http://forum.unity3d.com/threads/190195-Motion-Capture-in-conjunction-with-Unity
http://www.3dartistonline.com/news/2011/03/free-blender-tutorial/
http://www.machinimatrix.org/avastar/using-bvh-and-mocap/
http://www.blendernation.com/2011/04/25/tutorial-using-bvh-mocap-data-in-blender-2-5/
Category Archives: visualisation
“Cultural Heritage in Immersive Displays” talk at the HIVE
On Thursday Dr Jeffrey Jacobson of http://publicVR.org will give a talk at 1PM in the HIVE. A new visualisation facility at John Curtin Art Gallery, Curtin University, Perth
He is one of four visiting fellows who arrived last week to work with me on, projects grants and papers.
I’ll add a video link later of his work with game engines and archaeology and puppeteers.
Which hardware and software packages are vital for virtual reality and game display centres?
We have stereo and surround displays being built here at Curtin with typical Unity, AutoDesk and Adobe products.
But I feel we are missing a range of peripherals. So I made a quick list (I cannot find the Sony VR bike, would add that).
Which reminds me of PaperDude VR: http://techland.time.com/2013/08/02/paperdude-vr-paperboy-meets-virtual-reality-helmet-meets-motion-sensor-meets-connected-bike/
Anyway, the bike is a great natural interface for VR, especially for virtual simulations of large cites.
Suggested hardware
Virtual Reality bike interface http://www.computrainer.com.au/Buyonline.aspx
Biofeedback
http://emotiv.com/ especially the EEF head set http://emotiv.com/eeg/features.php
An alternative headgear set would be http://www.neurosky.com/Developer.aspx
3D
3D printer, possibly http://www.stratasys.com/3d-printers/design-series
Other Peripherals
In the past I mentioned siftables https://www.sifteo.com/ the product seems a shadow of their potential, wonder what happened.
This talk explains them here http://www.ted.com/talks/david_merrill_demos_siftables_the_smart_blocks.html
Only from USA stores I think http://www.marblesthebrainstore.com/locations
Nice to have: Arduino for prototyping simple peripherals http://techcrunch.com/2013/09/05/bitalino/
A drone http://ardrone2.parrot.com/ even archaeologists use them
Haptics
http://www.immersion.com/markets/gaming/
Probably the http://www.immersion.com/markets/gaming/products/index.html#tab=logitech if we are going to do urban vis in the dome
There is even a fishing pole with feedback! http://www.immersion.com/markets/gaming/products/index.html#tab=griffin (no have no use for this, don’t buy it!)
http://tngames.com/ 3rd space vest http://tngames.com/products
Kickstarter vest http://games.on.net/2013/06/araig-is-a-force-feedback-suit-for-gaming-and-they-want-your-kickstarter-dollars/
Or joystick http://www.thrustmaster.com/products/force-feedback-joystick
An excellent camera (DSLR) or even panorama camera, I know iVEC has them at UWA but I don’t think Curtin does?
http://www.ptgrey.com/PRODUCTS/ladybug2/ladybug2_360_video_camera.asp
I am not sure if we need a gigapixel camera or will borrow from iVEC@UWA
Software
For urban vis http://www.esri.com/software/cityengine
(Warning Sambit thinks it is clunky but I know of no decent competitors)
PS Wesley might find some good google earth data here https://earthengine.google.org/#intro
cycle trainer
http://www.tacx.com/en/products/software
review of above http://djconnel.blogspot.com.au/2012/10/interbike-2012-virtual-reality-trainers.html
motion capture http://organicmotion.com/products/openstage
3D modelling http://pixologic.com/zbrush/ esp http://store.pixologic.com/
3D modelling for landscapes http://www.e-onsoftware.com/
3D extras (software etc) for Unity https://www.assetstore.unity3d.com/
Adobe after effects, I am not sure Curtin has a license for this but it is great for video editing.
Panorama stitching software eg www.autopano.net or www.easypano.com/virtual-tour-studio.html or any of
www.ptgui.com/
software.bergmark.com/enfuseGUI/Main.html
gardengnomesoftware.com/pano2vr.php
krpano.com/
flashificator.com/
Leipzig eHumanities Slides, and Visualisation Links
If anyone is interested in my 23/10/2013 Leipzig eHumanities presentation, which is mostly on virtual environments/games (and heritage),
I have just uploaded my presentation to
http://www.slideshare.net/nzerik/leipzig-ehumanities-23-october-2013-talk
But for ease of reference, for links to interesting Digital Humanities/Visualisation tools there is this:
http://www.slideshare.net/nzerik/visualization-notes-most-links-on-last-2-slides
Actually most links on slides 40 and 41.
modding games for AI related research, bots, and portraying character behaviours
Here is an abridged answer I just gave to an architectural academic who is interested in using games and game modding and AI (bots) in consideration was something like 3DVIDIA/Virtools, Unity or Unreal.
I hope this is of use to others or if my sourced information is out of date or inaccurate please comment below the post!
I am no AI expert although I too have an AI project I wish to develop: I don’t know 3DVIDIA, I do know Unreal (UT) used to have AI research projects, I don’t know if UDK has easily available AI projects but UDK does look good.
