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	<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Manon</id>
	<title>H&amp;D Publishing Wiki - User contributions [en]</title>
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	<updated>2026-04-12T22:29:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Planet_IMPAKT&amp;diff=6218</id>
		<title>Planet IMPAKT</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Planet_IMPAKT&amp;diff=6218"/>
		<updated>2023-07-25T12:43:55Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Planet IMPAKT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planet IMPAKT ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ClippyAnt|advice=Check out Planet IMPAKT yourself using the link.|external=https://planet.impakt.nl}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet IMPAKT is the web portal designed as the point of entry for all digital events organised by IMPAKT. The portal is usually passcode protected– codes can be provided upon purchase, or reservation of a ticket. On the one hand, this allows tickets to be sold (or at least kept track of, for events with limited attendance). On the other hand, it is also a centralized point of access that allows us to contextualize the event: talks with artists are supplemented by links to their website and examples of their work; panel discussions can be placed alongside commissions and other related projects.&lt;br /&gt;
&lt;br /&gt;
The portal navigation is designed to mimic an elevator: The visitor enters on the ‘ground floor’, where the stream video player and chat box are. They are given the option to journey through the different floors (each of which holds additional information relating to the event). On the top floor they can find the [[Rooftop Bar|rooftop bar]]: an embedded zoom call where they can meet with the bar host, Andrej, who is available to provide technical support, updated program information, or happy to just chat.&lt;br /&gt;
&lt;br /&gt;
[[File:Impakt portal_elevator buttons.png|center|Planet IMPAKT elevator-style page navigational system]]&lt;br /&gt;
&lt;br /&gt;
Recent changes to the portal saw the addition of a Help chatline: alongside the other elevator buttons, guests of Planet IMPAKT can click the button that announces (via a pop-up speech bubble) that &amp;quot;I&#039;m here to help!&amp;quot;. The chat pops out in a new window within the portal environment. The chat helpline is not a bot– someone manually responds to the messages that are received. As such, there is an automated message that announced when the chatline is in service. &lt;br /&gt;
&lt;br /&gt;
[[File:Planet IMPAKT_Help chatline.png|center|A message appears when guests hover over the help chatline icon]]&lt;br /&gt;
&lt;br /&gt;
A further development speaks to the desire to make online audience members more visible in the livestream/during events: each time a guest logs into Planet IMPAKT the background graphic of the portal is populated with an additional bubble. The bubbles are coloured in a range of hues, but otherwise unmarked. Each bubble represents the number of guests present in the portal. &lt;br /&gt;
&lt;br /&gt;
The discussion of the portal design necessarily follows from design decisions made for the festival. I would recommend reading the section about the [[IMPAKT Festival|festival]] for more in depth info relating to that. However, the portal is also used to access other digital events throughout the year.&lt;br /&gt;
&lt;br /&gt;
[[File:Planet IMPAKT The Great Idle portal.png|center|The portal is customised to reflect the event: here, to welcome guests to Benjamin Pompe&#039;s interactive hybrid game, &#039;&#039;The Great Idle&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Keep it Simple&lt;br /&gt;
Planet IMPAKT is always the point of access for IMPAKT events. Before the development of the portal, events were streamed across various sites (Youtube etc). This lead to divided publics, and less interaction between attendees.&lt;br /&gt;
&lt;br /&gt;
The simple design of the portal is also in service of streamlining the attention towards the live stream. &lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
Having digital and physical attendees pay attention simultaneously is what ensures an active discussion during the event and promotes a greater feeling of collectivity. The bubbles that represent each attendee in the portal provide a sense of the collective without distracting from the livestream, nor requiring heavy computer processing.&lt;br /&gt;
&lt;br /&gt;
The additional materials that are available on the other levels of Planet IMPAKT provide contextualisation that would otherwise only be available by being in a physical space, such as an exhibition hall. &lt;br /&gt;
&lt;br /&gt;
The Rooftop bar is a place for aftertalks, continuation of discussion past the allotted livestream time.&lt;br /&gt;
 &amp;lt;br /&amp;gt;Create Comfort&lt;br /&gt;
The elevator design of the portal pages was a choice to mimic the experience of navigating a building as closely as possible. Using this kind of mimicry mirrors what an on-site guest would experience in the physical exhibition hall. Compartmentalising the information according to this elevator metaphor helps to contextualise the material.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Planet_IMPAKT_Help_chatline.png&amp;diff=6217</id>
		<title>File:Planet IMPAKT Help chatline.png</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Planet_IMPAKT_Help_chatline.png&amp;diff=6217"/>
		<updated>2023-07-25T12:42:38Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Impakt_portal_elevator_buttons.png&amp;diff=6216</id>
		<title>File:Impakt portal elevator buttons.png</title>
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		<updated>2023-07-25T12:41:00Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=6215</id>
		<title>Project Stargaze by Roos Groothuizen and Derk Over</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=6215"/>
		<updated>2023-07-25T12:05:58Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Project Stargaze */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Project Stargaze ==&lt;br /&gt;
&lt;br /&gt;
=== A Hybrid game by Roos Groothuizen and Derk Over ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We are on the verge of a new evolutionary step – our transition into the hybrid human. This new body will be fully adapted to living simultaneously online and offline. For now, everything still feels uncomfortable and we are still getting used to having a digital presence alongside our physical one. Play the Project Stargaze game and experience the evolutionary process that lies ahead of us by providing a series of challenges for your physical and digital consciousness.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this multi-team party game, you will pair up to help design the society of the future. One player in each pair will be physically present in the space while the other is online, connected to the game through a video call. Together, you will form a single hybrid body that ‘physically’ connects the online and offline player. How will you cooperate with your partner and the other duos to tackle the challenges of this new society?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Project Stargaze 1.png|center|&#039;Project Stargaze&#039; set up at the IMPAKT Center]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Stargaze is a hybrid party game experience created by Roos Groothuizen and Derk Over commissioned by IMPAKT. This commission (and &#039;&#039;The Great Idle&#039;&#039; by Benjamin Pompe) were funded by the province of Utrecht through its Talented Makers Support Package (&#039;&#039;Presentatieregeling talentvolle makers&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In this hybrid game, they invite players to explore how the human body is developing in response to our increased use of technology. Players need to team up in pairs: one is physically present (in the first iteration, at the IMPAKT Centre in Utrecht) while the other joins online via a Zoom video call. The aim of the game is to cooperate in a series of tasks, and merge the physical ‘body’ with the online ‘mind’. In doing so, the players experienced the single hybrid body of the future.&lt;br /&gt;
&lt;br /&gt;
When people arrive to play the game they see the IMPAKT exhibition center, transformed by geometric patterns marking the floors and walls in various tape colors. These marked the areas for each activity the player pairs would have to undertake. But first, each pair must calibrate their connection: the physical player connects to the online player via video chat on their phone, places their phone in a mount on a belt strap, and then attaches the belt strap around their hips with the active video call facing out from their buttocks. This way, the online player sees only what is directly behind the offline player. The ‘brain’ and ‘body’ communicate via headphones and the video call. The calibration exercise asks that the online player guides the offline player backwards along an irregular zig-zag by giving them verbal instructions.&lt;br /&gt;
&lt;br /&gt;
Following the calibration exercise, the four pairs of players are asked to work together in a series of games such as charades and building tower blocks, but all done in their newly formed body-brain configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:Project stargaze 2.png|center|The &#039;bodies&#039; playing the tower-building module]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Make it Participatory&lt;br /&gt;
Every participant, whether online or on-site, is a player in the game. Although the hybrid aspect of the game will be new to many players, many of the games are familiar favourites where the rules are straight-forward. The hosts of the game have to spend very little time explaining the rules before everyone can get into playing the games. &lt;br /&gt;
&lt;br /&gt;
The aim of the game is on merging the digital consciousness with the physical body– but ultimately it is a playful immersive experience. The introductory video sequence that plays before the games begin sets the stage by drawing on digital culture mythology and aesthetics. However, the explanations and instructions are clearly communicated and straight-forward.&lt;br /&gt;
&lt;br /&gt;
During the initial calibration step, the &#039;physical bodies&#039; attach the mobile phones connected to the &#039;digital brains&#039; onto their buttocks. From the very start of the game, everyone has to let their guard down and be open to feeling a bit silly. It immediately creates a playful mood, where even though the points don&#039;t really matter (everyone gets a certificate marking their graduation into the next evolutionary step of humanity) but people still play to win. &lt;br /&gt;
&lt;br /&gt;
[[File:Project stargaze 3.png|center|The &#039;bodies&#039; introducing their &#039;brains&#039; to each other]]&lt;br /&gt;
&lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
The focus of the game is on teamwork (within the pair) and collaboration (with the other teams). The initial calibration stage creates a moment when all the players synchronise with each other and sets the stage for the games. It is ceremonial, as well as practical, and creates a new physical awareness for all the players involved to get used to the tools and rules of the game.&lt;br /&gt;
&lt;br /&gt;
While the limited on-site presence of the online participants is usually a drawback of many hybrid situations, here, the withdrawn position of the &#039;digital brains&#039; is made a central component of the game. The &#039;physical bodies&#039; are the only ones able to connect to their own &#039;digital brain&#039; (via their headphones). The limitations of these interactions delegates the responsibility of communicating the needs and technical issues the digital brains face to their physical bodies. In short, the hybrid dynamic creates a buddy system that ensures that all the players are actively represented and equally involved.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Project_stargaze_3.png&amp;diff=6214</id>
		<title>File:Project stargaze 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Project_stargaze_3.png&amp;diff=6214"/>
		<updated>2023-07-25T11:59:43Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Project_stargaze_2.png&amp;diff=6213</id>
		<title>File:Project stargaze 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Project_stargaze_2.png&amp;diff=6213"/>
		<updated>2023-07-25T11:57:34Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Project_Stargaze_1.png&amp;diff=6212</id>
		<title>File:Project Stargaze 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Project_Stargaze_1.png&amp;diff=6212"/>
		<updated>2023-07-25T11:55:41Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Great_Idle_by_Benjamin_Pompe&amp;diff=6211</id>
		<title>The Great Idle by Benjamin Pompe</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Great_Idle_by_Benjamin_Pompe&amp;diff=6211"/>
		<updated>2023-07-25T11:45:48Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* The Great Idle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Great Idle ==&lt;br /&gt;
&lt;br /&gt;
=== A mixed reality performance by Benjamin Pompe ===&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Great Idle&amp;quot; is a mixed reality performance by Benjamin Pompe comissioned by IMPAKT. This commission (and the &#039;&#039;Project Stargaze&#039;&#039; by Roos Groothuizen and Derk Over) were funded by the province of Utrecht through its Talented Makers Support Package (&#039;&#039;Presentatieregeling talentvolle makers&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
The performance centers on the activities of a solitary character living on an island. Online and on-site audiences are given a series of choices that decide the actions and fate of the character&#039;s existence on the island.&lt;br /&gt;
&lt;br /&gt;
[[File:002 IMG 7022 tashaarlova thegreatidle.jpg|center|Technical set up for Benjamin Pompe&#039;s &#039;The Great Idle&#039; at IMPAKT Center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:1 tashaarlova_thegreatidle.jpg|center|Mo-cap performer in front of the loading screen for &#039;The Great Idle&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character is puppetteered by a performer wearing a full-body motion-capture (Mo-Cap) suit. This performer stands in the IMPAKT exhibition space, directly in front of the projection the displays the gameplay view of the character on the island. The on-site guests can easily see the mirroring of the performers movements and the character&#039;s. Online guests can also see the performer&#039;s movements through the cameras placed in the exhibition space. &lt;br /&gt;
&lt;br /&gt;
[[File:033 IMG 7193 tashaarlova thegreatidle.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Online audience members accessed the performance through the [[Planet IMPAKT|Planet IMPAKT portal]], and saw the performance as a livestream– each participant could choose to look at either the gameplay view or the entirety of the in-house exhibition space. Both the in-house and online audience were asked to access a browser-based app. At key moments in the performance, the audience members were prompted to respond to an either/or choice (e.g. should it rain, or be sunny). Each prompt provided two options to chose from. The options of each choice were only visible on the browser-based app. However, the tally of votes for &#039;&#039;option 1&#039;&#039; or &#039;&#039;option 2&#039;&#039; were visible on screen in the gameplay view. This meant that the number of votes submitted for either option were visible to both on-site and online players.&lt;br /&gt;
&lt;br /&gt;
However, the app alternated between prompting the online and on-sit audiences: the choices that were offered to the online audience, as well as their responses, were obscured from the on-site audience (and vice versa). This meant that, for example, the online audience&#039;s choice to collect rain boots instead of a sun hat became fatal when the on-site audience decided it would be blisteringly sunny instead of rainy. &lt;br /&gt;
 Make it Participatory&lt;br /&gt;
By prompting attendees of the performance to participate in the voting through the browser-based app, guests became participants. Online and on-site participants of the performance had equal weight in their participation. Both were grouped into collectivities based on the locality of their participation. &lt;br /&gt;
 Create collectivity&lt;br /&gt;
Although the on-site and online participants were not directly visible to each other through audio-visual mediums, they were visible in the tallying of votes. The votes appeared as they came in, and ping-ed with a sound announcing the new incoming vote. In addition to the suspense that this created, it also gave a concrete sense of the number of people attending, and the rhythm of participation– which further reinforced the sense of synchronicity between sites of participation.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:033_IMG_7193_tashaarlova_thegreatidle.jpg&amp;diff=6210</id>
		<title>File:033 IMG 7193 tashaarlova thegreatidle.jpg</title>
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		<updated>2023-07-25T11:45:05Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:002_IMG_7022_tashaarlova_thegreatidle.jpg&amp;diff=6209</id>
		<title>File:002 IMG 7022 tashaarlova thegreatidle.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:002_IMG_7022_tashaarlova_thegreatidle.jpg&amp;diff=6209"/>
		<updated>2023-07-25T11:43:39Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:1_tashaarlova_thegreatidle.jpg&amp;diff=6208</id>
		<title>File:1 tashaarlova thegreatidle.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:1_tashaarlova_thegreatidle.jpg&amp;diff=6208"/>
		<updated>2023-07-25T11:41:03Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Wine_tasting&amp;diff=6207</id>
		<title>Wine tasting</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Wine_tasting&amp;diff=6207"/>
		<updated>2023-07-25T10:45:43Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hybrid Art and Wine Tasting==&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At IMPAKT we like wine. And we like art. While people can find sharing their opinions about art daunting, the beauty of wine is that even without expertise you can taste and form an opinion. Drinking wine is a social activity that engages your senses. In the Wine Tasting events we wanted to take this as the starting point for an event that would bridge geographic, as well as cultural divides. There have now been two iterations of the International Hybrid Wine Tasting (IHWT) events– both very different from one another. However, in both editions, guests created cozy ‘table’ settings with their friends (either locally in Utrecht, or their own home) and connected at random to other remote tables via video calls. Attendees were invited to order wines pre-selected by our sommelier, so everyone was tasting the same wines. And art performances broke up rounds of wine tastings and provided fruitful topics of conversation.&lt;br /&gt;
&lt;br /&gt;
The two variations were quite different from one another, but follow from an iterative design process. For this reason, a brief description of, and the differences between, each iteration are detailed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;International Hybrid Wine Tasting (1.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first edition of the International Hybrid Wine Tasting was conceptualized as a speed-dating, wine-tasting, garden party. The aim was to connect tables in Utrecht (which were open to the public through ticket sales) to tables set up throughout Europe at our partner institutions: Antre Peaux in France; Werkleitz in Germany; Onassis Stegi in Greece; Kontejner in Croatia; and Laboral in Spain. Each table had at least 5 guests sitting together, who were then able to chat freely to the guests sitting virtually across from them at a partner table. The event was hosted on Zoom and divided into five rounds, each round we would try a new wine. The wines were selected by five partner institutions. The 3 hour event is divided into five rounds, one wine to try in each round.&lt;br /&gt;
