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INPUTS

INPUTS

Context – EU Mission “Restore our Ocean and Waters”:

The Mission “Restore our Oceans and Waters”  MROW) has been launched in 2021 by EU: it aims to protect and restore the health of ocean and waters by 2030, particularly in Europe, through research and innovation, as well as investments in the blue economy and in citizen engagement. This last dimension is the focus of the current project proposal, that supports the objectives of this mission by addressing the enabler 2. Public mobilization and engagement, and both its sub-enablers “2.a. focus on mobilisation of citizens and young generations in restoring Ocean, seas and rivers” and “2.b. focus on raising awareness on the need to protect our ocean and waters” (EU-DGRI et al., 2023, p.10). 

The authors of the EU projects portfolio analysis relevant to this mission – 841 were funded between 2014 and 2020 – have recommended that the MROW should maintain and ramp up the high emphasis towards communication, more concretely targeting the general public: “using proper communication channels will increase their awareness and commitment to participate and contribute to the challenges ahead“ (EU-DGRI et al., 2023, p.7). Also significantly, new ways to disseminate are needed to increase the reach and results of this mission, as stated by the authors of this report (2023), who acknowledge that is key to further raise awareness and obtain broader involvement of target groups – beyond scientists – with the contribution of arts, literature, or related disciplines.

More concretely, these authors highlight that youth engagement is of critical importance, recognizing that education and ocean literacy initiatives targeting young people through are “somehow underrepresented” (EU-DGRI et al., 2023, p. 229). Also significantly, the report explicitly presents the following policy recommendation, acknowledging that art, literature, and cultural heritage are good channels to reach and to “move” citizens in their daily life: “Art, cinema, or literature are not covered by the projects analysed and cultural heritage has been very scarcely represented. These are important gaps that should be taken into consideration in the strategic planning of the Mission Ocean” (EU-DGRI et al., 2023, p.258).

Brief state of the art – on Ocean (and waters) Literacy and VR & AR:

Within the broader scope of environmental literacy, ocean literacy it is a more specific area, which can be defined as “an understanding of the ocean’s influence on you and your influence on the ocean” (COSEE, 2005). Currently, the expression ocean and water literacy has become more widespread, also encompassing rivers, lakes and other streams or sources of water in our blue planet.

Traditional environmental literacy tools include lectures, workshops, field-trips, posters, brochures, booklets, documentaries, animation films, among other possible examples. As individuals, groups and organizations rely more on digital media to be informed and to communicate – particularly social media -, the digital turn is also impacting science and environment communication.

More recently, emerging technologies such as AR and VR are also being considered as tools to promote environmental literacy among diverse audiences (Calil et al., 2021; Weller et al., 2022). In particular, projects such as the VR experiences “Sea Level Rise Explorer” (1), the 360º video “A Lagoa Vai ao Mar” (2) and the immersive media experiences of “Nazaré Imersiva” (3) demonstrate the potential that immersive media may have in promoting ocean literacy, particularly among young people, aiming towards not only to a better understanding and improvement our connection to the sea, but ultimately towards individual and collective behaviour change about the ocean and waters.

Brief state of the art – on digital(ized) cultural heritage (CH):

As in many sectors, the process of digital transformation has been impacting cultural heritage institutions, such as archives, libraries, museums and galleries, among others. Increasingly, Europe’s rich cultural heritage can be experienced in place or physically, but also remotely or virtually, via digital media. Several challenges and opportunities lie ahead for public institutions and private companies in the realm of cultural heritage to make the best use of VR, AR, 3D and AI to bring new life and enable wider reach to tangible and intangible cultural heritage. For instance, already the EU has issued recommendations and defined targets for the 3D digitization of cultural heritage sites and monuments among the member states, aligned with adequate training and capacity building. Also relevant can be to connect the initiative European Digital Twin of the Ocean.

In the area of digitization and online access to cultural heritage – including digital preservation – activities such as the following are increasingly relevant:

  • the research and development of integrated, inclusive and accessible solutions for the promotion of cultural heritage;
  • the production of innovative content to promote cultural heritage at national and international level, with a focus on audiovisual production (videos, animation), interactive media (applications, websites, video games) and immersive media (VR, AR, XR),
  • the co-curation and co-production of permanent or temporary exhibitions in conjunction with public or private entities in the area of cultural heritage.

Bibliography:

Calil, J., Fauville, G., Queiroz, A.C.M., Leo, K.L., Newton Mann, A.G., Wise-West, T., Salvatore, P., Bailenson, J.N. (2021). Using Virtual Reality in Sea Level Rise Planning and Community Engagement— An Overview. Water, 13, 1142. https://doi.org/10.3390/w13091142

Consortium for Ocean Science Exploration and Engagement (2005). Ocean Literacy. COSEE. Retrieved 4 April 2024: http://www.cosee.net/about/oceanliteracy/?PageSize=10

European Commission, Directorate-General for Research and Innovation, Chimini, G., Failler, P., Galgani, L. (2023). Portfolio analysis, EU mission “Restore our Ocean and Waters by 2030” : analysis of a portfolio of projects financed by sixteen EU programmes contributing to the objectives and enablers of the mission ocean and waters, Publications Office of the European Union. https://data.europa.eu/doi/10.2777/683

ICOMOS (2019) The “Future of Our Pasts: Engaging Cultural Heritage in Climate Action”. Retrieved 9 January 2024: https://www.icomos.org/en/77-articles-en-francais/59522-icomos-releases-future-ofour-pasts-report-to-increase-engagement-of-cultural-heritage-in-climate-action

Weller, R. & Cepok, J. & Arzaroli, R. & Marnholz, K. & Große, C. & Reuter, H. & Zachmann, G. (2022). Effects of immersion and navigation agency in virtual environments on emotions and behavioral intentions. Frontiers in Virtual Reality. https://doi.org/10.3389/frvir.2022.893052


Links to projects:

  1. https://virtualplanet.tech
  2. http://lagoavaiaomar.ulusofona.pt
  3. https://nazareimersiva.ulusofona.pt