SlideShare a Scribd company logo
Identi-Tee Project
Introduction
Almost every student carries a mobile device, making it a natural
choice for content creation, delivery, differentiated learning and
especially field work and data capture.

A recent survey predicts that by the year 2020, most people
across the world will be using a mobile device as their primary
means for connecting to the Internet. Last year's mobile data
traffic was 8 times that of the Internet in 2000.

Whenever one plays a game, and whatever game one plays,
learning happens constantly, whether the players want it to, and
are aware of it, or not. And the players are learning “about life,”
which is one of the great positive consequences of all game
playing. Marc Prensky
Introduction
The project is a technology infused experience and incorporates
social learning, exploration and creativity. Identity and belonging
are the main themes of the the learning experience. It's part
game, part creative expression and part augmented exhibition.

With a focus on people, places, and stories, we use technology
directly with young people and engage them in 21st century skills
by inviting them to consume, curate and create media.

Participants learn collaboration, critical thinking and problem
solving, communication, interviewing, personal branding,
reputation management, information and media literacy, and
digital citizenship. These meet many of the focuses on domains
from the Victorian Curriculum and Standards.
Mobile learning mechanics
A good mobile learning game has mechanics built in that
connects to social experiences and utilises all of the features and
opportunities that mobile devices bring such as the ability to:
● Be tied to locations that are relevant to the learners (schools,
   cultural institutions, popular culture events, recreational
   environments)
● Take photographs, record audio and video
● Create rich text documents
● Browse rich media on the Internet
● Communicate through social media
● Obtain location-based information (via GPS/WIFI)
● Regular feedback for achievements/mastery via badges and
   re-enforcement of team culture
Victorian Essentials Learning
Standards
The Identi-Tee Project helps participants develop their self
confidence, emerging autonomy, interdependence, resilience
and sense of agency.
  Civics and Citizenship               Communication
 ● Civic knowledge and                ● Listening, viewing and responding
     understanding                    ● Presenting
 ● Community engagement                Information and Communications
  Interpersonal Development            Technology
 ● Working in teams                   ● ICT for visualising thinking
 ● Building social relationships      ● ICT for creating
  Design, Creativity and Technology   ● ICT for communicating
 ● Investigating and designing         The Arts
 ● Producing                          ● Creating and making
 ● Analysing and evaluating           ● Exploring and responding
Image Flickr. Some rights reserved
by flickingerbrad
Locative mobile technology
The game is built on ARIS which is a user-friendly, open-source
platform for creating and playing mobile games, tours and
interactive stories.

Participants use iPods, iPhones, iPads and Android powered
smartphones and tablets in small teams.

Using GPS, reference images, and QR Codes, ARIS players
experience a hybrid world of virtual interactive characters, items,
and media placed in physical space. Referenced from arisgames.org
Identit-Tee Project - Game-based Learning & Augmented Reality
Stage one: Location based game
It's an all day event. The game is played in the Melbourne CBD
but could be replicated in any location with a shopping mall and
cultural institutions nearby. Participants visit the State Library of
Victoria, Melbourne Central, Federation Square, Australian
Centre for Moving Image, and the Immigration Museum.

Quests, characters and in game media unfold as participants
engage in the game-play and unlock the 3 levels of the game
from the north end of the city down to the Yarra river.

Level 1 and 2 are played in the morning and after a lunch break
(recharge), level 3 in the afternoon.
Identit-Tee Project - Game-based Learning & Augmented Reality
Augmented Reality exhibition
After the game is played the participants either register for a half
day workshop where they learn to build a digital identity card and
Identity Artifact plaque. Otherwise they can submit finished
artwork for us to place in the augmented exhibition layer.

They use manga avatars and other digital media to make a
creative representation of themselves, one they are proud to
share. Participants can also link to online content they created in
game such as their blog, twitter and personal YouTube.

Their unique identity artifact will become part of the ongoing
Identi-Tee mini exhibitions at in and around Melbourne's cultural
institutions. Augmented Reality is built on the Layar platform.
Image: Example AR Identity Artifact
plaque from the team @curiositylab
Game outline
You will explore many aspects of identity as you play out the 3
levels of the game with your team. By completing the game you will
gain valuable personal insights you can use to better yourself and
your community.

