CCC) records, and People, parks, and perceptions: a history and appreciation of Indiana State parks by Glory-June Greiff.13 One of the students was responsible for all aspects of producing narrations which included voice-overs, recording and editing of 13 Some bibliographic information was provided by the professor leading the mobile phone app team, Dr. Ronald V. Morris, the remainder is available on the app. 9 audio tracks. Two other students one in charge of historic photos make unique contributions to the project. Other student worked on multiple changing aspects of the project as needed. Kentucky In the spring of 2014, another group of Ball State University students partnered with the Perryville Battlefield State Historic Site, Kentucky, and its supporting non-profit organization the Friends of the Battle of Perryville to create a mobile phone app for self-guided tours of the site. This project was intended to serve as a model tour for the Kentucky State Park system in recognition of the 150th anniversary celebration of the Civil War. Distance made this project more difficult. However the vigorous cooperation of the partners made this project successful. The park provide many primary sources so the students’ task was to sift through the mountain of information to provide the most interesting material to the visitors. The initial goals expressed by Perryville Battlefield State Historic Site management and the Friends of the Perryville Battlefield were to upload the park’s recently updated interpretive signage, battlefield maps, and photographs into the app. However, the students decided the time frame for completion would permit expansion of the project scope to include additional elements: audio to accompany interpretive content; quotes related to events at Perryville; statistics for combatant brigades and names of brigade commanders; Global Positioning System (GPS) coordinates for trail stops and troop positions; and advances in technology that not only altered how the battle was fought but improved soldiers’ chances to survive injuries and disease. These additions of student ideas are excellent examples of student leadership and prominent ownership. Student working in interdisciplinary groups made graphics, technology, and historical aspects of this project successful. The partner enthusiastically embraced the student additions. 10 The project workload was divided according to the strengths and interests of students. One of the students accepted responsibility for designing the layout and icons and editing historical photos. The other team members collaborated to determine which interpretive texts were to be included because signage for the park was in the process of being updated. Next, they edited pre-existing interpretive text for grammatical and punctuation errors. Quotes were removed from the texts and later combined with quotes located during the research process for sections of the app dedicated exclusively to this material. Copies of the interpretive texts were made and then edited to fit a narration time of thirty to forty-five seconds, which the team agreed would be more inclusive than a time frame that catered to the attention span of adult audiences. Students chose to interview actors from a local acting workshop rather than having one individual do all of the voiceovers to avoid narrations with the repetitive tonality of Apple Corporation’s well-known Siri. In addition to the sole team member with professional experience in this area, five actors were chosen from the workshop. The audio engineer for the narration segment of the project is a radio host for Indiana Public Radio and professor in the telecommunications department at Ball State University with decades of experience in his field. A portion of the editing was done by the audio engineer during the recording session, but the majority of the audio was edited in post-production by the app team member. This was another example of members of the team exercising ownership over the finished product. Two students took on the task of mapping GPS coordinates for trail stops and troop positions on the battlefield. Although the coordinates were supplied by Perryville’s current manager (2014), Kurt Holman, they had to be translated from degrees, minutes, and seconds into decimals to make them compatible with the JavaScript Object Notation (JSON) data exchange format utilized for the app content. Global Positioning System (GPS) coordinates were included 11 for all interpretive trail stops; however, GPS points for troop positions were limited to those places where more interesting events occurred for example: the spot where Brigadier General Patrick R. Cleburne’s horse was purportedly shot out from under him during the battle. Students and park personnel through that this type of information would be of particular interest to visitors. The idea of being able to stand on the approximate site where an ancestor or a person from the past once occupied appeals to tourists. The mobile phone applications for both park systems obviously share much in common. Students created apps using GPS software that helps visitors learn about the history of the state parks through a walking or driving tour. They see the park in person but experience enhancement elements /interpretative materials on their Smartphone or Android electronic devices. Additionally, both apps include GPS maps, text, narration, photographs, and outside links to the parks’ websites. Nonetheless, there are some small differences between