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Craft Understanding, Education, Training, and Preservation for Posterity and Prosperity

Periodic Reporting for period 1 - Craeft (Craft Understanding, Education, Training, and Preservation for Posterity and Prosperity)

Okres sprawozdawczy: 2023-03-01 do 2024-02-29

Craeft aims to enrich the scientific understanding of crafting activities and view crafts as a dynamic heritage, as a sustainable income source, and as a manifestation of human intellect and creativity.

Craeft plans to diversify practitioners' income sources and certify participation in informal learning to address the decline in craft practitioners and apprentices. The project will enhance craft education and training with digital tools and methods to make learning more accessible, efficient, and flexible, particularly for remote learners.

Central to Craeft's approach is the Maker-Material-Negotiation model (O1) that conceptualizes the complex interactions in crafting, encompassing mechanical, perceptual, and intellectual aspects. Digital reenactment of craft actions and processes (O2) will be key for developing digital training tools, conserving resources, and ensuring safety in training.

The educational aspect (O3) is structured in stages, covering the introduction to craft vocabulary and principles, guiding through techniques and workflow planning, and fostering critical thinking and improvisation skills. An eLearning platform developed by Craeft will support this.

Craft training (O4) will emphasize repetitive practice in a safe, cost-effective manner using VR/AR and craft-specific simulators to enhance skills, including social interactions in the workshop setting.

Design innovation (O5) focuses on developing new ideas and designs through realistic simulations, thereby reducing the costs and risks associated with physical experimentation.

Craft preservation and revival (O6) will involve certifying skills and expanding practitioners' income opportunities, notably through online tutoring and new market exploration. A community portal supports this by documenting contributions and facilitating engagement across various platforms.

Product valorization (O7) introduces digital dimensions to craft products and explores the creation of new products like digital games and physical toys, opening up new avenues for engagement and revenue.
In O1, enhanced ethnographic methods delve into crafting actions and processes within a Maker-Material-Negotiation model. This includes a new ethnographic protocol, collecting and categorizing data on crafting practices and contexts, creating a Craft Authoring Platform to facilitate the representation of crafting processes, and introducing advanced digitization techniques.

O2 focuses on the digital reenactment of craft actions and processes through archetypal and craft-specific simulators. These simulators model the mechanical interactions between practitioners' actions and materials, providing simulations tailored to specific crafting contexts. Craft Studio and Apprentice Studio support the digital reenactment and study of crafting techniques.

For education (O3), an eLearning platform has been established to host courses and content for crafts, offering introductory courses on essential topics and guiding learners through techniques. This platform aids in the creation of educational materials by heritage partners.

Training efforts (O4) leverage ethnographic recordings to develop immersive training modules focusing on crafting practices and safety. Interactive simulations enable repetitive practice of crafting actions, enhancing learners' skills through realistic scenarios.

Design initiatives (O5) involve a toolbox for designing and realistically predicting the appearance of products, particularly those made from challenging materials. An editor for 3D solids supports the authoring of models and the 3D printing of prototypes.

Preservation and revival efforts (O6) include using blockchain technology for certifying informal learning, diversifying income streams for practitioners through tutoring and product sales on the eLearning platform, and establishing an online community portal for sharing and discussion among practitioners.

Product valorization (O7) seeks to increase the value and engagement with traditional crafts through digital narratives, a 3D online showroom for interactive product exhibitions, and the creation of digital games and physical toys that leverage craft simulations, such as a printable loom and an electronic woodturning lathe.
Nine peer-reviewed scientific papers have been published, eight in journals and one in a conference.

An ontology (Maker Material Negotiation Model) has been formulated for the formal and semantic representation of craft actions.

A new ethnographic protocol was developed, augmenting traditional methods with new concepts, leading to complete ethnographic recordings.

Advanced digitisation methods have been proposed for the high-resolution digitisation of surfaces, shiny, and transparent objects.

An educational and training platform for the preservation of crafts has been developed that makes use of craft-specific simulators.
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