You will confront stereotypes, explore gender, race, diversity,
reputation and many other factors that can impact one’s identity.
You will need to work in a small team of two or four and complete
numerous quests and tasks which require you to document your
findings and your experience in the media of your choice: Audio,
video, blog, comic strip.
How you connect, communicate, collaborate and learn collectively
will greatly influence your success during this quest.
Image Flickr. Some rights reserved
by flickingerbrad
Think-Pair-Share
We use a version of the Think-Pair-Share process, a collaborative
learning strategy based on active learning and situated learning.
Think-Pair-Share is a form of Active Learning, a model of instruction
that focus the responsibility of learning on the learners.
It is a collaborative learning strategy that:

 ● Can be used productively in large classes
 ● Encourages students to be reflective about course content
 ● Allows students to privately formulate their thoughts before
   sharing them with others, and
 ● Can be used to develop specific higher-order thinking skills

We use this along with other methods of collaborative media creation
and the sharing part is done by creating personal blogs.
Game elements
The Identi-Tee Project is part digital storytelling, part
locative game, part augmented reality and is designed to
foster collaboration, build empathy, promote diversity,
enhance ICT and communication skills.

A catalyst for personal insight which connects participants
with many cultures, subcultures and communities.

Rewards for in game achievements come in the form of our
own 21st Century skills digital badges.
Participants use Social Media
Level one
                                  The first quest guide for this level is
                                  Alice from the Curiosity Lab team.
                                  Alice is a librarian and fitness/self
Th                                help guru.
                                  Second guide is Jonas our resident
                                  branding expert and life coach.

Teams transverse the north end of city as they discover their heritage,
family history, their culture, and their connection to subcultures and
brands.
They visit the State Library and Melbourne Central shopping mall.
During this level, participants also learn about personal branding,
media literacy, reputation management.
Level two

                   The quest guide for this level is Lisa from the
                   Curiosity Lab team. Lisa is a new media producer
                   and anthropologist.
                   Level two is an opportunity to synthesize what they
                   learned in level one, and begin to craft their story.

Interviewing, digital storytelling feature in this level.
They work with their teammates to research, interview and begin to
uncover and share their own unique identity. They do this by using
media (text, photo, audio, video) to share their personal story/identity
on a personal blog.
Team members use the CBD, share the roles of citizen journalist and
citizen designer throughout this level.
Level three
                  The quest guide for this level is Tai from the
                  Curiosity Lab team.Tai is a historian who makes
                  found art and produces original own digital music.
                  She also holds a degree in counselling.
                  Level three is an opportunity to delve deeper into
                  our diversity and shared identity as Australians.

They visit Federation Square, ACMI and and the Immigration Museum.
Teams will discover how sport and recreation play a large role in
determining our health and well-being.
Participants also explore some of the struggles we have with identity as
adolescents. They are encouraged to learn how celebrities and other
great leaders have shaped their identity throughout their lives.
Image Flickr. Some rights reserved
by flickingerbrad
Stage two: Augmented Reality
Participants go back to the classroom to do some more
research, complete the lesson plan and design their Tee-Shirt
(optional) and create their final Digital Identity Artifact.

They then attend a self directed online course and learn to
create their Digital Media Artifacts for Augmented Reality. *It
is optional to have participants place the Augmented Reality
into the layer themselves during a hands on workshop.

Next Curiosity Lab attach their Digital Media Artifacts as rich
media Augmented Reality (AR) layers which become part of
the ongoing Identi-Tee mini exhibitions at in and around
Melbourne's cultural institutions.
Project outcomes
● Teams confront stereotypes, explore gender, sexual
  orientation, race, reputation and many other things that can
  impact one’s identity.
● Participants generate original content with photos, videos,
  comic strips, audio and text
● All content is published to a secure personal blog
● Lesson plan is aligned with Victorian curriculum to be used in
  your classroom
● Participants learn to build for Augmented Reality
● Optional. Participants design their own Tee-shirt and print it
  when they visit youth led social enterprise Print Side Up.
● Participants Digital Media Artifacts are Included in Identi-Tee
  Artifacts exhibition around Melbourne's cultural institutions
Playtesting: May 2012
Please do get in touch if you would like your class to
participate in a series of play tests during May here in
Melbourne Australia. The game and exhibition is taking school
and other group bookings now for July 2, 2012.

There will be no cost to playtest.
You will be required to BYOD and participants will need to fill
out a short before and after game questionnaire.