&lt;br /&gt;
[[File:Wine selections from first wine tasting.jpg|The five wines selected by each of our partner institutions]]&lt;br /&gt;
&lt;br /&gt;
In the garden of the historic Oud Amelisseweerd estate, located just outside of Utrecht, we set up five tables each equipped with their own video-calling set-up. Identical tables were built around Europe by our partner institutions. In total, there were ten tables that joined a collective Zoom call (5 in Utrecht, 5 over Europe). Each round began in a collective setting where all the tables were visible to each other– this provided a moment in which the wine would be introduced by the institution that chose it. Thereafter, each table in Utrecht was paired with one of the partner tables; these pairings would switch after each round.&lt;br /&gt;
&lt;br /&gt;
[[File:Winetasting-Event Oud Amelisseweerd set up.jpg|center|The garden layout in Oud Amelisseweerd of the five tables for the International Hybrid Wine Tasting]] &lt;br /&gt;
[[File:Winetasting-Event Utrecht hub 2.jpg|center|An Utrecht hub connected to a partner institution during one of the tasting rounds]]&lt;br /&gt;
[[File:Winetasting-Event collective moment.jpg|center|All hubs together during a collective moment in between tasting rounds]]&lt;br /&gt;
&lt;br /&gt;
During these rounds of break-out rooms, guests were invited to do two things. Firstly, they were invited to try the wine. But they were also given a game to play across the digital divide with the table they were paired with. These games were themed around one of the five senses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lessons Learned&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the success of the first wine tasting, there were some identifiable goals we had for the second iteration. Firstly, we aimed to make it more accessible to the public: although the first version was open to the public, those tickets were limited. Secondly, we aimed to create a version of the event that we could replicate in the future. The Oud Amelisseweerd location was beautiful, but it was also a large productional undertaking to transform into a hybrid hub of operations. The aim for the second tasting was to design an event that could match in ambience but requiring less time/resources to produce. And lastly, the new events needed to have more opportunities to showcase (hybrid) media art in this unique event environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hybrid Wine and Art Tasting Event (2.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Version two, renamed the Hybrid Wine and Art Tasting, asked guests to invite their friends over to their houses, and turn their own living rooms into hubs. Each of these physical hubs would in turn become one of the webcams to be connected to other living rooms in the roulette rounds. As in the last iteration, wines were selected by our sommelier to be tasted in each round. However, this time, the selection was limited to three rounds. The selected wines were available for guests to order, so that everyone attending could share their experience of tasting the same wines. The first round was a white wine; the second, a red wine; and for the final round guests were asked to pick their own wine, which they could then describe to their virtual interlocutors. &lt;br /&gt;
&lt;br /&gt;
[[File:Hybrid-Wine-and-Art-Tasting-Event Utrecht Hub.jpg|center|The Utrecht hub (a.k.a. the MC table) cheers-ing on location in the IMPAKT studio]]&lt;br /&gt;
[[File:Hybrid-Wine-and-Art-Tasting-Event collective moment.jpg|center|Collective moment]]&lt;br /&gt;
[[File:Hybrid-Wine-and-Art-Tasting-Event 2 hubs connected.jpg|center|Two hubs connected during the final tasting round, sharing the wine they selected for the final round]]&lt;br /&gt;
&lt;br /&gt;
We still set up a central hub in Utrecht, at the IMPAKT office, that acted as both the technical operational center for the event, as well as the podium for the evening’s Master of Ceremony. The MC table in Utrecht seated Abner Preis (the evening’s MC), Arjon Dunnewind (Director of IMPAKT), Daniela Tenenbaum (Assistant Curator at IMPAKT), and Guillaume Coret (Utrecht-based wine sommelier from Fijn-Proeverij.nl). &lt;br /&gt;
&lt;br /&gt;
In each round, the hubs were put into breakout rooms in pairs, or groups of three. Guests were instructed to limit their living room groups to 6 people behind the webcam, to ensure everyone was well audible. The event was once again hosted on Zoom, which has an upper limitation of 50 breakout rooms (=900 people maximum capacity). Having this decentralized, DIY, invitation to the event meant that the number of participants was practically unlimited.&lt;br /&gt;
&lt;br /&gt;
The removal of two wine tasting rounds allowed for more time to be dedicated to the two themed performances of the evening. Both were performances around the shared experience of dining in augmented/virtual reality settings, and thus, very topical for the evening.&lt;br /&gt;
&lt;br /&gt;
The first was [https://impakt.nl/events/2023/event/impakt-hybrid-wine-and-art-tasting-event/metaphysical-tastings/ Metaphysical Tastings], a multidisciplinary experience by artists Sophia Bulgakova, Leo Scarin &amp;amp; Cemre Deniz Kara that combines dining rituals and virtual reality. In Metaphysical Tastings, you are guided through a tasting experience together with other guests in different physical locations, while entering a series of digital environments designed to match the food served – its colour, texture, sound, and other properties – to create a synesthetic journey. The project explores the sensorial correlations that originate in the combination of participatory, immersive media and food design and the experiential implications of social gatherings in virtual and physical realities.&lt;br /&gt;
&lt;br /&gt;
The second performance was [https://impakt.nl/events/2023/event/impakt-hybrid-wine-and-art-tasting-event/be-my-guest/ BE MY GUEST!] by Cenk Güzelis, Valdemar Danry and Anna Pompermaier. You are invited to a mixed reality dinner. An AI will be your host for this special evening, entertaining you and your fellow guests, experimenting with recipes and guiding you into its dinner concept. Welcome to Be My Guest!, an experimental social gathering by artists and designers Cenk Güzelis, Valdemar Danry and Anna Pompermaier. The project combines architecture, new media, and Artificial Intelligence to investigate the future of our hybrid realities, in which the physical and digital realms are continuously intertwined.&lt;br /&gt;
 &amp;lt;br /&amp;gt;Make it Participatory&lt;br /&gt;
Each hub is responsible for their own set up, but gets to participate in both the tasting, and the novelty of the roulette/speeddate rounds. &lt;br /&gt;
 &amp;lt;br /&amp;gt;Cultivate Collectivity&lt;br /&gt;
Sharing the experience of drinking wine together creates a built-in sensory activity that helps synchronize the collectivity. &lt;br /&gt;
 &amp;lt;br /&amp;gt;Create Comfort&lt;br /&gt;
The sensory focus means everyone can form an opinion about wine, and provides a common factor that can connect people across virtual divides.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the design tried to mimic the familiarity of sitting together tat a round table. The instructions for setting up the hubs were such that when guests were put into breakout rooms the Zoom interface was minimized as much as possible. This was important to mold the hybrid environment to make it look as if the connected hubs were sitting across the table from one another. (pic ref).&lt;br /&gt;
 &amp;lt;br /&amp;gt;Fair Tech Choices&lt;br /&gt;
Although we strive to use alternative platforms for our events, sometimes this comes at the cost of stability/reliability. In addition to this, we also needed a platform that was somewhat familiar to, and usable by, all members of our target audience (of various technical literacy, age, locations, etc). In the case of the Wine Tasting when the aim was to have a smooth connection that promoted seamless communication, we opted for Zoom as a reliable facilitator that was familiar to all envisioned guests.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Hmm_@_4_Locations&amp;diff=6206</id>
		<title>The Hmm @ 4 Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Hmm_@_4_Locations&amp;diff=6206"/>
		<updated>2023-07-25T10:45:04Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Hmm @ 4 Locations == &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:The Hmm 4 locations 1.gif|center|The Hmm @ 4 locations]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Hmm @ 4 locations was a decentralised event that took place simultaneously at four locations in four provinces in the Netherlands. It was not an event that IMPAKT created, but rather, we hosted one of the physical/decentralized locations along with four other spaces/institutions (Waag in Amsterdam, Nieuwe Instituut in Rotterdam, MU in Eindhoven, and of course, Theatre Berenkuil in Utrecht).&lt;br /&gt;
&lt;br /&gt;
As written by The Hmm, the invitation for the event read: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The idea for this hybrid format emerged during our conversation with live-ness researcher Esther Hammelburg, who questions the importance of being together in one place in order to create a sense of togetherness. Tonight, we will investigate whether that is really the case. You can attend The Hmm @ 4 locations in Amsterdam, Rotterdam, Utrecht and Eindhoven, and of course you can also follow the event online. Taking the shape of our Hmm fast events, we have invited eight speakers to join us across all four locations. Each location will have two speakers physically present there and the other speakers will be followed via a livestream in each location.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speakers were present at each location. The event was very rhythmical in order to allot enough time to each speaker; there were strictly timed moments to switch between locations. In addition to the shared decentralized program of the event, each location was diffused with a specially designed fragrance: Hmmosphere was designed by Cesar Majorana. The fragrance was designed to encapsulate the smell of the internet– a scent that was deduced by firstly, collecting organic matter near the Equinic AM3 data center in Amsterdam, and secondly, consulting long-time internauts through surveys.&lt;br /&gt;
&lt;br /&gt;
[[File:The Hmm Utrecht Location.JPG|center|Set up of the Berenkuil for the Hmm @ 4 locations]]&lt;br /&gt;
[[File:The scent of the internet.jpg|center|Diffusion of the Scent of the Internet (photo by Hanneke Wetzer)]]&lt;br /&gt;
&lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
The event was inaugurated by diffusing the scent through every location. This acted as a moment to synchronise all the locations. The diffusion of the scent created a shared sensory experience between all the attendees. &lt;br /&gt;
 Create Comfort&lt;br /&gt;
Although the decentralised format was experimental, the Hmm has already developed other events with strict time limits on their speakers. Such strict limits are difficult to keep to– but putting the speakers in the hot seat creates a more relaxed atmosphere for the attendees of the event. Furthermore, guests in every location (both physical and online) were able to see what was going on in the other locations through webcam shots in the shared livestream. Providing this kind of overview of the collective experience not only helped emphasise the moment being shared, but also provided a glimpses into the behind-the-scenes that was making the event possible.&lt;br /&gt;
 Contextualise&lt;br /&gt;
The event was a collaboration between four different institutions, and held in four big Dutch cities. As such, the event was able to draw guests from all rosters.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Rooftop_Bar&amp;diff=6205</id>
		<title>Rooftop Bar</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Rooftop_Bar&amp;diff=6205"/>
		<updated>2023-07-25T10:44:11Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rooftop Bar==&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rooftop Bar has been a mainstay of all the hybrid and online-only events that IMPAKT has hosted over the past 3 years. Andrej Kapor has been the bar host of the Rooftop Bar since its inception. The role of the host is to welcome guests who journey (or stumble) into the digital rooftop bar– a Zoom video call that is embedded into the IMPAKT [[IMPAKT Web Portal|web portal]] (on the top &#039;floor&#039;)– where guests can join and use as a casual meeting point for discussions, directions, or drink recommendations. Every IMPAKT TV ended in an invitation to continue the conversation in the rooftop bar after the livestream ended.  &lt;br /&gt;
 &lt;br /&gt;
[[File:Festival Portal Top floor- Rooftop Bar.png|center|Web view of arriving at the top floor of the IMPAKT Portal during the festival– entering the Rooftop Bar]] &lt;br /&gt;
[[File:Andrej Kapor IMPAKT Bar Host during the 2020 Festival.jpeg|center|Bar Host, Andrej Kapor, during IMPAKT Festival 2020]]&lt;br /&gt;
[[File:Rooftop Bar Selfie IMPAKT 2020.jpeg|center|Rooftop Bar selfie during 2020 festival]]&lt;br /&gt;
 Make it participatory&lt;br /&gt;
Having a chatty bar host lowers the threshold for participation. While the chat box, or holding a microphone may be daunting for some attendees, the casual conversation in the rooftop bar can lessen the barrier for joining in.&lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
Part of feeling like you can join into a conversation is knowing who you are talking with. Giving people the option to be visible and to speak face to face– regardless of location. &lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Create Comfort&lt;br /&gt;
One of the main functions of the bar host is to provide guidance, technical support, but also (most importantly) simply a welcoming face that is available to chat with. In our physical spaces, people are always welcoming and eager to chat, and this is something that needs to be consciously recreated in online spaces.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Contextualise&lt;br /&gt;
During the aftertalks in the Rooftop Bar everyone has the space to share their opinions. We have found that the people who join our events are the type to be well-versed in the topics being dealt with, and eager to discuss. Having a meeting point where people can have informal discussions also allows people to create personal connections to the events and discussions of the program.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=IMPAKT_Festival&amp;diff=6204</id>
		<title>IMPAKT Festival</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=IMPAKT_Festival&amp;diff=6204"/>
		<updated>2023-07-25T10:39:47Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IMPAKT Festival==&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[https://impakt.nl/archives/festival/archive Festival Archive]&lt;br /&gt;
&lt;br /&gt;
The IMPAKT Festival is an annual event celebrating experimental films, emergent media, and critical perspectives that has taken place in different locations around Utrecht since 1988. Each year, the festival focuses on a different theme (e.g. [https://impakt.nl/festival/2020/videos-photos/ Zero Footprint], 2020; [https://impakt.nl/festival/2021/videos-photos/ Modern Love], 2021; [https://impakt.nl/festival/2022/videos-photos/ Curse of Smooth Operations], 2022). Artists, politicians, and cultural critics come together to discuss new works and trending developments in global media culture. The COVID-19 lockdowns in 2020 necessitated the first-ever virtually-attended version of the festival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Move to Online&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dutch ministry of Health announced a lockdown (with enforced curfew and restrictions on attendance of in-person events) not even 2 weeks before the 2020 festival launch. As mentioned above, the theme of that year was &#039;&#039;Zero Footprint: Living and Connecting on a Damaged Earth&#039;&#039;. It was perhaps coincidental good luck that in keeping with the theme, IMPAKT had decided to minimise the number of speakers that would be flown-in to the festival internationally. As such, many of the international speakers were already due to join remotely, and the infrastructure to do so was already in place. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Move to Hybrid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even so, transforming the event into its online iteration was a huge logistical and infrastructural undertaking. However, the experience has proved to be a worthwhile long-term investment, as since that time, the festival has continued to exist as a hybrid online-offline event. While the conversion to online came with a learning curve, introducing the dual nature of hybrid online-offline attendance comes with its own particularities.&lt;br /&gt;
&lt;br /&gt;
The hybrid iteration of the past two years has sought to allow virtual and physical attendees to experience the festival to an equal quality. In large part this means making both physical and virtual attendees feel the larger context of what they are participating: that is, give physical guests access to online content, and provide holistic and reliable coverage to virtual attendees. Feeling the context is reliant in large part on the experience of liveness/simultaneity of access for both groups that creates a feeling of sharing in the same collective moment that events such a festival can occasion. &lt;br /&gt;
&lt;br /&gt;
However, it is not just the audience members that participate in the festival hybrid– it has become common practice that speakers and performers also join the festival remotely. When they do so, we connect with them via private video links using the built-in calling system of the streaming software we use, VMix. This private connection offers more fine-tune control and feedback about the stability of the connection. Remote speakers have joined the main stage program of the festival in various configurations. Keynote speakers will typically present while being projected on the large screen in the main hall; if there is a Q&amp;amp;A portion, sometimes they will then be moved to a smaller screen so that the moderator can be looking at eye-level.&lt;br /&gt;
[[File:Hybrid speaker audience- Vladan-Joler.jpg|center|Vladan Joler&#039;s remote keynote during IMPAKT Festival 2022]] &lt;br /&gt;
[[File:Hybrid speakers- Ryan-Engley-&amp;amp;-Todd-McGowan.jpg|center|Todd McGowan and Ryan Engley&#039;s remote keynote during IMPAKT Festival 2022]] &lt;br /&gt;
[[File:Keynote view from the livestream AA Bronson.png|center|Livestream view during Q&amp;amp;A of AA Bronson keynote (2021)]]&lt;br /&gt;
[[File:IMPAKT Festival AA Bronson keynote- Main Room stage.png|center|View of the main stage during the AA Bronson keynote (2021) from the livestream]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In a panel setting, we have standardised to give equal footing to all speakers: each remote speaker appears on a TV screen that is placed level with the speakers sat at the physical table. This also means that the overhead projector is free to be used for slides, or other presentation materials, by the speakers. &lt;br /&gt;