them despite the similarities. The Indiana State Parks app links to Google Earth for convenient access to driving directions to the parks, and separate citation sections for bibliographical sources. The Perryville Battlefield app, on the other hand, provides background music for its photograph sections and diverse voices for narrations. Students from both projects commented on how the app project changed them as they developed their respective project. In the Indiana state park app the students reflected more on the team process and working with people. Telecommunications major Kristen said, I gained valuable experience in working as a team and working with clients. I learned how to work and communicate between different departments to create a successful working product through the interactions with the Digital Corps. I also learned how to 12 work with clients. I realized in this project that client ideas might be different than the ideas of the production groups. When the client offered changes and criticism I accepted them and changed the product to meet the desires of the client. I believe in maintaining a good attitude and hard work, and I got to showed both through my willingness to work on the project outside of class.14 Kristen worked effectively with her group in making changes to her project. She found out how to work with a client and what it took to get the project finished to the satisfaction of both the group and herself. Kristen saw changes through a perspective of group interaction to solve production problems. Another perspective was offered by a member of the Perryville group who acknowledged more about his experience. Zach applied his double major of history and business to this project and saw the connections between the two areas. I believe that I have changed . . . in several different ways. The first of which was how I went about researching and reading the documents to gain an understanding of what was in front of me. Throughout the semester, I have been able to grow and change into a more succinct way of viewing documents to where I was not on a document for 20 minutes and only picking up just a few points it was making. That was my biggest change . . . throughout this project. The other way would be that I am finally able to bring my two backgrounds together in one project. This project has allowed me to use both my business and history backgrounds to make a finished product which I have not been able to do until this time. I believe that I have changed for the better with all the new information I 14 Kristen West, reflection paper June 1, 2014. 13 have learned and the ways I have changed my researching style. It has been a great project . . . for my learning and understanding of the Civil War.15 Zach saw major improvements in his abilities to work with primary source both in the interrogation and the interpretation of documents. As he developed skills as a researcher he also gathered more information about the Civil War he was able to incorporate into the finished product. A major achievement for him was seeing a path of career readiness intersecting with the preparation he had received in both academic majors as he participated in this project. Two New State Park Apps The Indiana State Parks and Perryville Battlefield apps were created to celebrate historical events, but there are other benefits. First, apps allow guests to access factual historical content that enhances the learning experience of these outdoor cultural spaces in the face of budget cuts imposed on state parks over the last two decades that have necessitated reductions in personnel and therefore guided tour offerings for visitors. Second, individuals with Smartphone or Android devices unable to travel to the park, the physically disabled and children too small to walk the full length of a park trail, or those who prefer to remain armchair travelers, can still gain intellectual access to park history. Audio content on the apps enables individuals with sight impairments as well as foreign and domestic visitors with a limited ability to read English to enjoy learning about the parks. Inclusion of hyperlinks also makes it simple for readers to locate online, reference sources. There are, however, some issues with reliance on phone apps for park interpretation. The Perryville Battlefield historic site and Indiana State Park system have robust internet profiles. The Perryville app is promoted on the historic site’s website, its walking trail/driving 15 Zach Fivecoat, reflection paper March 1, 2014. 14 tour map, and with posters at the park’s museum desk and, after hours, in the museum’s front window. According to staff at Ball State University’s Emerging Technologies department, the total number of downloads for the app’s opening week was twenty three. Repeated attempts at contact were made to discover if visitors had provided any feedback on the app to site personnel, but with summer being the busiest season for the park they were not available to answer queries. Disappointingly, Indiana did no marketing of the app not even informing their park staffs that they had the tool to offer their visitors. Pitfalls The IDNR, on the other hand, does not mention the app anywhere on its website. This author called all six of the Indiana state parks included on the app and to ask if there was a mobile phone app for that park. Only one of the staff members spoken to was aware the app existed, and that person could not identify the name of the app. When asked during a phone