Get in touch with me for more information. Want me to
reproduce this game in your city? I can, just ask.
Brendan - 03 9018 7340 or brendan@curiositylab.com.au
Identit-Tee Project - Game-based Learning & Augmented Reality
Creative Commons license

Identit-Tee Project by Brendan O'Keefe is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike
                   3.0 Unported License.

         Based on a work at curiositylab.com.au.
  Permissions beyond the scope of this license may be
         available at http://curiositylab.com.au.

More Related Content

PPTX
Learning in the 21st Century - What the Digital Natives are saying about it
PDF
Talk on Virtual Heritage at UC Berkeley 10 February 2014
PPTX
Embracing social media_lambton
PPT
The future of learning blended learning
PPTX
Inquiry based project presentation
KEY
Digital Storytelling & Interactive Media
PPTX
Archaeological Game Genres, Mechanics
PPTX
Learning in the 21st Century - What the Digital Natives are saying about it
Talk on Virtual Heritage at UC Berkeley 10 February 2014
Embracing social media_lambton
The future of learning blended learning
Inquiry based project presentation
Digital Storytelling & Interactive Media
Archaeological Game Genres, Mechanics

What's hot (11)

PDF
Learning in an Open World
PDF
Owning Ideas
PDF
2010 aera lacasa games & learning discussion
PDF
Media literacy workshop
PDF
Pedagogical Potential Of Social Media
PPTX
This isn't what I thought it was: community in the network age
PPTX
New Developments and Research in Marketing
PPSX
What Is Social Learning Sandeep Rathod4 Wud2011
PPTX
Multilingualism & pluriculturalism; key e-competences for global citizenship
PPT
The Problem of Learning in the Post-Course Era by Randy Bass
PDF
Serious games for social competence and creativity
Learning in an Open World
Owning Ideas
2010 aera lacasa games & learning discussion
Media literacy workshop
Pedagogical Potential Of Social Media
This isn't what I thought it was: community in the network age
New Developments and Research in Marketing
What Is Social Learning Sandeep Rathod4 Wud2011
Multilingualism & pluriculturalism; key e-competences for global citizenship
The Problem of Learning in the Post-Course Era by Randy Bass
Serious games for social competence and creativity
Ad

Similar to Identit-Tee Project - Game-based Learning & Augmented Reality (20)

PDF
Paper María Amparo Navarro - Serious Games for Dynamic Content and Advanced E...
PPTX
Assignment 9: Group Presentation
PPTX
Assignment 9
PPTX
Assignment 9: Group Presentation
PPTX
Assignment 9 draft 1
PPTX
Assignment 9 better part 1
PPTX
Assignment 9 better part 1
PDF
Using smartphones and facebook
PDF
Games & gamification: 2013 Horizon HE
PDF
PxS'12 - week 2 - data collection
PDF
EPFL - PxS, week 2 - data collection
PDF
Feb 27th community engagement and empowerment dmu games festival
PDF
Extending media literacy: How young people re-mix and transform media to serv...
PDF
Heritage Visualisation: Lessons From The Fun Side
PDF
iDiscover - The Use of Games to Enhance Cultural Heritage Experiences
PDF
picnic10 notes
PDF
Yanez, C. & Gisbert, M. (2012). ICT and Museums: an alliance for an strategi...
PDF
Social design theory and practice
PPT
New and-converging-technologies
PDF
Gaming for Multiliteracies: Video games into a case study with primary school...
Paper María Amparo Navarro - Serious Games for Dynamic Content and Advanced E...
Assignment 9: Group Presentation
Assignment 9
Assignment 9: Group Presentation
Assignment 9 draft 1
Assignment 9 better part 1
Assignment 9 better part 1
Using smartphones and facebook
Games & gamification: 2013 Horizon HE
PxS'12 - week 2 - data collection
EPFL - PxS, week 2 - data collection
Feb 27th community engagement and empowerment dmu games festival
Extending media literacy: How young people re-mix and transform media to serv...
Heritage Visualisation: Lessons From The Fun Side
iDiscover - The Use of Games to Enhance Cultural Heritage Experiences
picnic10 notes
Yanez, C. & Gisbert, M. (2012). ICT and Museums: an alliance for an strategi...
Social design theory and practice
New and-converging-technologies
Gaming for Multiliteracies: Video games into a case study with primary school...
Ad