[[File:Panel Melanie-Bonajo-&amp;amp;-Skinship-&amp;amp;-Jonas-Lund.jpg|center|Hybrid panel during the IMPAKT Festival 2021]]&lt;br /&gt;
[[File:Film program Q and A 1.jpg|center|Hybrid Film Screening Q&amp;amp;A during IMPAKT Festival 2022]]&lt;br /&gt;
 Keep it simple&lt;br /&gt;
There are many moving parts to the IMPAKT festival: the main stage panels, performances, talks, etc.; the screening programs; the [[Professionals Programme (2022)|professionals program]]; [[IMPAKT TV]] livestream; as well as all the various activities taking place throughout the building. It can be tempting with so many dimensions to fall into the trap of overcomplicating things. &lt;br /&gt;
&lt;br /&gt;
Prioritising clear and solid infrastructure makes all the difference. We have found that the most important is to streamline the hybridity, and make everything accessible through the portal, so that this is the one place where online and offline meet. This makes it a consistent element that can be integrated as a digital asset in the changing on stage layouts, while remaining an easy-to-use gateway for the guest.&lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
The in-house audience is visible to the online audience at points of the program through the livestream camera angles. However, it is rare that the online audience can make their presence known. Providing panel/talk moderators with tablets that show the incoming questions from the online audience gives them a moment to intervene and engage with the program, just as much as an in-house attendee can with a handheld microphone.&lt;br /&gt;
 Create Comfort&lt;br /&gt;
There are some less visible actors contributing to creating a hospitable, welcoming environment– namely, the Secret Online Moderator (SOM). This is a rotating role among IMPAKT festival workers that comprises welcoming online audience members into the chat, providing links and context for the talk, as well as moderating comments as needed. It is an important role that is essential to the maintenance of a safer space.&lt;br /&gt;
 Contextualise&lt;br /&gt;
In-house attendees are more likely to spend longer amounts of time in one place. Online attendees are more likely to disconnect after a shorter amount of time. Part of this is feeling connected to the space and the context. Providing only an intermittent stream whether due to technical disruption, or opting for broadcasting only main stage programs, can be very jarring to an online audience. Providing a continuous and reliable stream allows audiences to stay in the rhythm of the festival. &lt;br /&gt;
 Fair Tech&lt;br /&gt;
After testing several streaming options, our research found that building our own video player through Mux and embedding this into our own [[IMPAKT Web Portal|web portal]] provided the most smooth and reliable livestream. However, for clips from talks and panels, archiving the material on our Youtube still ensures for the widest reach to new audiences.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=IMPAKT_TV&amp;diff=6203</id>
		<title>IMPAKT TV</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=IMPAKT_TV&amp;diff=6203"/>
		<updated>2023-07-25T10:26:35Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IMPAKT TV==&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TBZYgZHJXb8&amp;amp;list=PLU1LfNwW79W06_uWunCXe45tDmUJ4j9_h&amp;amp;pp=iAQB IMPAKT TV Episodes Playlist]&lt;br /&gt;
&lt;br /&gt;
[https://impakt.nl/nl/algemeen/2021/impakt-tv-2021/ IMPAKT TV 2021 Lineup]&lt;br /&gt;
&lt;br /&gt;
[https://impakt.nl/nl/algemeen/2022/impakt-tv-2022/ IMPAKT TV 2022 Lineup]&lt;br /&gt;
&lt;br /&gt;
[[File:IMPAKT TV INTRO BUMPER.mov|center]]&lt;br /&gt;
&lt;br /&gt;
IMPAKT TV is a series of monthly online livestreams in which we reflect on the most striking events in art, technology and media of the past weeks. Every first Thursday of the month, together with an artist, journalist, researcher or writer we discuss their work, latest news and must-see exhibitions and events. The video series is streamed live from the IMPAKT office studio through MUX directly into the portal and then archived on [https://youtube.com/playlist?list=PLU1LfNwW79W06_uWunCXe45tDmUJ4j9_h Youtube].&lt;br /&gt;
&lt;br /&gt;
The series reflects on IMPAKT’s signature themes such as the complexity of our data driven world, our rights as digital citizens, how power structures are reflected in media and technology, conspiracy theories, meme culture, new approaches to climate change, and much more. With IMPAKT TV we take these discussions out of their theoretical comfort-zone and relate them directly to what we see around us, what we read in the news and scroll through on Instagram.&lt;br /&gt;
&lt;br /&gt;
The chat is active throughout the livestream, available for people to comment, or submit their questions for the guest of the episode. These questions are collected by the hosts of the show and asked to the guest at the final Q&amp;amp;A portion of the show. Everyone– speakers, hosts, and audience– are invited to meet in the [[Rooftop Bar|rooftop bar]] at the end of the livestream. &lt;br /&gt;
[[File:IMPAKT TV stream Guido van der Werve.png|center|Livestream clip of Guido van der Werve in the studio appearing on IMPAKT TV]]&lt;br /&gt;
[[File:IMPAKT TV Don Letts.png|center|Don Letts was a remote guest on the show]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the festival, IMPAKT TV runs continuously in the livestream in between main stage programs. Between programs, online viewers can see interviews with artists, curators and journalists, and stay in the festival flow– providing the same kind of continuous programming that a guest at the physical location in Utrecht experiences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Keep it simple&lt;br /&gt;
The topics covered in IMPAKT TV are wide-ranging. To keep it cohesive, we opted to maintain a consistent structure to the interviews. In the first part of each episode we ask our guests to introduce us to the work they do and to reflect on their own practice. In the second part we discuss a selection of headlines and recent news items. The items are chosen by the IMPAKT TV editorial team, keeping in mind the expertises and interests of the guests. Finally, in the third part of the show, we ask our guests to give us a tip for the weekend: which exhibition, film, book or event we should not miss?&lt;br /&gt;
&lt;br /&gt;
Within this framework there is a lot of ground that can be covered, but the consistency allows viewers to know what to expect from the series as a whole. Furthermore, they always know where to tune in, and where the archival material can be accessed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Create Comfort&lt;br /&gt;
Despite the complexity of the topics covered in the series, the editorial team always strives to introduce guests and major theoretical concepts in a way that makes them accessible to the audience. &lt;br /&gt;
&lt;br /&gt;
Unlike many of the events organised by IMPAKT, the livestream is one occasion where the audience has a more spectatorial role. People can tune in with no pressure. Nevertheless, the audience is encouraged to engage: the chat is available to write questions or comments, and we have also made ‘phoning in’ through video/voice call an option. However, we have found in the past audience members prefer to opt for the lower-visibility chat options when posing their questions.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Contextualise&lt;br /&gt;
Making the series part of the monthly program at IMPAKT allowed it to gain a loyal following of viewers.&lt;br /&gt;
 &amp;lt;br /&amp;gt;Fair Tech Choices&lt;br /&gt;
Before streaming directly in our own web portal and using MUX, there were two major concerns with live streaming. Reliability and control over content. As we held interviews with artists and often showed their work we needed to ensure algorithmic censorship did not affect the quality and reliability of the stream– there have been times when some of the works were flagged for censorship and threatened to ban our streaming privileges. In addition to this, there were also technical difficulties that made live streaming through our own portal and video player the more sensible choice.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=IMPAKT_Festival&amp;diff=6202</id>
		<title>IMPAKT Festival</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=IMPAKT_Festival&amp;diff=6202"/>
		<updated>2023-07-25T10:26:07Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IMPAKT Festival==&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[https://impakt.nl/archives/festival/archive Festival Archive]&lt;br /&gt;
&lt;br /&gt;
The IMPAKT Festival is an annual event celebrating experimental films, emergent media, and critical perspectives that has taken place in different locations around Utrecht since 1988. Each year, the festival focuses on a different theme (e.g. [https://impakt.nl/festival/2020/videos-photos/ Zero Footprint], 2020; [https://impakt.nl/festival/2021/videos-photos/ Modern Love], 2021; [https://impakt.nl/festival/2022/videos-photos/ Curse of Smooth Operations], 2022). Artists, politicians, and cultural critics come together to discuss new works and trending developments in global media culture. The COVID-19 lockdowns in 2020 necessitated the first-ever virtually-attended version of the festival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Move to Online&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dutch ministry of Health announced a lockdown (with enforced curfew and restrictions on attendance of in-person events) not even 2 weeks before the 2020 festival launch. As mentioned above, the theme of that year was &#039;&#039;Zero Footprint: Living and Connecting on a Damaged Earth&#039;&#039;. It was perhaps coincidental good luck that in keeping with the theme, IMPAKT had decided to minimise the number of speakers that would be flown-in to the festival internationally. As such, many of the international speakers were already due to join remotely, and the infrastructure to do so was already in place. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Move to Hybrid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even so, transforming the event into its online iteration was a huge logistical and infrastructural undertaking. However, the experience has proved to be a worthwhile long-term investment, as since that time, the festival has continued to exist as a hybrid online-offline event. While the conversion to online came with a learning curve, introducing the dual nature of hybrid online-offline attendance comes with its own particularities.&lt;br /&gt;
&lt;br /&gt;
The hybrid iteration of the past two years has sought to allow virtual and physical attendees to experience the festival to an equal quality. In large part this means making both physical and virtual attendees feel the larger context of what they are participating: that is, give physical guests access to online content, and provide holistic and reliable coverage to virtual attendees. Feeling the context is reliant in large part on the experience of liveness/simultaneity of access for both groups that creates a feeling of sharing in the same collective moment that events such a festival can occasion. &lt;br /&gt;
&lt;br /&gt;
However, it is not just the audience members that participate in the festival hybrid– it has become common practice that speakers and performers also join the festival remotely. When they do so, we connect with them via private video links using the built-in calling system of the streaming software we use, VMix. This private connection offers more fine-tune control and feedback about the stability of the connection. Remote speakers have joined the main stage program of the festival in various configurations. Keynote speakers will typically present while being projected on the large screen in the main hall; if there is a Q&amp;amp;A portion, sometimes they will then be moved to a smaller screen so that the moderator can be looking at eye-level.&lt;br /&gt;
[[File:Hybrid speaker audience- Vladan-Joler.jpg|center|Vladan Joler&#039;s remote keynote during IMPAKT Festival 2022]] &lt;br /&gt;
[[File:Hybrid speakers- Ryan-Engley-&amp;amp;-Todd-McGowan.jpg|center|Todd McGowan and Ryan Engley&#039;s remote keynote during IMPAKT Festival 2022]] &lt;br /&gt;
[[File:Keynote view from the livestream AA Bronson.png|center|Livestream view during Q&amp;amp;A of AA Bronson keynote (2021)]]&lt;br /&gt;
[[File:IMPAKT Festival AA Bronson keynote- Main Room stage.png|center|View of the main stage during the AA Bronson keynote (2021) from the livestream]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In a panel setting, we have standardised to give equal footing to all speakers: each remote speaker appears on a TV screen that is placed level with the speakers sat at the physical table. This also means that the overhead projector is free to be used for slides, or other presentation materials, by the speakers. &lt;br /&gt;
[[File:Panel Melanie-Bonajo-&amp;amp;-Skinship-&amp;amp;-Jonas-Lund.jpg|center|Hybrid panel during the IMPAKT Festival 2021]]&lt;br /&gt;
[[File:Film program Q and A 1.jpg|center|Hybrid Film Screening Q&amp;amp;A during IMPAKT Festival 2022]]&lt;br /&gt;
 1. Keep it simple&lt;br /&gt;
There are many moving parts to the IMPAKT festival: the main stage panels, performances, talks, etc.; the screening programs; the [[Professionals Programme (2022)|professionals program]]; [[IMPAKT TV]] livestream; as well as all the various activities taking place throughout the building. It can be tempting with so many dimensions to fall into the trap of overcomplicating things. &lt;br /&gt;
&lt;br /&gt;
Prioritising clear and solid infrastructure makes all the difference. We have found that the most important is to streamline the hybridity, and make everything accessible through the portal, so that this is the one place where online and offline meet. This makes it a consistent element that can be integrated as a digital asset in the changing on stage layouts, while remaining an easy-to-use gateway for the guest.&lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
The in-house audience is visible to the online audience at points of the program through the livestream camera angles. However, it is rare that the online audience can make their presence known. Providing panel/talk moderators with tablets that show the incoming questions from the online audience gives them a moment to intervene and engage with the program, just as much as an in-house attendee can with a handheld microphone.&lt;br /&gt;
 Create Comfort&lt;br /&gt;
There are some less visible actors contributing to creating a hospitable, welcoming environment– namely, the Secret Online Moderator (SOM). This is a rotating role among IMPAKT festival workers that comprises welcoming online audience members into the chat, providing links and context for the talk, as well as moderating comments as needed. It is an important role that is essential to the maintenance of a safer space.&lt;br /&gt;
 Contextualise&lt;br /&gt;
In-house attendees are more likely to spend longer amounts of time in one place. Online attendees are more likely to disconnect after a shorter amount of time. Part of this is feeling connected to the space and the context. Providing only an intermittent stream whether due to technical disruption, or opting for broadcasting only main stage programs, can be very jarring to an online audience. Providing a continuous and reliable stream allows audiences to stay in the rhythm of the festival. &lt;br /&gt;
 Fair Tech&lt;br /&gt;
After testing several streaming options, our research found that building our own video player through Mux and embedding this into our own [[IMPAKT Web Portal|web portal]] provided the most smooth and reliable livestream. However, for clips from talks and panels, archiving the material on our Youtube still ensures for the widest reach to new audiences.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Professionals_Programme_(2022)&amp;diff=6201</id>
		<title>Professionals Programme (2022)</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Professionals_Programme_(2022)&amp;diff=6201"/>
		<updated>2023-07-25T10:25:42Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hybrid Formats: Professionals Programme (2022) ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Hybrid Formats” was an information session held as part of the Professionals Program during the 2022 [[IMPAKT Festival]]. In this collaborative session, IMPAKT showcased the steps we have made towards developing successful hybrid formats and focus on the knowledge of different artists who have worked on and with hybrid formats. For this discussion, the focus was on the technical, sociological and psychological aspects of hybridity.&lt;br /&gt;
&lt;br /&gt;
This session consisted of a workshop where we, together with artists from our hybrid experiments and our professional audience, built a glossary for hybrid events, including (but not limited to) format suggestions, interesting readings, different softwares to use, etc. During the discussion about the glossary, the artists gave their input based on the projects they are working on and share from their experience.&lt;br /&gt;
&lt;br /&gt;
Of course, this Professionals Programme session was itself a hybrid format. Participants of the session were able to attend physically in Utrecht during the festival, as well as join remotely via video call. The physical set up in Utrecht consisted of four tables placed in a square formation, with chairs placed on the outside perimeter all facing each other. Four TV screens were placed sunken-in at the centre of the square of tables so that the physical attendees were all able to see the screens. These screens were used to display the shared presentation materials as well as the shared video call. Each participant was also able to use their own laptop to join the chat, or shared digital documentation spaces. (See pictures.)&lt;br /&gt;
&lt;br /&gt;
[[File:Professionals Program 1.jpg|center|Professionals program hybrid session]]&lt;br /&gt;
[[File:Professionals-program set up 4.jpg]]&lt;br /&gt;
[[File:Professionals-program set up 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
This Capacity Building Workshop is organised by IMPAKT within the context of the European Media Art Platform (EMAP), co-funded by the European Union’s Creative Europe Programme.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Make it Participatory&lt;br /&gt;
The session was a collaborative information session– as such everyone was both a speaker and a listener. The technical set up was built with this intensely participatory structure in mind.&lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
Being able to see everyone, and providing everyone access to the chat at all times meant that everyone could feel the energy of the collaborative writing process.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=CODE_Project&amp;diff=6200</id>
		<title>CODE Project</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=CODE_Project&amp;diff=6200"/>
		<updated>2023-07-25T10:25:01Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CODE: Reclaiming Digital Agency ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://code.impakt.nl/&lt;br /&gt;
&lt;br /&gt;
CODE: Reclaiming Digital Agency is a project that seeks to bring together artists, non-artists, politicians, policymakers and researchers from Germany, Belgium and The Netherlands to engage in critical discussion and devise artistic intervention. CODE does not refer to coding per se, but rather, focuses on the code of digital ethics. CODE is a longform project in which participants work together in small groups over a period of three months to design and create interventions. &lt;br /&gt;
&lt;br /&gt;