interview why the app was not promoted on the park system’s website, the IDNR senior webmaster revealed there were two reasons—one professional and the other personal.16 First, if the app were promoted on the website people would expect IDNR technical staff to fix any problems with the app. However, rights to the app are owned by Ball State University and leased to the park system, so the webmaster does not have the ability to repair problems reported by the public but must rely on university technicians to correct issues. His concern is that app users will find this confusing and may become disenchanted with the park system itself because he is unable to assist them. The other reason is due to the webmaster training as a certified teacher. He feels the app is a less effective teaching tool than a guided tour by a professional park interpreter; thus, he does not want to see visitors rely on the app. But despite the lack of marketing and communication between the IDNR and staff on site at the parks, the mobile phone app was 16 Scott Davis, telephone interview by author, July 3, 2014. 15 downloaded 262 times in the spring 2014 quarter with the highest number of new downloads per day occurring during the Memorial Day weekend. When the total number is broken down the Indiana State Parks average is very close to that for Perryville’s opening week: approximately twenty-one downloads per week. Both apps are available at no charge through the Apple iTunes store and Google Play store for Android, but the devices themselves and internet access can be expensive. Moreover, the state parks under discussion do not have large enough budgets to supply these devices to visitors, so there is a portion of the population that will not benefit from the apps. Furthermore, since the park systems are already functioning with smaller staffs heavier workloads may prevent employees from taking time away from more immediate tasks to create new content on an ongoing basis. One of the other downsides to using mobile apps for park interpretation is that uploading new content is often cost prohibitive. Also, the apps are free and therefore do not contribute much-needed additional revenue streams. What is more disconcerting is the possibility that the legislature will discover their popularity for this purpose and perceive phone apps as the alternative for interpretation at all state parks and use existing apps as an excuse to make even deeper budget cuts. This overlooks the likelihood that visitor numbers might decrease due to overexposure to old content, which can only be remedied by having educated staff to update content and monies to upload them to the server. Conclusions The current generation of children in the U.S. grew up taking for granted the existence of television, radio, computers, and cell phones. Many parents and grandparents are finding it necessary to stay up-to-date on newer technologies just to maintain contact with their families. Barring a national or international catastrophe that destroys all technology it seems pointless to 16 resist adding mobile phone apps to the list of technological tools used to educate visitors to public spaces. Budget restraints will necessitate alterations in how park funds are allocated in order to do so, but as market saturation increases competition the costs should come down to more manageable levels. It also seems reasonable to expect that there will always be a large enough contingent of people who prefer to unplug when on an outing with companions or their families to justify the expense of staffing our state parks and historic sites with knowledgeable interpreters. Historians theorized and argued over the value of interactive exhibits and first-person interpretations at museums just as they are about digital history. Meanwhile the public continued to engage with history through documentaries, reenactments, and amusement parks. As a result, museums are compelled to adapt to the public’s expectations that history should be entertaining as well as educational in order to survive.17 This will also be the case with digital history. Digital history has come to stay on phones, in museums, and at historical sites in the form of apps for audio tours, and augmentation of interpretation and museum programing. It is no longer a question of if but when and how professional historians will be involved in the evolution of digital history. It seems there are several major roadblocks to further digitization of history: academia’s resistance to change, methodologies for organizing information, software compatibility between websites, and economic viability. Considering the current rate of technological advances it remains an imperative necessity to transfer data from older to newer software systems in the future. Many of the challenges integrating technology presents will perforce entail hefty commitments of human and financial resources and, unfortunately, market availability is not equivalent to affordability: “Even institutions that are eager to adopt new technologies may be 17 For more information on the topic I recommend Mickey Mouse History by Mike Wallace. 