More from Brendan O'Keefe (11)

PPTX
Goodoof Quick Pitch Presentation
PDF
LIT 03 AUGMENT EDUCATION
PPTX
Hacking Homework - AR triggered by GPS locations, tactile objects or print
PDF
Top 4 ways to really win with augmented reality in your school, community or ...
PDF
Elastic Learning Network - Let's Get Started - Melbourne
PPT
Reinventing School - the classroom
PPT
FrontlineSMS:Bullyproof Webinar Jan 2010
PPT
Ideas That Give - - ideathon - - Social Open Innovation with a Twist
PPT
ideathon - Ideas That Give - Social Open Innovation with a Twist
PPT
www.businessbrainstorming.com.au
PPT
My Pathway Plan
Goodoof Quick Pitch Presentation
LIT 03 AUGMENT EDUCATION
Hacking Homework - AR triggered by GPS locations, tactile objects or print
Top 4 ways to really win with augmented reality in your school, community or ...
Elastic Learning Network - Let's Get Started - Melbourne
Reinventing School - the classroom
FrontlineSMS:Bullyproof Webinar Jan 2010
Ideas That Give - - ideathon - - Social Open Innovation with a Twist
ideathon - Ideas That Give - Social Open Innovation with a Twist
www.businessbrainstorming.com.au
My Pathway Plan

Recently uploaded (20)

PDF
O5-L3 Freight Transport Ops (International) V1.pdf
PDF
Chapter 2 Heredity, Prenatal Development, and Birth.pdf
PDF
RMMM.pdf make it easy to upload and study
PDF
ANTIBIOTICS.pptx.pdf………………… xxxxxxxxxxxxx
PDF
Black Hat USA 2025 - Micro ICS Summit - ICS/OT Threat Landscape
PPTX
Final Presentation General Medicine 03-08-2024.pptx
PDF
Microbial disease of the cardiovascular and lymphatic systems
PPTX
Lesson notes of climatology university.
PPTX
school management -TNTEU- B.Ed., Semester II Unit 1.pptx
PDF
Physiotherapy_for_Respiratory_and_Cardiac_Problems WEBBER.pdf
PDF
TR - Agricultural Crops Production NC III.pdf
PDF
Saundersa Comprehensive Review for the NCLEX-RN Examination.pdf
PDF
01-Introduction-to-Information-Management.pdf
PPTX
IMMUNITY IMMUNITY refers to protection against infection, and the immune syst...
PDF
BÀI TẬP BỔ TRỢ 4 KỸ NĂNG TIẾNG ANH 9 GLOBAL SUCCESS - CẢ NĂM - BÁM SÁT FORM Đ...
PPTX
Microbial diseases, their pathogenesis and prophylaxis
PDF
Basic Mud Logging Guide for educational purpose
PDF
Sports Quiz easy sports quiz sports quiz
PDF
STATICS OF THE RIGID BODIES Hibbelers.pdf
PDF
Module 4: Burden of Disease Tutorial Slides S2 2025
O5-L3 Freight Transport Ops (International) V1.pdf
Chapter 2 Heredity, Prenatal Development, and Birth.pdf
RMMM.pdf make it easy to upload and study
ANTIBIOTICS.pptx.pdf………………… xxxxxxxxxxxxx
Black Hat USA 2025 - Micro ICS Summit - ICS/OT Threat Landscape
Final Presentation General Medicine 03-08-2024.pptx
Microbial disease of the cardiovascular and lymphatic systems
Lesson notes of climatology university.
school management -TNTEU- B.Ed., Semester II Unit 1.pptx
Physiotherapy_for_Respiratory_and_Cardiac_Problems WEBBER.pdf
TR - Agricultural Crops Production NC III.pdf
Saundersa Comprehensive Review for the NCLEX-RN Examination.pdf
01-Introduction-to-Information-Management.pdf
IMMUNITY IMMUNITY refers to protection against infection, and the immune syst...
BÀI TẬP BỔ TRỢ 4 KỸ NĂNG TIẾNG ANH 9 GLOBAL SUCCESS - CẢ NĂM - BÁM SÁT FORM Đ...
Microbial diseases, their pathogenesis and prophylaxis
Basic Mud Logging Guide for educational purpose
Sports Quiz easy sports quiz sports quiz
STATICS OF THE RIGID BODIES Hibbelers.pdf
Module 4: Burden of Disease Tutorial Slides S2 2025