These creations follow from ideas developed during a series of events hosted by IMPAKT: workshops, hackathons, presentations, exhibitions and festival participation. While these events are available to the participants to attend in person, the international component of the project means that these events are also hybrid by necessity. &lt;br /&gt;
&lt;br /&gt;
The workshop-style format of the project means that many of the events organized (such as the hackathon) were attended only by the 2022 participants. However, the aim of the project is to create spaces for dialogue between diverse perspectives, and so the participants were also given public platforms to present their creations. One such event is the CODE presentation at Ars Electronica in Linz, Austria, described in more detail below.&lt;br /&gt;
&lt;br /&gt;
[[File:CODE booths at Ars Electronica 1.jpg|center|CODE 2022 booths at Ars Electronica]]&lt;br /&gt;
[[File:CODE booths at Ars Electronica 2.jpg|center|CODE 2022 booths at Ars Electronica]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CODE 2022 at Ars Electronica&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=DRNdchmRthw Video Documentation]&lt;br /&gt;
&lt;br /&gt;
The results of the CODE 2022 project were presented at the Ars Electronica festival in Linz. IMPAKT held a booth area during the festival where the final intervention design concepts were on display with various kinds of documentation (videos, banners, installations, etc). Several groups were selected to also give presentations during a panel session. Each group was tasked with presenting their design intervention, and holding a short Q&amp;amp;A about the project. However, due to the nature of the project not all group members were physically present in Linz, and the session was held hybridly. To further highlight the hybrid interactive, participatory nature of the CODE program the presentations were also given with a twist: the reporting moment on stage was supported with live edits reflecting documentation of the process. Participants that were attending virtually were also able to contribute by joining through video or voice call.&lt;br /&gt;
&lt;br /&gt;
[[File:CODE stage view.png|center|The view of the stage during one of the group presentations; Omar Adel presenting in Linz]]&lt;br /&gt;
[[File:Hybrid CODE presentation Live edits 1.png|center|Live edits being made during the project presentation by remote group members]]&lt;br /&gt;
[[File:CODE Q and A.png|center|Hybrid Q&amp;amp;A session, taking questions from the other groups through a shared notepad]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although there are many takeaways to be had from the CODE project as a whole, the reflections below address this experimental reporting session.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Make it Participatory&lt;br /&gt;
Although advertised as a panel discussion/presentation session, the CODE project presentation was far from passive: all the members from the project were very active in this reporting moment. Due to the multiple groups presenting, the time was too limited to have each member of the groups speak. However, all the presenting participants were involved during the presentation. Of each presenting group, 1-2 people presented on stage while the other members of their group made live changes to the slides/notes that were viewable above them on the large LED display screen. These live changes provided documentation into the design process. Furthermore, each group ended their presentation with a Q&amp;amp;A session where members from other groups fed their questions into a Miro board that was visible both in the livestream and on stage in Linz.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
This session was a moment for the groups to learn about each other’s projects. However, it was also a session open to the public of Ars Electronica, and therefore attendees were also invited to join the conversation through handheld microphones that were passed through the crowd. &lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Contextualise&lt;br /&gt;
The CODE project is all about reclaiming our digital rights: a large part of this speaks to understanding how different questionable dimensions are smoothed over, and hidden from view. Executing this complex presentation construction came with many points of friction. However, rather than being a point against it, this provided an interesting texture to the session. Many of the techniques for collaboration and hybrid thought-processes that underpin the project as a whole were on display– even in its reporting moment. Placing this in the context of Ars Electronica provided a participatory audience that was attuned to this kind of thinking.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Bal_Masqu%C3%A9&amp;diff=6199</id>
		<title>Bal Masqué</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Bal_Masqu%C3%A9&amp;diff=6199"/>
		<updated>2023-07-25T10:24:13Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Masqué ==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=xERavbCLtmk Video Documentation]  &lt;br /&gt;
&lt;br /&gt;
[https://impakt.nl/events/2021/party/new-years-bal-masque/ Event invite] &lt;br /&gt;
&lt;br /&gt;
[[File:Virtual Background Battle 1.png|center|Screenshot from one of the Bal Masqué events]]&lt;br /&gt;
&lt;br /&gt;
Also known as the Virtual Background Battles (VBB), the Bal Masqué is a recurring hybrid event created by IMPAKT where guests join a collective dance party on Zoom. Guests are invited to compete in a battle for the best costume, which can be created through a combination of digital face masks (think Snapchat/Instagram filters) and virtual backgrounds. Everyone can either use the virtual background and mask options native to Zoom, or by creating their own masks and layers using Snachat’s Snap Camera filter-making software. Special guests were pitted against one another to show their virtual mask dancing skills and the chance to win prizes. The guests live-voted for winners. A master of ceremony doles out awards for Best Self-made Mask and Best Dance Performance. After the initial battles, the ballroom was open to the public, and everyone got to dance to our DJ’s curated danceable selection of obscure up-beat masterpieces, forgotten classics, exotic finds and the occasional guilty pleasure. &lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Keep it Simple&lt;br /&gt;
It’s a virtual costume party! With music and a chance to win prizes– what’s not to love!&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Make it Participatory&lt;br /&gt;
Everyone is invited to strut in their best virtual mask. Those inclined can take it a step further and design their own. Most important is that everyone can have fun and play with tools they don’t normally use, and dance while doing it.&lt;br /&gt;
&lt;br /&gt;
IMPAKT also commissioned special digital masks to be made by a designer that were available for guests to download and use for the event. There were also specific masks that were worn by the MC and the Zoom moderator during the event that identified them as part of the IMPAKT team.&lt;br /&gt;
&lt;br /&gt;
[[File:Impakt mc mask.png|thumb|IMPAKT MC Mask]]&lt;br /&gt;
[[File:IMPAKT MC Mask.mp4|thumb|IMPAKT Host mask]]&lt;br /&gt;
[[File:IMPAKT mask.mp4|thumb|Novelty IMPAKT digital mask for guests]]&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
The Bal Masqué was hosted on Zoom, meaning the interface allowed all the participants to see each other (as much as their masks would allow) and see each other collectively dancing and coding in synchronicity.  &lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 Create Comfort&lt;br /&gt;
The levity of the event meant that– apart from any innate competitive spirit and desire to win– there was no pressure on any of the participants. Inviting people to design their own masks also literally puts it in their hands to decide how visible or obscured they want to be during the event and lets them play with these boundaries.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=6198</id>
		<title>The New Social: Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=6198"/>
		<updated>2023-07-25T10:19:22Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;The New Social. Hybrid Strategies for Cultural Spaces&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;The New Social. Hybrid Strategies for Cultural Spaces&#039; is a collaborative project by [https://framerframed.nl/en/ Framer Framed], [https://www.hackersanddesigners.nl/ Hackers and Designers], and [https://impakt.nl/ &amp;lt;nowiki&amp;gt;IMPAKT [Centre for Media Culture]&amp;lt;/nowiki&amp;gt;], aimed at exploring hybrid strategies for cultural spaces. The project partners brought together various additional collaborating institutes to delve into the main themes of sustainability, accessibility, and technological independence in the management and storage of published material. One of the key goals of the project is to develop effective strategies and tools that can meet the needs of these themes, while also promoting innovation and creative thinking in the field.&#039;&#039;&#039; &#039;&#039;&#039;The collaborative project was part of [https://innovatielabs.org/projecten/the+new+social/ Innovatielabs], made possible by the Stimuleringsfonds Creatieve Industrie.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As part of the &#039;The New Social. Hybrid Strategies for Cultural Spaces&#039; IMPAKT [Centre for Media Culture], Framer Framed and Hackers and Designers have developed a toolkit that we hope will help others that want to use hybrid formats strategies for cultural programs. Our hope is to offer a mix of tools, strategies, and insights that are flexible enough to be adapted to future hybrid situations. Each partner institution has contributed case studies from past experiments, events, and tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use the toolkit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The toolkit is structured around a set of ten guiding principles that can assist in successfully using online spaces for participatory events and hybrid publishing. Each principle is connected to events we used in which these principles where developed, tested and improved.&lt;br /&gt;
&lt;br /&gt;
← On the left-hand side you will find the case studies have been grouped according to sets of principles. These principles are lessons that have been distilled from the experiments and tools presented in the toolkit.&lt;br /&gt;
&lt;br /&gt;
↓ You can also scroll through the alphabetical list of case studies in this central column. &lt;br /&gt;
&lt;br /&gt;
→ Or, use the menu on the right where you will find a pop-out list with an overview of all the case studies.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Great_Idle_by_Benjamin_Pompe&amp;diff=5712</id>
		<title>The Great Idle by Benjamin Pompe</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Great_Idle_by_Benjamin_Pompe&amp;diff=5712"/>
		<updated>2023-06-19T17:48:23Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* The Great Idle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Great Idle ==&lt;br /&gt;
&lt;br /&gt;
=== A mixed reality performance by Benjamin Pompe ===&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Great Idle&amp;quot; is a mixed reality performance by Benjamin Pompe comissioned by IMPAKT. This commission (and the &#039;&#039;Project Stargaze&#039;&#039; by Roos Groothuizen and Derk Over) were funded by the province of Utrecht through its Talented Makers Support Package (&#039;&#039;Presentatieregeling talentvolle makers&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
The performance centers on the activities of a solitary character living on an island. Online and on-site audiences are given a series of choices that decide the actions and fate of the character&#039;s existence on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character is puppetteered by a performer wearing a full-body motion-capture (Mo-Cap) suit. This performer stands in the IMPAKT exhibition space, directly in front of the projection the displays the gameplay view of the character on the island. The on-site guests can easily see the mirroring of the performers movements and the character&#039;s. Online guests can also see the performer&#039;s movements through the cameras placed in the exhibition space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Online audience members accessed the performance through the [[Planet IMPAKT|Planet IMPAKT portal]], and saw the performance as a livestream– each participant could choose to look at either the gameplay view or the entirety of the in-house exhibition space. Both the in-house and online audience were asked to access a browser-based app. At key moments in the performance, the audience members were prompted to respond to an either/or choice (e.g. should it rain, or be sunny). Each prompt provided two options to chose from. The options of each choice were only visible on the browser-based app. However, the tally of votes for &#039;&#039;option 1&#039;&#039; or &#039;&#039;option 2&#039;&#039; were visible on screen in the gameplay view. This meant that the number of votes submitted for either option were visible to both on-site and online players.&lt;br /&gt;
&lt;br /&gt;
However, the app alternated between prompting the online and on-sit audiences: the choices that were offered to the online audience, as well as their responses, were obscured from the on-site audience (and vice versa). This meant that, for example, the online audience&#039;s choice to collect rain boots instead of a sun hat became fatal when the on-site audience decided it would be blisteringly sunny instead of rainy. &lt;br /&gt;
 Make it Participatory&lt;br /&gt;
By prompting attendees of the performance to participate in the voting through the browser-based app, guests became participants. Online and on-site participants of the performance had equal weight in their participation. Both were grouped into collectivities based on the locality of their participation. &lt;br /&gt;
 Create collectivity&lt;br /&gt;
Although the on-site and online participants were not directly visible to each other through audio-visual mediums, they were visible in the tallying of votes. The votes appeared as they came in, and ping-ed with a sound announcing the new incoming vote. In addition to the suspense that this created, it also gave a concrete sense of the number of people attending, and the rhythm of participation– which further reinforced the sense of synchronicity between sites of participation.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5711</id>
		<title>Project Stargaze by Roos Groothuizen and Derk Over</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5711"/>
		<updated>2023-06-19T17:34:26Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Project Stargaze ==&lt;br /&gt;
&lt;br /&gt;
=== A Hybrid game by Roos Groothuizen and Derk Over ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We are on the verge of a new evolutionary step – our transition into the hybrid human. This new body will be fully adapted to living simultaneously online and offline. For now, everything still feels uncomfortable and we are still getting used to having a digital presence alongside our physical one. Play the Project Stargaze game and experience the evolutionary process that lies ahead of us by providing a series of challenges for your physical and digital consciousness.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this multi-team party game, you will pair up to help design the society of the future. One player in each pair will be physically present in the space while the other is online, connected to the game through a video call. Together, you will form a single hybrid body that ‘physically’ connects the online and offline player. How will you cooperate with your partner and the other duos to tackle the challenges of this new society?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Stargaze is a hybrid party game experience created by Roos Groothuizen and Derk Over commissioned by IMPAKT. This commission (and &#039;&#039;The Great Idle&#039;&#039; by Benjamin Pompe) were funded by the province of Utrecht through its Talented Makers Support Package (&#039;&#039;Presentatieregeling talentvolle makers&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In this hybrid game, they invite players to explore how the human body is developing in response to our increased use of technology. Players need to team up in pairs: one is physically present (in the first iteration, at the IMPAKT Centre in Utrecht) while the other joins online via a Zoom video call. The aim of the game is to cooperate in a series of tasks, and merge the physical ‘body’ with the online ‘mind’. In doing so, the players experienced the single hybrid body of the future.&lt;br /&gt;
&lt;br /&gt;
When people arrive to play the game they see the IMPAKT exhibition center, transformed by geometric patterns marking the floors and walls in various tape colors. These marked the areas for each activity the player pairs would have to undertake. But first, each pair must calibrate their connection: the physical player connects to the online player via video chat on their phone, places their phone in a mount on a belt strap, and then attaches the belt strap around their hips with the active video call facing out from their buttocks. This way, the online player sees only what is directly behind the offline player. The ‘brain’ and ‘body’ communicate via headphones and the video call. The calibration exercise asks that the online player guides the offline player backwards along an irregular zig-zag by giving them verbal instructions.&lt;br /&gt;
&lt;br /&gt;
Following the calibration exercise, the four pairs of players are asked to work together in a series of games such as charades and building tower blocks, but all done in their newly formed body-brain configuration.&lt;br /&gt;
&lt;br /&gt;
 Make it Participatory&lt;br /&gt;
Every participant, whether online or on-site, is a player in the game. Although the hybrid aspect of the game will be new to many players, many of the games are familiar favourites where the rules are straight-forward. The hosts of the game have to spend very little time explaining the rules before everyone can get into playing the games. &lt;br /&gt;
&lt;br /&gt;
The aim of the game is on merging the digital consciousness with the physical body– but ultimately it is a playful immersive experience. The introductory video sequence that plays before the games begin sets the stage by drawing on digital culture mythology and aesthetics. However, the explanations and instructions are clearly communicated and straight-forward.&lt;br /&gt;
&lt;br /&gt;
During the initial calibration step, the &#039;physical bodies&#039; attach the mobile phones connected to the &#039;digital brains&#039; onto their buttocks. From the very start of the game, everyone has to let their guard down and be open to feeling a bit silly. It immediately creates a playful mood, where even though the points don&#039;t really matter (everyone gets a certificate marking their graduation into the next evolutionary step of humanity) but people still play to win. &lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
The focus of the game is on teamwork (within the pair) and collaboration (with the other teams). The initial calibration stage creates a moment when all the players synchronise with each other and sets the stage for the games. It is ceremonial, as well as practical, and creates a new physical awareness for all the players involved to get used to the tools and rules of the game.&lt;br /&gt;
&lt;br /&gt;