17 critically constrained by the lack of necessary human resources and financial wherewithal to realize their ideas.”18 Leaders in digital history need to apply creativity in both funding and organizing efforts to carry out digital history projects. Marshaling those interested in pursuing resource dissemination on the internet is a major job in the immediate future and in the present. There are new avenues to pursue, from hyper-textual narrative to multi-discipline approaches, and the collaborative effort that produced the websites The Great Chicago Fire and the Web of Memory19 is evidence that serious history can be conveyed electronically. However, the creation of a new device or innovative peripheral components does not automatically signify acceptance by consumers, and start-up costs determine whether a product is brought to market. Digital history illuminates American cultural values, particularly the principle of self-interest and capitalism. In reflecting upon this dynamic, it seems to me that these two elements will also influence if, when, and how historians choose to participate in the digital history movement. Simplifying computer software applications so that they are more user-friendly is obviously not a guarantee that reluctant historians will enter the fray, but when combined with the ivory tower’s acceptance of professional born-digital journals as valid alternatives to publishing in print journals in the publish-or-die world of academia we may see better participation of historians in digital history projects like mobile phone apps. Web sites, videos, video games, and all fill a role in the intersection of the publishing world and the realm of digital historical products. The fact that many young Americans currently in the 18-35 age range were taught computer skills early in life and tend to take digital technology for granted bodes well for expansion in the field of digital history. However, the degree of technological proficiency need not preclude current historians from participating in the process since universities and technical 18 L. Johnson, H. Witchey, R. Smith, A. Levine, and K. Haywood, “The 2010 Horizon Report: Museum Edition,” (Austin, Texas: The New Media Consortium, 2010), 4. 19 http://www.greatchicagofire.org/great-chicago-fire 18 schools have produced thousands of computer specialists with whom a team of scholars can partner. With abundant contextual material and technological and human resources available a historian’s greatest challenge is likely to be selecting the right ones for the project. Historians need to work, research, write, and publish in teams as part of a collaborative process in order to make their work more accessible to others. Historians need to recognize collaboration as meritorious for their products and in their field. The days of a lone wolf locked in a library cubical working solely and exclusively on their own work are long gone. The last word goes to Ted Freidman who said, “The utopian sphere of cyber-culture can be a beacon to a better world—a more just, egalitarian, democratic, creative society. But it won’t happen unless we fight for it. The future is up to us”20 20 Friedman, Ted. Electric Dreams: Computers in American Culture. (New York University Press, 2005): 220. 19 Bibliography Ayers, Edward L. “The Pasts and Futures of Digital History.” (1999) Web. http://www.vcdh.virginia.edu/PastsFutures.html (accessed June 27, 2014). Bernhardt, Meg. “Battlefield Tours Go High Tech.” New York Times. March 12, 2007. Bickersteth, Julian, and Christopher Ainsley. “Mobile Phones and Visitor Tracking.” In Museums and the Web 2011: Proceedings, edited by J. Trant and D. Bearman. Toronto: Archives & Museum Informatics, 2011. http://www.museumsandtheweb.com/mw2011/ papers/mobile_phones_and_visitor_tracking (accessed June 21, 2014). Birkerts, Sven. “The Electronic Hive: Two Views.” Harper's Magazine, May 1994, 1721, 24-25. In Daniel J. Cohen and Roy Rosenzweig. Digital History: A guide to gathering, preserving, and presenting the past on the web. c. 2005. http://chnm.gmu.edu/ digitalhistory/ introduction/#_edn2 (accessed July 1, 2014). Dougherty, Julia. “Going Mobile: A Review of Smartphone Applications in Museums.” Master’s Thesis. University of the Arts, 2012. Eiken, Doug. “New Assessment of State Park Funding Options.” National Association of State Outdoor Recreation Liaison Officers (NASORLO), March 8, 2013. http://www.nasorlo.org/?p=1052 (accessed May 29, 2014). Fivecoat, Zach. March 1, 2014. Reflection paper. Himmelfarb, Gertrude. Introduction. In Daniel J. Cohen and Roy Rosenzweig, Digital History: A guide to gathering, preserving, and presenting the past on the web, c. 2005. http://chnm.gmu.edu/digitalhistory/ introduction/#_edn2 (accessed July 1, 2014). 20 Johnson, L., Witchey, H., Smith, R., Levine, A., and Haywood, K. The 2010 Horizon Report: Museum Edition. Austin. Texas: The New Media Consortium, 2010. http://www.nmc.org/publications/horizon-report-2010-museum-edition (accessed June 21, 2014). Johnson, L., Adams Becker, S., Freeman, A. NMC Horizon Report: 2013 Museum Edition. Austin, Texas: The New Media Consortium, 2013. http://www.nmc.org/pdf/ 2013-horizon-report-museum-EN.pdf (accessed June 26, 2014). Lindsay, Anne. “#Virtual Tourist: Embracing Our Audience through Public History Web Experience.” The Public Historian, Vol. 35, No. 1 (February 2013), 67-86. McNames, Megan. “Exploring the Potential for Mobile News in Museums.” Master’s thesis. Ball State University, 2013. “Mobile in Museums Study, 2012/” American Alliance of Museums/ Web. https://aamus.org/docs/research/mobilemuseums2012-%28aam%29.pdf (accessed June 25, 2014.) Peacock, Darren. 2008. "Weaving the Web into Organizational Life: Organizational Change and the World Wide Web in Cultural Heritage Organizations." Journal of Arts Management, Law & Society 38, no. 1: 89-96. West, Kristen. June 1, 2014. Reflection paper.