Identit-Tee Project - Game-based Learning & Augmented Reality

  • 2. Introduction Almost every student carries a mobile device, making it a natural choice for content creation, delivery, differentiated learning and especially field work and data capture. A recent survey predicts that by the year 2020, most people across the world will be using a mobile device as their primary means for connecting to the Internet. Last year's mobile data traffic was 8 times that of the Internet in 2000. Whenever one plays a game, and whatever game one plays, learning happens constantly, whether the players want it to, and are aware of it, or not. And the players are learning “about life,” which is one of the great positive consequences of all game playing. Marc Prensky
  • 3. Introduction The project is a technology infused experience and incorporates social learning, exploration and creativity. Identity and belonging are the main themes of the the learning experience. It's part game, part creative expression and part augmented exhibition. With a focus on people, places, and stories, we use technology directly with young people and engage them in 21st century skills by inviting them to consume, curate and create media. Participants learn collaboration, critical thinking and problem solving, communication, interviewing, personal branding, reputation management, information and media literacy, and digital citizenship. These meet many of the focuses on domains from the Victorian Curriculum and Standards.
  • 4. Mobile learning mechanics A good mobile learning game has mechanics built in that connects to social experiences and utilises all of the features and opportunities that mobile devices bring such as the ability to: ● Be tied to locations that are relevant to the learners (schools, cultural institutions, popular culture events, recreational environments) ● Take photographs, record audio and video ● Create rich text documents ● Browse rich media on the Internet ● Communicate through social media ● Obtain location-based information (via GPS/WIFI) ● Regular feedback for achievements/mastery via badges and re-enforcement of team culture
  • 5. Victorian Essentials Learning Standards The Identi-Tee Project helps participants develop their self confidence, emerging autonomy, interdependence, resilience and sense of agency. Civics and Citizenship Communication ● Civic knowledge and ● Listening, viewing and responding understanding ● Presenting ● Community engagement Information and Communications Interpersonal Development Technology ● Working in teams ● ICT for visualising thinking ● Building social relationships ● ICT for creating Design, Creativity and Technology ● ICT for communicating ● Investigating and designing The Arts ● Producing ● Creating and making ● Analysing and evaluating ● Exploring and responding
  • 6. Image Flickr. Some rights reserved by flickingerbrad
  • 7. Locative mobile technology The game is built on ARIS which is a user-friendly, open-source platform for creating and playing mobile games, tours and interactive stories. Participants use iPods, iPhones, iPads and Android powered smartphones and tablets in small teams. Using GPS, reference images, and QR Codes, ARIS players experience a hybrid world of virtual interactive characters, items, and media placed in physical space. Referenced from arisgames.org
  • 9. Stage one: Location based game It's an all day event. The game is played in the Melbourne CBD but could be replicated in any location with a shopping mall and cultural institutions nearby. Participants visit the State Library of Victoria, Melbourne Central, Federation Square, Australian Centre for Moving Image, and the Immigration Museum. Quests, characters and in game media unfold as participants engage in the game-play and unlock the 3 levels of the game from the north end of the city down to the Yarra river. Level 1 and 2 are played in the morning and after a lunch break (recharge), level 3 in the afternoon.
  • 11. Augmented Reality exhibition After the game is played the participants either register for a half day workshop where they learn to build a digital identity card and Identity Artifact plaque. Otherwise they can submit finished artwork for us to place in the augmented exhibition layer. They use manga avatars and other digital media to make a creative representation of themselves, one they are proud to share. Participants can also link to online content they created in game such as their blog, twitter and personal YouTube. Their unique identity artifact will become part of the ongoing Identi-Tee mini exhibitions at in and around Melbourne's cultural institutions. Augmented Reality is built on the Layar platform.
  • 12. Image: Example AR Identity Artifact plaque from the team @curiositylab
  • 13. Game outline You will explore many aspects of identity as you play out the 3 levels of the game with your team. By completing the game you will gain valuable personal insights you can use to better yourself and your community. You will confront stereotypes, explore gender, race, diversity, reputation and many other factors that can impact one’s identity. You will need to work in a small team of two or four and complete numerous quests and tasks which require you to document your findings and your experience in the media of your choice: Audio, video, blog, comic strip. How you connect, communicate, collaborate and learn collectively will greatly influence your success during this quest.