While the limited on-site presence of the online participants is usually a drawback of many hybrid situations, here, the withdrawn position of the &#039;digital brains&#039; is made a central component of the game. The &#039;physical bodies&#039; are the only ones able to connect to their own &#039;digital brain&#039; (via their headphones). The limitations of these interactions delegates the responsibility of communicating the needs and technical issues the digital brains face to their physical bodies. In short, the hybrid dynamic creates a buddy system that ensures that all the players are actively represented and equally involved.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5710</id>
		<title>Project Stargaze by Roos Groothuizen and Derk Over</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5710"/>
		<updated>2023-06-19T16:06:15Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Project Stargaze ==&lt;br /&gt;
&lt;br /&gt;
=== A Hybrid game by Roos Groothuizen and Derk Over ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We are on the verge of a new evolutionary step – our transition into the hybrid human. This new body will be fully adapted to living simultaneously online and offline. For now, everything still feels uncomfortable and we are still getting used to having a digital presence alongside our physical one. Play the Project Stargaze game and experience the evolutionary process that lies ahead of us by providing a series of challenges for your physical and digital consciousness.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this multi-team party game, you will pair up to help design the society of the future. One player in each pair will be physically present in the space while the other is online, connected to the game through a video call. Together, you will form a single hybrid body that ‘physically’ connects the online and offline player. How will you cooperate with your partner and the other duos to tackle the challenges of this new society?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Stargaze is a hybrid party game experience created by Roos Groothuizen and Derk Over. In it, they invite players to explore how the human body is developing in response to our increased use of technology. Players need to team up in pairs: one is physically present (in the first iteration, at the IMPAKT Centre in Utrecht) while the other joins online via a Zoom video call. The aim of the game is to cooperate in a series of tasks, and merge the physical ‘body’ with the online ‘mind’. In doing so, the players experienced the single hybrid body of the future.&lt;br /&gt;
&lt;br /&gt;
When people arrive to play the game they see the IMPAKT exhibition center, transformed by geometric patterns marking the floors and walls in various tape colors. These marked the areas for each activity the player pairs would have to undertake. But first, each pair must calibrate their connection: the physical player connects to the online player via video chat on their phone, places their phone in a mount on a belt strap, and then attaches the belt strap around their hips with the active video call facing out from their buttocks. This way, the online player sees only what is directly behind the offline player. The ‘brain’ and ‘body’ communicate via headphones and the video call. The calibration exercise asks that the online player guides the offline player backwards along an irregular zig-zag by giving them verbal instructions.&lt;br /&gt;
&lt;br /&gt;
Following the calibration exercise, the four pairs of players are asked to work together in a series of games such as charades and building tower blocks, but all done in their newly formed body-brain configuration.&lt;br /&gt;
&lt;br /&gt;
 Make it Participatory&lt;br /&gt;
Every participant, whether online or on-site, is a player in the game. Although the hybrid aspect of the game will be new to many players, many of the games are familiar favourites where the rules are straight-forward. The hosts of the game have to spend very little time explaining the rules before everyone can get into playing the games. &lt;br /&gt;
&lt;br /&gt;
The aim of the game is on merging the digital consciousness with the physical body– but ultimately it is a playful immersive experience. The introductory video sequence that plays before the games begin sets the stage by drawing on digital culture mythology and aesthetics. However, the explanations and instructions are clearly communicated and straight-forward.&lt;br /&gt;
&lt;br /&gt;
During the initial calibration step, the &#039;physical bodies&#039; attach the mobile phones connected to the &#039;digital brains&#039; onto their buttocks. From the very start of the game, everyone has to let their guard down and be open to feeling a bit silly. It immediately creates a playful mood, where even though the points don&#039;t really matter (everyone gets a certificate marking their graduation into the next evolutionary step of humanity) but people still play to win. &lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
The focus of the game is on teamwork (within the pair) and collaboration (with the other teams). The initial calibration stage creates a moment when all the players synchronise with each other and sets the stage for the games. It is ceremonial, as well as practical, and creates a new physical awareness for all the players involved to get used to the tools and rules of the game.&lt;br /&gt;
&lt;br /&gt;
While the limited on-site presence of the online participants is usually a drawback of many hybrid situations, here, the withdrawn position of the &#039;digital brains&#039; is made a central component of the game. The &#039;physical bodies&#039; are the only ones able to connect to their own &#039;digital brain&#039; (via their headphones). The limitations of these interactions delegates the responsibility of communicating the needs and technical issues the digital brains face to their physical bodies. In short, the hybrid dynamic creates a buddy system that ensures that all the players are actively represented and equally involved.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Planet_IMPAKT&amp;diff=5709</id>
		<title>Planet IMPAKT</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Planet_IMPAKT&amp;diff=5709"/>
		<updated>2023-06-19T16:04:38Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planet IMPAKT ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ClippyAnt|advice=Check out Planet IMPAKT yourself using the link.|external=https://planet.impakt.nl}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet IMPAKT is the web portal designed as the point of entry for all digital events organised by IMPAKT. The portal is usually passcode protected– codes can be provided upon purchase, or reservation of a ticket. On the one hand, this allows tickets to be sold (or at least kept track of, for events with limited attendance). On the other hand, it is also a centralized point of access that allows us to contextualize the event: talks with artists are supplemented by links to their website and examples of their work; panel discussions can be placed alongside commissions and other related projects.&lt;br /&gt;
&lt;br /&gt;
The portal navigation is designed to mimic an elevator: The visitor enters on the ‘ground floor’, where the stream video player and chat box are. They are given the option to journey through the different floors (each of which holds additional information relating to the event). On the top floor they can find the [[Rooftop Bar|rooftop bar]]: an embedded zoom call where they can meet with the bar host, Andrej, who is available to provide technical support, updated program information, or happy to just chat.&lt;br /&gt;
&lt;br /&gt;
Recent changes to the portal saw the addition of a Help chatline: alongside the other elevator buttons, guests of Planet IMPAKT can click the button that announces (via a pop-up speech bubble) that &amp;quot;I&#039;m here to help!&amp;quot;. The chat pops out in a new window within the portal environment. The chat helpline is not a bot– someone manually responds to the messages that are received. As such, there is an automated message that announced when the chatline is in service. &lt;br /&gt;
&lt;br /&gt;
A further development speaks to the desire to make online audience members more visible in the livestream/during events: each time a guest logs into Planet IMPAKT the background graphic of the portal is populated with an additional bubble. The bubbles are coloured in a range of hues, but otherwise unmarked. Each bubble represents the number of guests present in the portal. &lt;br /&gt;
&lt;br /&gt;
The discussion of the portal design necessarily follows from design decisions made for the festival. I would recommend reading the section about the [[IMPAKT Festival|festival]] for more in depth info relating to that. However, the portal is also used to access other digital events throughout the year.&lt;br /&gt;
&lt;br /&gt;
[[File:Planet IMPAKT The Great Idle portal.png|center|The portal is customised to reflect the event: here, to welcome guests to Benjamin Pompe&#039;s interactive hybrid game, &#039;&#039;The Great Idle&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Keep it Simple&lt;br /&gt;
Planet IMPAKT is always the point of access for IMPAKT events. Before the development of the portal, events were streamed across various sites (Youtube etc). This lead to divided publics, and less interaction between attendees.&lt;br /&gt;
&lt;br /&gt;
The simple design of the portal is also in service of streamlining the attention towards the live stream. &lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
Having digital and physical attendees pay attention simultaneously is what ensures an active discussion during the event and promotes a greater feeling of collectivity. The bubbles that represent each attendee in the portal provide a sense of the collective without distracting from the livestream, nor requiring heavy computer processing.&lt;br /&gt;
&lt;br /&gt;
The additional materials that are available on the other levels of Planet IMPAKT provide contextualisation that would otherwise only be available by being in a physical space, such as an exhibition hall. &lt;br /&gt;
&lt;br /&gt;
The Rooftop bar is a place for aftertalks, continuation of discussion past the allotted livestream time.&lt;br /&gt;
 &amp;lt;br /&amp;gt;Create Comfort&lt;br /&gt;
The elevator design of the portal pages was a choice to mimic the experience of navigating a building as closely as possible. Using this kind of mimicry mirrors what an on-site guest would experience in the physical exhibition hall. Compartmentalising the information according to this elevator metaphor helps to contextualise the material.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5708</id>
		<title>Project Stargaze by Roos Groothuizen and Derk Over</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5708"/>
		<updated>2023-06-19T14:15:13Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Project Stargaze ==&lt;br /&gt;
&lt;br /&gt;
=== A Hybrid game by Roos Groothuizen and Derk Over ===&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We are on the verge of a new evolutionary step – our transition into the hybrid human. This new body will be fully adapted to living simultaneously online and offline. For now, everything still feels uncomfortable and we are still getting used to having a digital presence alongside our physical one. Play the Project Stargaze game and experience the evolutionary process that lies ahead of us by providing a series of challenges for your physical and digital consciousness.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this multi-team party game, you will pair up to help design the society of the future. One player in each pair will be physically present in the space while the other is online, connected to the game through a video call. Together, you will form a single hybrid body that ‘physically’ connects the online and offline player. How will you cooperate with your partner and the other duos to tackle the challenges of this new society?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Stargaze is a hybrid party game experience created by Roos Groothuizen and Derk Over. In it, they invite players to explore how the human body is developing in response to our increased use of technology. Players need to team up in pairs: one is physically present (in the first iteration, at the IMPAKT Centre in Utrecht) while the other joins online via a Zoom video call. The aim of the game is to cooperate in a series of tasks, and merge the physical ‘body’ with the online ‘mind’. In doing so, the players experienced the single hybrid body of the future.&lt;br /&gt;
&lt;br /&gt;
When people arrive to play the game they see the IMPAKT exhibition center, transformed by geometric patterns marking the floors and walls in various tape colors. These marked the areas for each activity the player pairs would have to undertake. But first, each pair must calibrate their connection: the physical player connects to the online player via video chat on their phone, places their phone in a mount on a belt strap, and then attaches the belt strap around their hips with the active video call facing out from their buttocks. This way, the online player sees only what is directly behind the offline player. The ‘brain’ and ‘body’ communicate via headphones and the video call. The calibration exercise asks that the online player guides the offline player backwards along an irregular zig-zag by giving them verbal instructions.&lt;br /&gt;
&lt;br /&gt;
Following the calibration exercise, the four pairs of players are asked to work together in a series of games such as charades and building tower blocks, but all done in their newly formed body-brain configuration.&lt;br /&gt;
&lt;br /&gt;
 Make it Participatory&lt;br /&gt;
Every participant, whether online or on-site, is a player in the game. Although the hybrid aspect of the game will be new to many players, many of the games are familiar favourites where the rules are straight-forward. The hosts of the game have to spend very little time explaining the rules before everyone can get into playing the games. &lt;br /&gt;
&lt;br /&gt;
The aim of the game is on merging the digital consciousness with the physical body– but ultimately it is a playful immersive experience. The introductory video sequence that plays before the games begin sets the stage by drawing on digital culture mythology and aesthetics. However, the explanations and instructions are clearly communicated and straight-forward.&lt;br /&gt;
&lt;br /&gt;
During the initial calibration step, the &#039;physical bodies&#039; attach the mobile phones connected to the &#039;digital brains&#039; onto their buttocks. From the very start of the game, everyone has to let their guard down and be open to feeling a bit silly. It immediately creates a playful mood, where even though the points don&#039;t really matter (everyone gets a certificate marking their graduation into the next evolutionary step of humanity) but people still play to win. &lt;br /&gt;
 Cultivate Collectivity&lt;br /&gt;
The focus of the game is on teamwork (within the pair) and collaboration (with the other teams). The initial calibration stage creates a moment when all the players synchronise with each other and sets the stage for the games. It is ceremonial, as well as practical, and creates a new physical awareness for all the players involved to get used to the tools and rules of the game.&lt;br /&gt;
&lt;br /&gt;
While the limited on-site presence of the online participants is usually a drawback of many hybrid situations, here, the withdrawn position of the &#039;digital brains&#039; is made a central component of the game. The &#039;physical bodies&#039; are the only ones able to connect to their own &#039;digital brain&#039; (via their headphones). The limitations of these interactions delegates the responsibility of communicating the needs and technical issues the digital brains face to their physical bodies. In short, the hybrid dynamic creates a buddy system that ensures that all the players are actively represented and equally involved.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=5707</id>
		<title>The New Social: Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=5707"/>
		<updated>2023-06-19T13:44:22Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to The New Social Hybrid Toolkit!&lt;br /&gt;
&lt;br /&gt;
This toolkit collects the research and development conducted by partner institutions Hackers &amp;amp; Designer, Framer Framed, and IMPAKT Center for Media Culture as part of “The New Social – Hybrid Strategies for Cultural Spaces”. The collaborative project was part of Innovatielabs, made possible by the Stimuleringsfonds Creatieve Industrie.&lt;br /&gt;
&lt;br /&gt;
As the name of the project suggests, the aim of the project was to consolidate various hybrid strategies that can be applied by other cultural spaces. Our hope is to offer a mix of tools, strategies, and insights that are flexible enough to be adapted to future hybrid situations. Each partner institution has contributed case studies from past experiments, events, and tools. &lt;br /&gt;
&lt;br /&gt;
Cultural organizers are always responding to global developments, and changing landscapes when developing events, spaces, and tools. However, the past years of social distancing regulations created an urgent need for innovative hybrid strategies. While many of these strategies were deployed at a short notice, they were not borne out of a vacuum. Many of the concerns surrounding accessibility and sustainability have been longtime concerns addressed by disability/crip and environmental activists. This toolkit aims to contribute to the existent knowledge and promote further innovation and creative thinking in the field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to use this toolkit:&lt;br /&gt;
&lt;br /&gt;
↓ Firstly, you are welcome to scroll through the alphabetised case studies in this central column. &lt;br /&gt;
&lt;br /&gt;
→ Secondly, on the right-hand side you will find a pop-out list that provides an overview of all the case studies, and allows you to navigate directly to an item. &lt;br /&gt;
&lt;br /&gt;
← Finally, on the left-hand side you will find the case studies have been grouped according to sets of principles. These principles are lessons that have been distilled from the experiments and tools presented in the toolkit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;The New Social. Hybrid Strategies for Cultural Spaces&#039; is a collaborative project aimed at exploring hybrid strategies for cultural spaces. The project brought together various partner institutes to delve into the main themes of sustainability, accessibility, and technological independence in the management and storage of published material. One of the key goals of the project is to develop effective strategies and tools that can meet the needs of these themes, while also promoting innovation and creative thinking in the field.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=5706</id>
		<title>The New Social: Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=5706"/>
		<updated>2023-06-19T13:43:25Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the New Social toolkit!&lt;br /&gt;
&lt;br /&gt;
This toolkit collects the research and development conducted by partner institutions Hackers &amp;amp; Designer, Framer Framed, and IMPAKT Center for Media Culture as part of “The New Social – Hybrid Strategies for Cultural Spaces”. The collaborative project was part of Innovatielabs, made possible by the Stimuleringsfonds Creatieve Industrie.&lt;br /&gt;
&lt;br /&gt;
As the name of the project suggests, the aim of the project was to consolidate various hybrid strategies that can be applied by other cultural spaces. Our hope is to offer a mix of tools, strategies, and insights that are flexible enough to be adapted to future hybrid situations. Each partner institution has contributed case studies from past experiments, events, and tools. &lt;br /&gt;
