Lego Project Data An Open Data Archive for Qualitative Video Research

Main Article Content

Jacob Davidsen
Mathias Thomsen
Paul McIlvenny


This article introduces and documents the collection and processing of raw video and audio recordings of an experimental Lego puzzle team game, which led to the archiving of the audio-visual data and ancillary materials in an open format suitable for sharing and reuse. The primary motivation was for the data to be included in demonstration packages for immersive qualitative analysis and transcription software tools that work natively with 360-degree video data. The data is made available in an open data archive with a Creative Commons license.

Article Details

How to Cite
Davidsen, Jacob, Mathias Thomsen, and Paul McIlvenny. 2020. “Lego Project Data: An Open Data Archive for Qualitative Video Research”. QuiViRR: Qualitative Video Research Reports 1 (December):a0003.
Author Biographies

Jacob Davidsen, Aalborg University

Jacob Davidsen is an Associate Professor in the Department of Communication & Psychology at Aalborg University, Denmark. He is currently the leader of the VILA/DigHumLab group. Jacob is working with Big Video studies in relation to collaborative learning in different settings and 360VR training and collaboration. His current interest lies in the intersection between immersive qualitative analytics and immersive platforms for professional training.

Mathias Thomsen, Aalborg University

Mathias Student worked as a student assistant in the Department of Communication & Psychology.

Paul McIlvenny, Aalborg University

Paul McIlvenny is Professor in the Department of Culture and Learning at Aalborg University. He is currently research leader of the Centre for Discourses in Transition (C-DiT) research group. His recent research engages with Big Video ethnographies of a range of practices, including everyday cycling, mobility scootering, political protesting, human-robot performance and VR usability testing. His current concern is to develop immersive visualisation technologies (XR) to investigate the relationship between mobilities, embodiments, mediated social interaction and discourse in complex environments.