  • 14. Image Flickr. Some rights reserved by flickingerbrad
  • 15. Think-Pair-Share We use a version of the Think-Pair-Share process, a collaborative learning strategy based on active learning and situated learning. Think-Pair-Share is a form of Active Learning, a model of instruction that focus the responsibility of learning on the learners. It is a collaborative learning strategy that: ● Can be used productively in large classes ● Encourages students to be reflective about course content ● Allows students to privately formulate their thoughts before sharing them with others, and ● Can be used to develop specific higher-order thinking skills We use this along with other methods of collaborative media creation and the sharing part is done by creating personal blogs.
  • 16. Game elements The Identi-Tee Project is part digital storytelling, part locative game, part augmented reality and is designed to foster collaboration, build empathy, promote diversity, enhance ICT and communication skills. A catalyst for personal insight which connects participants with many cultures, subcultures and communities. Rewards for in game achievements come in the form of our own 21st Century skills digital badges.
  • 18. Level one The first quest guide for this level is Alice from the Curiosity Lab team. Alice is a librarian and fitness/self Th help guru. Second guide is Jonas our resident branding expert and life coach. Teams transverse the north end of city as they discover their heritage, family history, their culture, and their connection to subcultures and brands. They visit the State Library and Melbourne Central shopping mall. During this level, participants also learn about personal branding, media literacy, reputation management.
  • 19. Level two The quest guide for this level is Lisa from the Curiosity Lab team. Lisa is a new media producer and anthropologist. Level two is an opportunity to synthesize what they learned in level one, and begin to craft their story. Interviewing, digital storytelling feature in this level. They work with their teammates to research, interview and begin to uncover and share their own unique identity. They do this by using media (text, photo, audio, video) to share their personal story/identity on a personal blog. Team members use the CBD, share the roles of citizen journalist and citizen designer throughout this level.
  • 20. Level three The quest guide for this level is Tai from the Curiosity Lab team.Tai is a historian who makes found art and produces original own digital music. She also holds a degree in counselling. Level three is an opportunity to delve deeper into our diversity and shared identity as Australians. They visit Federation Square, ACMI and and the Immigration Museum. Teams will discover how sport and recreation play a large role in determining our health and well-being. Participants also explore some of the struggles we have with identity as adolescents. They are encouraged to learn how celebrities and other great leaders have shaped their identity throughout their lives.
  • 21. Image Flickr. Some rights reserved by flickingerbrad
  • 22. Stage two: Augmented Reality Participants go back to the classroom to do some more research, complete the lesson plan and design their Tee-Shirt (optional) and create their final Digital Identity Artifact. They then attend a self directed online course and learn to create their Digital Media Artifacts for Augmented Reality. *It is optional to have participants place the Augmented Reality into the layer themselves during a hands on workshop. Next Curiosity Lab attach their Digital Media Artifacts as rich media Augmented Reality (AR) layers which become part of the ongoing Identi-Tee mini exhibitions at in and around Melbourne's cultural institutions.
  • 23. Project outcomes ● Teams confront stereotypes, explore gender, sexual orientation, race, reputation and many other things that can impact one’s identity. ● Participants generate original content with photos, videos, comic strips, audio and text ● All content is published to a secure personal blog ● Lesson plan is aligned with Victorian curriculum to be used in your classroom ● Participants learn to build for Augmented Reality ● Optional. Participants design their own Tee-shirt and print it when they visit youth led social enterprise Print Side Up. ● Participants Digital Media Artifacts are Included in Identi-Tee Artifacts exhibition around Melbourne's cultural institutions
  • 24. Playtesting: May 2012 Please do get in touch if you would like your class to participate in a series of play tests during May here in Melbourne Australia. The game and exhibition is taking school and other group bookings now for July 2, 2012. There will be no cost to playtest. You will be required to BYOD and participants will need to fill out a short before and after game questionnaire. Get in touch with me for more information. Want me to reproduce this game in your city? I can, just ask. Brendan - 03 9018 7340 or brendan@curiositylab.com.au
  • 26. Creative Commons license Identit-Tee Project by Brendan O'Keefe is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Based on a work at curiositylab.com.au. Permissions beyond the scope of this license may be available at http://curiositylab.com.au.