&lt;br /&gt;
Cultural organizers are always responding to global developments, and changing landscapes when developing events, spaces, and tools. However, the past years of social distancing regulations created an urgent need for innovative hybrid strategies. While many of these strategies were deployed at a short notice, they were not borne out of a vacuum. Many of the concerns surrounding accessibility and sustainability have been longtime concerns addressed by disability/crip and environmental activists. This toolkit aims to contribute to the existent knowledge and promote further innovation and creative thinking in the field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to use this toolkit:&lt;br /&gt;
&lt;br /&gt;
↓ Firstly, you are welcome to scroll through the alphabetised case studies in this central column. &lt;br /&gt;
&lt;br /&gt;
→ Secondly, on the right-hand side you will find a pop-out list that provides an overview of all the case studies, and allows you to navigate directly to an item. &lt;br /&gt;
&lt;br /&gt;
← Finally, on the left-hand side you will find the case studies have been grouped according to sets of principles. These principles are lessons that have been distilled from the experiments and tools presented in the toolkit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;The New Social. Hybrid Strategies for Cultural Spaces&#039; is a collaborative project aimed at exploring hybrid strategies for cultural spaces. The project brought together various partner institutes to delve into the main themes of sustainability, accessibility, and technological independence in the management and storage of published material. One of the key goals of the project is to develop effective strategies and tools that can meet the needs of these themes, while also promoting innovation and creative thinking in the field.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=5705</id>
		<title>The New Social: Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=5705"/>
		<updated>2023-06-19T13:41:32Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the New Social toolkit!&lt;br /&gt;
&lt;br /&gt;
This toolkit collects the research and development conducted by partner institutions Hackers &amp;amp; Designer, Framer Framed, and IMPAKT Center for Media Culture as part of “The New Social – Hybrid Strategies for Cultural Spaces”. The collaborative project was part of Innovatielabs, made possible by the Stimuleringsfonds Creatieve Industrie.&lt;br /&gt;
&lt;br /&gt;
As the name of the project suggests, the aim of the project was to consolidate various hybrid strategies that can be applied by other cultural spaces. Our hope is to offer a mix of tools, strategies, and insights that are flexible enough to be adapted to future hybrid situations. Each partner institution has contributed case studies from past experiments, events, and tools. &lt;br /&gt;
&lt;br /&gt;
Cultural organizers are always responding to global developments, and changing landscapes when developing events, spaces, and tools. However, the past years of social distancing regulations created an urgent need for innovative hybrid strategies. While many of these strategies were deployed at a short notice, they were not borne out of a vacuum. Many of the concerns surrounding accessibility and sustainability have been longtime concerns addressed by disability/crip and environmental activists. This toolkit aims to contribute to the existent knowledge and promote further innovation and creative thinking in the field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to use this toolkit:&lt;br /&gt;
&lt;br /&gt;
Firstly, you are welcome to scroll through the alphabetised case studies in this central column ↓. &lt;br /&gt;
&lt;br /&gt;
Secondly, on the → right-hand side you will find a pop-out list that provides an overview of all the case studies, and allows you to navigate directly to an item. &lt;br /&gt;
&lt;br /&gt;
Finally, on the ← left-hand side you will find the case studies have been grouped according to sets of principles. These principles are lessons that have been distilled from the experiments and tools presented in the toolkit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;The New Social. Hybrid Strategies for Cultural Spaces&#039; is a collaborative project aimed at exploring hybrid strategies for cultural spaces. The project brought together various partner institutes to delve into the main themes of sustainability, accessibility, and technological independence in the management and storage of published material. One of the key goals of the project is to develop effective strategies and tools that can meet the needs of these themes, while also promoting innovation and creative thinking in the field.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Publishing:TheNewSocial&amp;diff=5704</id>
		<title>Publishing:TheNewSocial</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Publishing:TheNewSocial&amp;diff=5704"/>
		<updated>2023-06-19T13:39:22Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* The New Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ TOC|limit=3 }}&lt;br /&gt;
&lt;br /&gt;
== The New Social ==&lt;br /&gt;
=== Hybrid Toolkit for Cultural Spaces ===&lt;br /&gt;
{{ :PrinciplesNavigation }}&lt;br /&gt;
&lt;br /&gt;
{{ :The New Social: Introduction  }}&lt;br /&gt;
&lt;br /&gt;
{{ :Bal Masqué }}&lt;br /&gt;
{{ :ChattyPub: A hybrid publishing infrastructure }}&lt;br /&gt;
{{ :CODE Project }}&lt;br /&gt;
{{ :Connecting Otherwise }} &lt;br /&gt;
{{ :Cross-media publishing with MediaWiki }}&lt;br /&gt;
{{ :H&amp;amp;D&#039;s Code of Conduct }}&lt;br /&gt;
{{ :Professionals Programme (2022) }}&lt;br /&gt;
{{ :IMPAKT Festival }}&lt;br /&gt;
{{ :IMPAKT TV }}&lt;br /&gt;
{{ :Live networking experiments in hybrid cultural events }}&lt;br /&gt;
{{ :Livestreaming experiments with The Hmm }}&lt;br /&gt;
{{ :Planet IMPAKT}}&lt;br /&gt;
{{ :Project Stargaze by Roos Groothuizen and Derk Over}}&lt;br /&gt;
{{ :Rooftop Bar }}&lt;br /&gt;
{{ :The Great Idle by Benjamin Pompe}}&lt;br /&gt;
{{ :The Hmm @ 4 Locations }}&lt;br /&gt;
{{ :Tooling }}&lt;br /&gt;
{{ :Where is Every Body? }}  &lt;br /&gt;
{{ :Wine tasting }}&lt;br /&gt;
{{ :Workshop scripts in practice }} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ :The New Social – Reflections – 1 }}&lt;br /&gt;
{{ :The New Social – Reflections – 2 }} &lt;br /&gt;
{{ :The New Social – Reflections – 3 }} &lt;br /&gt;
{{ :The New Social – Reflections – 4 }}&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
== Colophon ==&lt;br /&gt;
&lt;br /&gt;
== Bibliography ==&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=5703</id>
		<title>The New Social: Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_New_Social:_Introduction&amp;diff=5703"/>
		<updated>2023-06-19T13:24:43Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the New Social toolkit!&lt;br /&gt;
&lt;br /&gt;
This toolkit collects the research and development conducted by partner institutions Hackers &amp;amp; Designer, Framer Framed, and IMPAKT Center for Media Culture as part of “The New Social – Hybrid Strategies for Cultural Spaces”. The collaborative project was part of Innovatielabs, made possible by the Stimuleringsfonds Creatieve Industrie.&lt;br /&gt;
&lt;br /&gt;
As the name of the project suggests, the aim of the project was to consolidate various hybrid strategies that can be applied by other cultural spaces. Our hope is to offer a mix of tools, strategies, and insights that are flexible enough to be adapted to future hybrid situations. Each partner institution has contributed case studies from past experiments, events, and tools. &lt;br /&gt;
&lt;br /&gt;
Cultural organizers are always responding to global developments, and changing landscapes when developing events, spaces, and tools. However, the past years of social distancing regulations created an urgent need for innovative hybrid strategies. While many of these strategies were deployed at a short notice, they were not borne out of a vacuum. Many of the concerns surrounding accessibility and sustainability have been longtime concerns addressed by disability/crip and environmental activists. This toolkit aims to contribute to the existent knowledge and promote further innovation and creative thinking in the field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to use this toolkit:&lt;br /&gt;
&lt;br /&gt;
Firstly, you are welcome to scroll through the alphabetised case studies in this central column. &lt;br /&gt;
&lt;br /&gt;
Secondly, on the right-hand side you will find a pop-out list that provides an overview of all the case studies, and allows you to navigate directly to an item. &lt;br /&gt;
&lt;br /&gt;
Finally, on the left-hand side you will find the case studies have been grouped according to sets of principles. These principles are lessons that have been distilled from the experiments and tools presented in the toolkit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;The New Social. Hybrid Strategies for Cultural Spaces&#039; is a collaborative project aimed at exploring hybrid strategies for cultural spaces. The project brought together various partner institutes to delve into the main themes of sustainability, accessibility, and technological independence in the management and storage of published material. One of the key goals of the project is to develop effective strategies and tools that can meet the needs of these themes, while also promoting innovation and creative thinking in the field.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Publishing:TheNewSocial&amp;diff=5702</id>
		<title>Publishing:TheNewSocial</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Publishing:TheNewSocial&amp;diff=5702"/>
		<updated>2023-06-19T11:46:04Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ TOC|limit=3 }}&lt;br /&gt;
&lt;br /&gt;
== The New Social ==&lt;br /&gt;
=== Hybrid Toolkit for Cultural Spaces ===&lt;br /&gt;
{{ :PrinciplesNavigation }}&lt;br /&gt;
&lt;br /&gt;
{{ :The New Social: Introduction  }}&lt;br /&gt;
&lt;br /&gt;
{{ :Bal Masqué }}&lt;br /&gt;
{{ :ChattyPub: A hybrid publishing infrastructure }}&lt;br /&gt;
{{ :CODE Project }}&lt;br /&gt;
{{ :Connecting Otherwise }} &lt;br /&gt;
{{ :Cross-media publishing with MediaWiki }}&lt;br /&gt;
{{ :H&amp;amp;D&#039;s Code of Conduct }}&lt;br /&gt;
{{ :IMPAKT Festival }}&lt;br /&gt;
{{ :IMPAKT TV }}&lt;br /&gt;
{{ :Live networking experiments in hybrid cultural events }}&lt;br /&gt;
{{ :Livestreaming experiments with The Hmm }}&lt;br /&gt;
{{ :Planet IMPAKT}}&lt;br /&gt;
{{ :Professionals Programme (2022) }}&lt;br /&gt;
{{ :Project Stargaze by Roos Groothuizen and Derk Over}}&lt;br /&gt;
{{ :Rooftop Bar }}&lt;br /&gt;
{{ :The Great Idle by Benjamin Pompe}}&lt;br /&gt;
{{ :The Hmm @ 4 Locations }}&lt;br /&gt;
{{ :Tooling }}&lt;br /&gt;
{{ :Where is Every Body? }}  &lt;br /&gt;
{{ :Wine tasting }}&lt;br /&gt;
{{ :Workshop scripts in practice }} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ :The New Social – Reflections – 1 }}&lt;br /&gt;
{{ :The New Social – Reflections – 2 }} &lt;br /&gt;
{{ :The New Social – Reflections – 3 }} &lt;br /&gt;
{{ :The New Social – Reflections – 4 }}&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
== Colophon ==&lt;br /&gt;
&lt;br /&gt;
== Bibliography ==&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Publishing:TheNewSocial&amp;diff=5701</id>
		<title>Publishing:TheNewSocial</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Publishing:TheNewSocial&amp;diff=5701"/>
		<updated>2023-06-19T11:32:26Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* The New Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ TOC|limit=3 }}&lt;br /&gt;
&lt;br /&gt;
== The New Social ==&lt;br /&gt;
=== Hybrid Toolkit for Cultural Spaces ===&lt;br /&gt;
{{ :PrinciplesNavigation }}&lt;br /&gt;
&lt;br /&gt;
{{ :The New Social: Introduction  }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Contributions of H&amp;amp;D --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ :Tooling }}&lt;br /&gt;
{{ :ChattyPub: A hybrid publishing infrastructure }}&lt;br /&gt;
{{ :Cross-media publishing with MediaWiki }}&lt;br /&gt;
{{ :Workshop scripts in practice }} &lt;br /&gt;
{{ :Connecting Otherwise }} &lt;br /&gt;
{{ :Livestreaming experiments with The Hmm }}&lt;br /&gt;
{{ :Live networking experiments in hybrid cultural events }}&lt;br /&gt;
{{ :Where is Every Body? }}  &lt;br /&gt;
{{ :H&amp;amp;D&#039;s Code of Conduct }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Contributions of Impakt --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ :IMPAKT Festival }}&lt;br /&gt;
{{ :Planet IMPAKT}}&lt;br /&gt;
{{ :Rooftop Bar }}&lt;br /&gt;
{{ :Professionals Programme (2022) }}&lt;br /&gt;
{{ :IMPAKT TV }}&lt;br /&gt;
{{ :Wine tasting }}&lt;br /&gt;
{{ :CODE Project }}&lt;br /&gt;
{{ :Bal Masqué }}&lt;br /&gt;
{{ :The Hmm @ 4 Locations }}&lt;br /&gt;
{{ :Project Stargaze by Roos Groothuizen and Derk Over}}&lt;br /&gt;
{{ :The Great Idle by Benjamin Pompe}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Contributions of Framer Framed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ :The New Social – Reflections – 1 }}&lt;br /&gt;
{{ :The New Social – Reflections – 2 }} &lt;br /&gt;
{{ :The New Social – Reflections – 3 }} &lt;br /&gt;
{{ :The New Social – Reflections – 4 }}&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
== Colophon ==&lt;br /&gt;
&lt;br /&gt;
== Bibliography ==&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Planet_IMPAKT&amp;diff=5700</id>
		<title>Planet IMPAKT</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Planet_IMPAKT&amp;diff=5700"/>
		<updated>2023-06-19T11:31:03Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* IMPAKT Web Portal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planet IMPAKT ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://planet.impakt.nl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet IMPAKT is the web portal designed as the point of entry for all digital events organised by IMPAKT. The portal is usually passcode protected– codes can be provided upon purchase, or reservation of a ticket. On the one hand, this allows tickets to be sold (or at least kept track of, for events with limited attendance). On the other hand, it is also a centralized point of access that allows us to contextualize the event: talks with artists are supplemented by links to their website and examples of their work; panel discussions can be placed alongside commissions and other related projects.&lt;br /&gt;
&lt;br /&gt;
The portal navigation is designed to mimic an elevator: The visitor enters on the ‘ground floor’, where the stream video player and chat box are. They are given the option to journey through the different floors (each of which holds additional information relating to the event). On the top floor they can find the [[Rooftop Bar|rooftop bar]]: an active zoom call where they can meet with the bar host, Andrej, who is available to provide technical support, updated program information, or happy to just chat.&lt;br /&gt;
&lt;br /&gt;
The discussion of the portal design necessarily follows from design decisions made for the festival. I would recommend reading the section about the [[IMPAKT Festival|festival]] for more in depth info relating to that. However, the portal is also used to access other digital events throughout the year.&lt;br /&gt;
&lt;br /&gt;
[[File:Planet IMPAKT The Great Idle portal.png|center|The portal is customised to reflect the event: here, to welcome guests to Benjamin Pompe&#039;s interactive hybrid game, &#039;&#039;The Great Idle&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 1. Keep it Simple&lt;br /&gt;
Always the point of access for IMPAKT events. Before, events were streamed to various sites (Youtube etc). This lead to divided publics, and less interaction between attendees.&lt;br /&gt;
 3. Cultivate Collectivity&lt;br /&gt;
The simple design is also in service of streamlining the attention towards the live stream. Having digital and physical attendees pay attention simultaneously is what ensures an active discussion during the event and promotes a greater feeling of collectivity.&lt;br /&gt;
&lt;br /&gt;
The additional materials provide contextualisation that would otherwise only be available by being in a physical space, such as an exhibition hall. &lt;br /&gt;
&lt;br /&gt;
Rooftop bar is a place for aftertalks, continuation of discussion past the allotted livestream time.&lt;br /&gt;
 &amp;lt;br /&amp;gt;4. Create Comfort&lt;br /&gt;
The elevator design of the portal pages was a choice to mimic the experience of navigating a building as closely as possible. Using this kind of mimicry mirrors what an on-site guest would experience in the physical exhibition hall. Compartmentalising the information according to this elevator metaphor helps to contextualise the material.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=IMPAKT_Web_Portal&amp;diff=5699</id>
		<title>IMPAKT Web Portal</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=IMPAKT_Web_Portal&amp;diff=5699"/>
		<updated>2023-06-19T11:29:42Z</updated>

		<summary type="html">&lt;p&gt;Manon: Manon moved page IMPAKT Web Portal to Planet IMPAKT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Planet IMPAKT]]&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Planet_IMPAKT&amp;diff=5698</id>
		<title>Planet IMPAKT</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Planet_IMPAKT&amp;diff=5698"/>
		<updated>2023-06-19T11:29:42Z</updated>

		<summary type="html">&lt;p&gt;Manon: Manon moved page IMPAKT Web Portal to Planet IMPAKT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IMPAKT Web Portal==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://planet.impakt.nl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The web portal is IMPAKT’s proprietary point of entry for all digital events. The portal is usually passcode protected– codes can be provided upon purchase, or reservation of a ticket. On the one hand, this allows tickets to be sold (or at least kept track of, for events with limited attendance). On the other hand, it is also a centralized point of access that allows us to contextualize the event: talks with artists are supplemented by links to their website and examples of their work; panel discussions can be placed alongside commissions and other related projects.&lt;br /&gt;
&lt;br /&gt;
The portal navigation is designed to mimic an elevator: The visitor enters on the ‘ground floor’, where the stream video player and chat box are. They are given the option to journey through the different floors (each of which holds additional information relating to the event). On the top floor they can find the [[Rooftop Bar|rooftop bar]]: an active zoom call where they can meet with the bar host, Andrej, who is available to provide technical support, updated program information, or happy to just chat.&lt;br /&gt;
&lt;br /&gt;
The discussion of the portal design necessarily follows from design decisions made for the festival. I would recommend reading the section about the [[IMPAKT Festival|festival]] for more in depth info relating to that. However, the portal is also used to access other digital events throughout the year.&lt;br /&gt;
&lt;br /&gt;
[[File:Planet IMPAKT The Great Idle portal.png|center|The portal is customised to reflect the event: here, to welcome guests to Benjamin Pompe&#039;s interactive hybrid game, &#039;&#039;The Great Idle&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 1. Keep it Simple&lt;br /&gt;
Always the point of access for IMPAKT events. Before, events were streamed to various sites (Youtube etc). This lead to divided publics, and less interaction between attendees.&lt;br /&gt;
 3. Cultivate Collectivity&lt;br /&gt;
The simple design is also in service of streamlining the attention towards the live stream. Having digital and physical attendees pay attention simultaneously is what ensures an active discussion during the event and promotes a greater feeling of collectivity.&lt;br /&gt;
&lt;br /&gt;
The additional materials provide contextualisation that would otherwise only be available by being in a physical space, such as an exhibition hall. &lt;br /&gt;
&lt;br /&gt;
Rooftop bar is a place for aftertalks, continuation of discussion past the allotted livestream time.&lt;br /&gt;
 &amp;lt;br /&amp;gt;4. Create Comfort&lt;br /&gt;
The elevator design of the portal pages was a choice to mimic the experience of navigating a building as closely as possible. Using this kind of mimicry mirrors what an on-site guest would experience in the physical exhibition hall. Compartmentalising the information according to this elevator metaphor helps to contextualise the material.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5583</id>
		<title>Project Stargaze by Roos Groothuizen and Derk Over</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5583"/>
		<updated>2023-05-30T15:30:33Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Project Stargaze ==&lt;br /&gt;
&lt;br /&gt;
=== A Hybrid game by Roos Groothuizen and Derk Over ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We are on the verge of a new evolutionary step – our transition into the hybrid human. This new body will be fully adapted to living simultaneously online and offline. For now, everything still feels uncomfortable and we are still getting used to having a digital presence alongside our physical one. Play the Project Stargaze game and experience the evolutionary process that lies ahead of us by providing a series of challenges for your physical and digital consciousness.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this multi-team party game, you will pair up to help design the society of the future. One player in each pair will be physically present in the space while the other is online, connected to the game through a video call. Together, you will form a single hybrid body that ‘physically’ connects the online and offline player. How will you cooperate with your partner and the other duos to tackle the challenges of this new society?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Project Stargaze was a hybrid party game experience created by Roos Groothuizen and Derk Over. In it, they invited players to explore how the human body is developing in response to our increased use of technology. Players needed to team up in pairs: one was physically present at the IMPAKT Centre in Utrecht while the other joined online via a Zoom video call. The aim of the game is to cooperate in a series of tasks, and merge the physical ‘body’ with the online ‘mind’. In doing so, the players experienced the single hybrid body of the future.&lt;br /&gt;
&lt;br /&gt;
When people arrive to play the game they see the IMPAKT exhibition center, transformed by geometric patterns marking the floors and walls in various tape colors. These marked the areas for each activity the player pairs would have to undertake. But first, each pair must calibrate their connection: the physical player connects to the online player via video chat on their phone, places their phone in a mount on a belt strap, and then attaches the belt strap around their hips with the active video call facing out from their buttocks. This way, the online player sees only what is directly behind the offline player. The ‘brain’ and ‘body’ communicate via headphones and the video call. The calibration exercise asks that the online player guides the offline player backwards along an irregular zig-zag by giving them verbal instructions.&lt;br /&gt;
&lt;br /&gt;
Following the calibration exercise, the four pairs of players are asked to work together in a series of games such as charades and building tower blocks, but all done in their newly formed body-brain configuration.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5582</id>
		<title>Project Stargaze by Roos Groothuizen and Derk Over</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Project_Stargaze_by_Roos_Groothuizen_and_Derk_Over&amp;diff=5582"/>
		<updated>2023-05-30T15:29:13Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Project Stargaze ==&lt;br /&gt;
&lt;br /&gt;
=== A Hybrid game by Roos Groothuizen and Derk Over ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We are on the verge of a new evolutionary step – our transition into the hybrid human. This new body will be fully adapted to living simultaneously online and offline. For now, everything still feels uncomfortable and we are still getting used to having a digital presence alongside our physical one. Play the Project Stargaze game and experience the evolutionary process that lies ahead of us by providing a series of challenges for your physical and digital consciousness.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this multi-team party game, you will pair up to help design the society of the future. One player in each pair will be physically present in the space while the other is online, connected to the game through a video call. Together, you will form a single hybrid body that ‘physically’ connects the online and offline player. How will you cooperate with your partner and the other duos to tackle the challenges of this new society?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Project Stargaze was a hybrid party game experience created by Roos Groothuizen and Derk Over. In it, they invited players to explore how the human body is developing in response to our increased use of technology. Players needed to team up in pairs: one was physically present at the IMPAKT Centre in Utrecht while the other joined online via a Zoom video call. The aim of the game is to cooperate in a series of tasks, and merge the physical ‘body’ with the online ‘mind’. In doing so, the players experienced the single hybrid body of the future.&lt;br /&gt;
&lt;br /&gt;
When people arrive to play the game they see the IMPAKT exhibition center, transformed by geometric patterns marking the floors and walls in various tape colors. These marked the areas for each activity the player pairs would have to undertake. But first, each pair must calibrate their connection: the physical player connects to the online player via video chat on their phone, places their phone in a mount on a belt strap, and then attaches the belt strap around their hips with the active video call facing out from their buttocks. This way, the online player sees only what is directly behind the offline player. The ‘brain’ and ‘body’ communicate via headphones and the video call. The calibration exercise asks that the online player guides the offline player backwards along an irregular zig-zag by giving them verbal instructions.&lt;br /&gt;
&lt;br /&gt;
Following the calibration exercise, the four pairs of players are asked to work together in a series of games such as charades and building tower blocks, but all done in their newly formed body-brain configuration.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Great_Idle_by_Benjamin_Pompe&amp;diff=5581</id>
		<title>The Great Idle by Benjamin Pompe</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Great_Idle_by_Benjamin_Pompe&amp;diff=5581"/>
		<updated>2023-05-30T15:28:42Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Great Idle ==&lt;br /&gt;
&lt;br /&gt;
=== A mixed reality performance by Benjamin Pompe ===&lt;br /&gt;
&lt;br /&gt;
===  &amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;  ===&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Professionals_Programme_(2022)&amp;diff=5580</id>
		<title>Professionals Programme (2022)</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Professionals_Programme_(2022)&amp;diff=5580"/>
		<updated>2023-05-30T15:27:44Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hybrid Formats: Professionals Programme (2022) ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Hybrid Formats” was an information session held as part of the Professionals Program during the 2022 [[IMPAKT Festival]]. In this collaborative session, IMPAKT showcased the steps we have made towards developing successful hybrid formats and focus on the knowledge of different artists who have worked on and with hybrid formats. For this discussion, the focus was on the technical, sociological and psychological aspects of hybridity.&lt;br /&gt;
&lt;br /&gt;
This session consisted of a workshop where we, together with artists from our hybrid experiments and our professional audience, built a glossary for hybrid events, including (but not limited to) format suggestions, interesting readings, different softwares to use, etc. During the discussion about the glossary, the artists gave their input based on the projects they are working on and share from their experience.&lt;br /&gt;
&lt;br /&gt;
Of course, this Professionals Programme session was itself a hybrid format. Participants of the session were able to attend physically in Utrecht during the festival, as well as join remotely via video call. The physical set up in Utrecht consisted of four tables placed in a square formation, with chairs placed on the outside perimeter all facing each other. Four TV screens were placed sunken-in at the centre of the square of tables so that the physical attendees were all able to see the screens. These screens were used to display the shared presentation materials as well as the shared video call. Each participant was also able to use their own laptop to join the chat, or shared digital documentation spaces. (See pictures.)&lt;br /&gt;
&lt;br /&gt;
[[File:Professionals Program 1.jpg|center|Professionals program hybrid session]]&lt;br /&gt;
[[File:Professionals-program set up 4.jpg]]&lt;br /&gt;
[[File:Professionals-program set up 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
This Capacity Building Workshop is organised by IMPAKT within the context of the European Media Art Platform (EMAP), co-funded by the European Union’s Creative Europe Programme.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 2. Make it Participatory&lt;br /&gt;
The session was a collaborative information session– as such everyone was both a speaker and a listener. The technical set up was built with this intensely participatory structure in mind.&lt;br /&gt;
 3. Cultivate Collectivity&lt;br /&gt;
Being able to see everyone, and providing everyone access to the chat at all times meant that everyone could feel the energy of the collaborative writing process.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=CODE_Project&amp;diff=5579</id>
		<title>CODE Project</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=CODE_Project&amp;diff=5579"/>
		<updated>2023-05-30T15:27:02Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CODE: Reclaiming Digital Agency ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://code.impakt.nl/&lt;br /&gt;
&lt;br /&gt;
CODE: Reclaiming Digital Agency is a project that seeks to bring together artists, non-artists, politicians, policymakers and researchers from Germany, Belgium and The Netherlands to engage in critical discussion and devise artistic intervention. CODE does not refer to coding per se, but rather, focuses on the code of digital ethics. CODE is a longform project in which participants work together in small groups over a period of three months to design and create interventions. &lt;br /&gt;
&lt;br /&gt;
These creations follow from ideas developed during a series of events hosted by IMPAKT: workshops, hackathons, presentations, exhibitions and festival participation. While these events are available to the participants to attend in person, the international component of the project means that these events are also hybrid by necessity. &lt;br /&gt;
&lt;br /&gt;
The workshop-style format of the project means that many of the events organized (such as the hackathon) were attended only by the 2022 participants. However, the aim of the project is to create spaces for dialogue between diverse perspectives, and so the participants were also given public platforms to present their creations. One such event is the CODE presentation at Ars Electronica in Linz, Austria, described in more detail below.&lt;br /&gt;
&lt;br /&gt;
[[File:CODE booths at Ars Electronica 1.jpg|center|CODE 2022 booths at Ars Electronica]]&lt;br /&gt;
[[File:CODE booths at Ars Electronica 2.jpg|center|CODE 2022 booths at Ars Electronica]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CODE 2022 at Ars Electronica&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=DRNdchmRthw Video Documentation]&lt;br /&gt;
&lt;br /&gt;
The results of the CODE 2022 project were presented at the Ars Electronica festival in Linz. IMPAKT held a booth area during the festival where the final intervention design concepts were on display with various kinds of documentation (videos, banners, installations, etc). Several groups were selected to also give presentations during a panel session. Each group was tasked with presenting their design intervention, and holding a short Q&amp;amp;A about the project. However, due to the nature of the project not all group members were physically present in Linz, and the session was held hybridly. To further highlight the hybrid interactive, participatory nature of the CODE program the presentations were also given with a twist: the reporting moment on stage was supported with live edits reflecting documentation of the process. Participants that were attending virtually were also able to contribute by joining through video or voice call.&lt;br /&gt;
&lt;br /&gt;
[[File:CODE stage view.png|center|The view of the stage during one of the group presentations; Omar Adel presenting in Linz]]&lt;br /&gt;
[[File:Hybrid CODE presentation Live edits 1.png|center|Live edits being made during the project presentation by remote group members]]&lt;br /&gt;
[[File:CODE Q and A.png|center|Hybrid Q&amp;amp;A session, taking questions from the other groups through a shared notepad]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although there are many takeaways to be had from the CODE project as a whole, the reflections below address this experimental reporting session.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 2. Make it Participatory&lt;br /&gt;
Although advertised as a panel discussion/presentation session, the CODE project presentation was far from passive: all the members from the project were very active in this reporting moment. Due to the multiple groups presenting, the time was too limited to have each member of the groups speak. However, all the presenting participants were involved during the presentation. Of each presenting group, 1-2 people presented on stage while the other members of their group made live changes to the slides/notes that were viewable above them on the large LED display screen. These live changes provided documentation into the design process. Furthermore, each group ended their presentation with a Q&amp;amp;A session where members from other groups fed their questions into a Miro board that was visible both in the livestream and on stage in Linz.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 3. Cultivate Collectivity&lt;br /&gt;
This session was a moment for the groups to learn about each other’s projects. However, it was also a session open to the public of Ars Electronica, and therefore attendees were also invited to join the conversation through handheld microphones that were passed through the crowd. &lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 5. Contextualise&lt;br /&gt;
The CODE project is all about reclaiming our digital rights: a large part of this speaks to understanding how different questionable dimensions are smoothed over, and hidden from view. Executing this complex presentation construction came with many points of friction. However, rather than being a point against it, this provided an interesting texture to the session. Many of the techniques for collaboration and hybrid thought-processes that underpin the project as a whole were on display– even in its reporting moment. Placing this in the context of Ars Electronica provided a participatory audience that was attuned to this kind of thinking.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Wine_tasting&amp;diff=5578</id>
		<title>Wine tasting</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Wine_tasting&amp;diff=5578"/>
		<updated>2023-05-30T15:24:16Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hybrid Art and Wine Tasting==&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At IMPAKT we like wine. And we like art. While people can find sharing their opinions about art daunting, the beauty of wine is that even without expertise you can taste and form an opinion. Drinking wine is a social activity that engages your senses. In the Wine Tasting events we wanted to take this as the starting point for an event that would bridge geographic, as well as cultural divides. There have now been two iterations of the International Hybrid Wine Tasting (IHWT) events– both very different from one another. However, in both editions, guests created cozy ‘table’ settings with their friends (either locally in Utrecht, or their own home) and connected at random to other remote tables via video calls. Attendees were invited to order wines pre-selected by our sommelier, so everyone was tasting the same wines. And art performances broke up rounds of wine tastings and provided fruitful topics of conversation.&lt;br /&gt;
&lt;br /&gt;
The two variations were quite different from one another, but follow from an iterative design process. For this reason, a brief description of, and the differences between, each iteration are detailed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;International Hybrid Wine Tasting (1.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first edition of the International Hybrid Wine Tasting was conceptualized as a speed-dating, wine-tasting, garden party. The aim was to connect tables in Utrecht (which were open to the public through ticket sales) to tables set up throughout Europe at our partner institutions: Antre Peaux in France; Werkleitz in Germany; Onassis Stegi in Greece; Kontejner in Croatia; and Laboral in Spain. Each table had at least 5 guests sitting together, who were then able to chat freely to the guests sitting virtually across from them at a partner table. The event was hosted on Zoom and divided into five rounds, each round we would try a new wine. The wines were selected by five partner institutions. The 3 hour event is divided into five rounds, one wine to try in each round.&lt;br /&gt;
&lt;br /&gt;
[[File:Wine selections from first wine tasting.jpg|The five wines selected by each of our partner institutions]]&lt;br /&gt;
&lt;br /&gt;
In the garden of the historic Oud Amelisseweerd estate, located just outside of Utrecht, we set up five tables each equipped with their own video-calling set-up. Identical tables were built around Europe by our partner institutions. In total, there were ten tables that joined a collective Zoom call (5 in Utrecht, 5 over Europe). Each round began in a collective setting where all the tables were visible to each other– this provided a moment in which the wine would be introduced by the institution that chose it. Thereafter, each table in Utrecht was paired with one of the partner tables; these pairings would switch after each round.&lt;br /&gt;
&lt;br /&gt;
[[File:Winetasting-Event Oud Amelisseweerd set up.jpg|center|The garden layout in Oud Amelisseweerd of the five tables for the International Hybrid Wine Tasting]] &lt;br /&gt;
[[File:Winetasting-Event Utrecht hub 2.jpg|center|An Utrecht hub connected to a partner institution during one of the tasting rounds]]&lt;br /&gt;
[[File:Winetasting-Event collective moment.jpg|center|All hubs together during a collective moment in between tasting rounds]]&lt;br /&gt;
&lt;br /&gt;
During these rounds of break-out rooms, guests were invited to do two things. Firstly, they were invited to try the wine. But they were also given a game to play across the digital divide with the table they were paired with. These games were themed around one of the five senses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lessons Learned&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the success of the first wine tasting, there were some identifiable goals we had for the second iteration. Firstly, we aimed to make it more accessible to the public: although the first version was open to the public, those tickets were limited. Secondly, we aimed to create a version of the event that we could replicate in the future. The Oud Amelisseweerd location was beautiful, but it was also a large productional undertaking to transform into a hybrid hub of operations. The aim for the second tasting was to design an event that could match in ambience but requiring less time/resources to produce. And lastly, the new events needed to have more opportunities to showcase (hybrid) media art in this unique event environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hybrid Wine and Art Tasting Event (2.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Version two, renamed the Hybrid Wine and Art Tasting, asked guests to invite their friends over to their houses, and turn their own living rooms into hubs. Each of these physical hubs would in turn become one of the webcams to be connected to other living rooms in the roulette rounds. As in the last iteration, wines were selected by our sommelier to be tasted in each round. However, this time, the selection was limited to three rounds. The selected wines were available for guests to order, so that everyone attending could share their experience of tasting the same wines. The first round was a white wine; the second, a red wine; and for the final round guests were asked to pick their own wine, which they could then describe to their virtual interlocutors. &lt;br /&gt;
&lt;br /&gt;
[[File:Hybrid-Wine-and-Art-Tasting-Event Utrecht Hub.jpg|center|The Utrecht hub (a.k.a. the MC table) cheers-ing on location in the IMPAKT studio]]&lt;br /&gt;
[[File:Hybrid-Wine-and-Art-Tasting-Event collective moment.jpg|center|Collective moment]]&lt;br /&gt;
[[File:Hybrid-Wine-and-Art-Tasting-Event 2 hubs connected.jpg|center|Two hubs connected during the final tasting round, sharing the wine they selected for the final round]]&lt;br /&gt;
&lt;br /&gt;
We still set up a central hub in Utrecht, at the IMPAKT office, that acted as both the technical operational center for the event, as well as the podium for the evening’s Master of Ceremony. The MC table in Utrecht seated Abner Preis (the evening’s MC), Arjon Dunnewind (Director of IMPAKT), Daniela Tenenbaum (Assistant Curator at IMPAKT), and Guillaume Coret (Utrecht-based wine sommelier from Fijn-Proeverij.nl). &lt;br /&gt;
&lt;br /&gt;
In each round, the hubs were put into breakout rooms in pairs, or groups of three. Guests were instructed to limit their living room groups to 6 people behind the webcam, to ensure everyone was well audible. The event was once again hosted on Zoom, which has an upper limitation of 50 breakout rooms (=900 people maximum capacity). Having this decentralized, DIY, invitation to the event meant that the number of participants was practically unlimited.&lt;br /&gt;
&lt;br /&gt;
The removal of two wine tasting rounds allowed for more time to be dedicated to the two themed performances of the evening. Both were performances around the shared experience of dining in augmented/virtual reality settings, and thus, very topical for the evening.&lt;br /&gt;
&lt;br /&gt;
The first was [https://impakt.nl/events/2023/event/impakt-hybrid-wine-and-art-tasting-event/metaphysical-tastings/ Metaphysical Tastings], a multidisciplinary experience by artists Sophia Bulgakova, Leo Scarin &amp;amp; Cemre Deniz Kara that combines dining rituals and virtual reality. In Metaphysical Tastings, you are guided through a tasting experience together with other guests in different physical locations, while entering a series of digital environments designed to match the food served – its colour, texture, sound, and other properties – to create a synesthetic journey. The project explores the sensorial correlations that originate in the combination of participatory, immersive media and food design and the experiential implications of social gatherings in virtual and physical realities.&lt;br /&gt;
&lt;br /&gt;
The second performance was [https://impakt.nl/events/2023/event/impakt-hybrid-wine-and-art-tasting-event/be-my-guest/ BE MY GUEST!] by Cenk Güzelis, Valdemar Danry and Anna Pompermaier. You are invited to a mixed reality dinner. An AI will be your host for this special evening, entertaining you and your fellow guests, experimenting with recipes and guiding you into its dinner concept. Welcome to Be My Guest!, an experimental social gathering by artists and designers Cenk Güzelis, Valdemar Danry and Anna Pompermaier. The project combines architecture, new media, and Artificial Intelligence to investigate the future of our hybrid realities, in which the physical and digital realms are continuously intertwined.&lt;br /&gt;
 &amp;lt;br /&amp;gt;2. Make it Participatory&lt;br /&gt;
Each hub is responsible for their own set up, but gets to participate in both the tasting, and the novelty of the roulette/speeddate rounds. &lt;br /&gt;
 &amp;lt;br /&amp;gt;3. Cultivate Collectivity&lt;br /&gt;
Sharing the experience of drinking wine together creates a built-in sensory activity that helps synchronize the collectivity. &lt;br /&gt;
 &amp;lt;br /&amp;gt;4. Create Comfort&lt;br /&gt;
The sensory focus means everyone can form an opinion about wine, and provides a common factor that can connect people across virtual divides.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the design tried to mimic the familiarity of sitting together tat a round table. The instructions for setting up the hubs were such that when guests were put into breakout rooms the Zoom interface was minimized as much as possible. This was important to mold the hybrid environment to make it look as if the connected hubs were sitting across the table from one another. (pic ref).&lt;br /&gt;
 &amp;lt;br /&amp;gt;6. Fair Tech Choices&lt;br /&gt;
Although we strive to use alternative platforms for our events, sometimes this comes at the cost of stability/reliability. In addition to this, we also needed a platform that was somewhat familiar to, and usable by, all members of our target audience (of various technical literacy, age, locations, etc). In the case of the Wine Tasting when the aim was to have a smooth connection that promoted seamless communication, we opted for Zoom as a reliable facilitator that was familiar to all envisioned guests.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Professionals_Programme_(2022)&amp;diff=5577</id>
		<title>Professionals Programme (2022)</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Professionals_Programme_(2022)&amp;diff=5577"/>
		<updated>2023-05-30T15:19:51Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Professionals Programme (2022) ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Hybrid Formats” was an information session held as part of the Professionals Program during the 2022 [[IMPAKT Festival]]. In this collaborative session, IMPAKT showcased the steps we have made towards developing successful hybrid formats and focus on the knowledge of different artists who have worked on and with hybrid formats. For this discussion, the focus was on the technical, sociological and psychological aspects of hybridity.&lt;br /&gt;
&lt;br /&gt;
This session consisted of a workshop where we, together with artists from our hybrid experiments and our professional audience, built a glossary for hybrid events, including (but not limited to) format suggestions, interesting readings, different softwares to use, etc. During the discussion about the glossary, the artists gave their input based on the projects they are working on and share from their experience.&lt;br /&gt;
&lt;br /&gt;
Of course, this Professionals Programme session was itself a hybrid format. Participants of the session were able to attend physically in Utrecht during the festival, as well as join remotely via video call. The physical set up in Utrecht consisted of four tables placed in a square formation, with chairs placed on the outside perimeter all facing each other. Four TV screens were placed sunken-in at the centre of the square of tables so that the physical attendees were all able to see the screens. These screens were used to display the shared presentation materials as well as the shared video call. Each participant was also able to use their own laptop to join the chat, or shared digital documentation spaces. (See pictures.)&lt;br /&gt;
&lt;br /&gt;
[[File:Professionals Program 1.jpg|center|Professionals program hybrid session]]&lt;br /&gt;
[[File:Professionals-program set up 4.jpg]]&lt;br /&gt;
[[File:Professionals-program set up 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
This Capacity Building Workshop is organised by IMPAKT within the context of the European Media Art Platform (EMAP), co-funded by the European Union’s Creative Europe Programme.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 2. Make it Participatory&lt;br /&gt;
The session was a collaborative information session– as such everyone was both a speaker and a listener. The technical set up was built with this intensely participatory structure in mind.&lt;br /&gt;
 3. Cultivate Collectivity&lt;br /&gt;
Being able to see everyone, and providing everyone access to the chat at all times meant that everyone could feel the energy of the collaborative writing process.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Publishing:TheNewSocial&amp;diff=5576</id>
		<title>Publishing:TheNewSocial</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Publishing:TheNewSocial&amp;diff=5576"/>
		<updated>2023-05-30T15:06:21Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* The New Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ TOC|limit=3 }}&lt;br /&gt;
&lt;br /&gt;
== The New Social ==&lt;br /&gt;
=== Hybrid Toolkit for Cultural Spaces ===&lt;br /&gt;
{{ :PrinciplesNavigation }}&lt;br /&gt;
&lt;br /&gt;
{{ :The New Social: Introduction  }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Contributions of H&amp;amp;D --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ :Tooling }}&lt;br /&gt;
{{ :ChattyPub: A hybrid publishing infrastructure }}&lt;br /&gt;
{{ :Cross-media publishing with MediaWiki }}&lt;br /&gt;
{{ :Workshop scripts in practice }} &lt;br /&gt;
{{ :Connecting Otherwise }} &lt;br /&gt;
{{ :Livestreaming experiments with The Hmm }}&lt;br /&gt;
{{ :Live networking experiments in hybrid cultural events }}&lt;br /&gt;
{{ :Where is Every Body? }}  &lt;br /&gt;
{{ :H&amp;amp;D&#039;s Code of Conduct }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Contributions of Impakt --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ :IMPAKT Festival }}&lt;br /&gt;
{{ :IMPAKT Web Portal}}&lt;br /&gt;
{{ :Rooftop Bar }}&lt;br /&gt;
{{ :Professionals Programme (2022) }}&lt;br /&gt;
{{ :IMPAKT TV }}&lt;br /&gt;
{{ :Wine tasting }}&lt;br /&gt;
{{ :CODE Project }}&lt;br /&gt;
{{ :Bal Masqué }}&lt;br /&gt;
{{ :The Hmm @ 4 Locations }}&lt;br /&gt;
{{ :Project Stargaze by Roos Groothuizen and Derk Over}}&lt;br /&gt;
{{ :The Great Idle by Benjamin Pompe}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Contributions of Framer Framed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ :The New Social – Reflections – 1 }}&lt;br /&gt;
{{ :The New Social – Reflections – 2 }} &lt;br /&gt;
{{ :The New Social – Reflections – 3 }} &lt;br /&gt;
{{ :The New Social – Reflections – 4 }}&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
== Colophon ==&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=Professionals_Programme_(2022)&amp;diff=5575</id>
		<title>Professionals Programme (2022)</title>
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		<updated>2023-05-30T14:57:48Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
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&lt;div&gt;== Professionals Programme (2022) ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Hybrid Formats” was an information session held as part of the Professionals Program during the 2022 IMPAKT Festival. In this collaborative session, IMPAKT showcased the steps we have made towards developing successful hybrid formats and focus on the knowledge of different artists who have worked on and with hybrid formats. For this discussion, the focus was on the technical, sociological and psychological aspects of hybridity.&lt;br /&gt;
&lt;br /&gt;
This session consisted of a workshop where we, together with artists from our hybrid experiments and our professional audience, built a glossary for hybrid events, including (but not limited to) format suggestions, interesting readings, different softwares to use, etc. During the discussion about the glossary, the artists gave their input based on the projects they are working on and share from their experience.&lt;br /&gt;
&lt;br /&gt;
Of course, this Professionals Programme session was itself a hybrid format. Participants of the session were able to attend physically in Utrecht during the festival, as well as join remotely via video call. The physical set up in Utrecht consisted of four tables placed in a square formation, with chairs placed on the outside perimeter all facing each other. Four TV screens were placed sunken-in at the centre of the square of tables so that the physical attendees were all able to see the screens. These screens were used to display the shared presentation materials as well as the shared video call. Each participant was also able to use their own laptop to join the chat, or shared digital documentation spaces. (See pictures.)&lt;br /&gt;
&lt;br /&gt;
[[File:Professionals Program 1.jpg|center|Professionals program hybrid session]]&lt;br /&gt;
[[File:Professionals-program set up 4.jpg]]&lt;br /&gt;
[[File:Professionals-program set up 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
This Capacity Building Workshop is organised by IMPAKT within the context of the European Media Art Platform (EMAP), co-funded by the European Union’s Creative Europe Programme.&lt;br /&gt;
 &amp;lt;br /&amp;gt;&lt;br /&gt;
 2. Make it Participatory&lt;br /&gt;
The session was a collaborative information session– as such everyone was both a speaker and a listener. The technical set up was built with this intensely participatory structure in mind.&lt;br /&gt;
 3. Cultivate Collectivity&lt;br /&gt;
Being able to see everyone, and providing everyone access to the chat at all times meant that everyone could feel the energy of the collaborative writing process.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Professionals-program_set_up_3.jpg&amp;diff=5574</id>
		<title>File:Professionals-program set up 3.jpg</title>
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		<updated>2023-05-30T14:57:30Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=File:Professionals-program_set_up_4.jpg&amp;diff=5573</id>
		<title>File:Professionals-program set up 4.jpg</title>
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		<updated>2023-05-30T14:56:48Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Hmm_@_4_Locations&amp;diff=5572</id>
		<title>The Hmm @ 4 Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki2print.hackersanddesigners.nl/wiki/mediawiki/index.php?title=The_Hmm_@_4_Locations&amp;diff=5572"/>
		<updated>2023-05-30T14:52:09Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Hmm @ 4 Locations == &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;author&amp;quot;&amp;gt;IMPAKT&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:The Hmm 4 locations 1.gif|center|The Hmm @ 4 locations]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Hmm @ 4 locations was a decentralised event that took place simultaneously at four locations in four provinces in the Netherlands. It was not an event that IMPAKT created, but rather, we hosted one of the physical/decentralized locations along with four other spaces/institutions (Waag in Amsterdam, Nieuwe Instituut in Rotterdam, MU in Eindhoven, and of course, Theatre Berenkuil in Utrecht).&lt;br /&gt;
&lt;br /&gt;
As written by The Hmm, the invitation for the event read: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The idea for this hybrid format emerged during our conversation with live-ness researcher Esther Hammelburg, who questions the importance of being together in one place in order to create a sense of togetherness. Tonight, we will investigate whether that is really the case. You can attend The Hmm @ 4 locations in Amsterdam, Rotterdam, Utrecht and Eindhoven, and of course you can also follow the event online. Taking the shape of our Hmm fast events, we have invited eight speakers to join us across all four locations. Each location will have two speakers physically present there and the other speakers will be followed via a livestream in each location.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speakers were present at each location. The event was very rhythmical in order to allot enough time to each speaker; there were strictly timed moments to switch between locations. In addition to the shared decentralized program of the event, each location was diffused with a specially designed fragrance: Hmmosphere was designed by Cesar Majorana. The fragrance was designed to encapsulate the smell of the internet– a scent that was deduced by firstly, collecting organic matter near the Equinic AM3 data center in Amsterdam, and secondly, consulting long-time internauts through surveys.&lt;br /&gt;
&lt;br /&gt;
[[File:The Hmm Utrecht Location.JPG|center|Set up of the Berenkuil for the Hmm @ 4 locations]]&lt;br /&gt;
[[File:The scent of the internet.jpg|center|Diffusion of the Scent of the Internet (photo by Hanneke Wetzer)]]&lt;br /&gt;
&lt;br /&gt;
 3. Cultivate Collectivity&lt;br /&gt;
The event was inaugurated by diffusing the scent through every location. This acted as a moment to synchronise all the locations. The diffusion of the scent created a shared sensory experience between all the attendees. &lt;br /&gt;
 4. Create Comfort&lt;br /&gt;
Although the decentralised format was experimental, the Hmm has already developed other events with strict time limits on their speakers. Such strict limits are difficult to keep to– but putting the speakers in the hot seat creates a more relaxed atmosphere for the attendees of the event. Furthermore, guests in every location (both physical and online) were able to see what was going on in the other locations through webcam shots in the shared livestream. Providing this kind of overview of the collective experience not only helped emphasise the moment being shared, but also provided a glimpses into the behind-the-scenes that was making the event possible.&lt;br /&gt;
 5. Contextualise&lt;br /&gt;
The event was a collaboration between four different institutions, and held in four big Dutch cities. As such, the event was able to draw guests from all rosters.&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
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		<title>File:The scent of the internet.jpg</title>
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		<updated>2023-05-30T14:51:16Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
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		<title>File:The Hmm Utrecht Location.JPG</title>
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		<updated>2023-05-30T14:47:47Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
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