Overall Unity is probably the easiest and their asset store has many content packs and scripts and avatars for purchase (including for AI) and it runs on Mac and PC and quite well on older machines.
You may not need the Professional version, I am not sure.
An introductory summary of difference for level design: http://www.worldofleveldesign.com/categories/level_design_tutorials/what-level-editor-game-engine-should-you-use-how-to-choose.php
A game engine comparison is here: http://fragileearthstudios.com/2011/10/24/comparing-cryengine-and-unreal-and-unity-too/
For heritage settings I have been told UDK (http://www.worldofleveldesign.com/categories/udk/ue3-vs-udk-vs-ut3.php) is very good but I have yet to use it.
Of interest to you: there are tutorials for UDK bots
http://www.worldofleveldesign.com/categories/wold-members-tutorials/petebottomley/udk-01-how-to-spawn-bots-in-kismet.php
https://sites.google.com/site/tessaleetutorials/home/udk-custom-enemy
UDK AI Director:
Free tool: http://www.moddb.com/forum/thread/create-bot-ai-with-pogamut-in-udk-ut2004-ue2-or-defcon
http://www.blackfootstudios.com/forums/index.php?showtopic=5898
UNITY AI research
Wandering AI http://answers.unity3d.com/questions/432027/wandering-ai.html
Robot AI from Mecanim example http://forum.unity3d.com/threads/166633-Mecanim-quot-AI-quot-Free-Sources
AI programming
AI applications (basic overview) http://unitygems.com/ai-applications/
Tutorials in Unity and Basic AI http://devsbuild.it/resources/type/article/unity-basic-artificial-intelligence-part-1
Alternative:
A side project might be to review the new SIMS4 and Sims Societies.
http://tesalliance.org/forums/index.php?/topic/6547-new-artificial-intelligence-mod/
On a more urban design and cinematographic level, one used to be able to link Simcities and the SIMS2 avatars but I have not heard of related urban design or BIM research.
We are also going to look into Skyrim the Crysis/CryTek engine, which may be too powerful / complex for your needs.
I personally will also look into, the earlier version, Oblivion, had very simple scripting tools for avatar interaction and also had good modding tools (but it was not multiplayer, at least not officially).
Skyrim (Creation kit) has built in habits for NPCs, which I believe can be modded/affected, new buildings/settings can be added relatively easily.
http://tesalliance.org/forums/index.php?/topic/6547-new-artificial-intelligence-mod/
SUMMARY
For ease of use, most designers and researchers seem to be using Unity, but UDK (free download for PC) may have some benefits if you find similar AI projects.
If you want to show behaviours and don’t mind or can replace medieval settings, Skyrim may suffice.
For path finding UDK may be good, Unity can do all of it but if you can’t find prebuilt software in the Unity story, you may need to build it from scratch.
Overall, Unity is probably easiest, there plenty of presets/modules, and scripting can be in JavaScript or Python or C# etc. And MiddleVR seems a good for fit for connecting Unity to VR devices and for stereo projection (a video tutorial is here).
Stanford researchers to open-source model they say has nailed sentiment analysis
Stanford Ph.D. student Richard Socher appreciates the work Google and others are doing to build neural networks that can understand human language. He just thinks his work is more useful — and he’s going to share his code with anyone who wants to see it.
Along with a team of Stanford researchers that includes machine learning expert and Coursera co-founder Andrew Ng, Socher has developed a computer model that can accurately classify the sentiment of a sentence 85 percent of the time. The previous state of the art for this task — essentially, discerning whether the overall tone of a sentence is positive or negative — peaked at about 80 percent accuracy. In a field where improvements usually come fractions of a percent at a time, that 5 percent jump is a big deal.
It’s also a big deal to businesses, which are trying harder than ever to automate the…
View original post 747 more words
The future of games in museums: what should we be doing?
very articulate post! Now to play those games!
A confluence of related projects and talks has got me thinking about where games in museums should be going in the future. There have been some notable successes in museum games to date, and some failures. Where to go from here? Here are some assembled thoughts on the types of games and game design practices I would love to see more museums exploring.
Collaborative games
Now, I love competitive games, but not everyone does, and competition can be off putting and disruptive in, say, family situations (I’m sure you all have stories about the game of Monopoly that ended in tears). Collaborative games are perhaps more suited to the mixed audiences and interests that are represented by museum visitors.
For example, Spaceteam is absolutely one of my favourite games of the last few years. It manages to be ridiculous, hilarious, breathlessly exciting, social and visually striking, all at the same…
View original post 2,039 more words
Evaluation Criteria in Digital Heritage
Some suggestions I sent to a panel on the above topic. I am sure I missed many key (main) points
- standardised guidelines to reviewers on how to review, currently the reviewing standard is not standard, in both senses of the word!
- If the conferences (at Digital Heritage 2013 Congress Marseille) represented (CAA, Arch. VSMM etc) at least shared some info on how papers et al are reviewed or could be more consistently reviewed it would be of great help to the gathered scholars
- discussion on the major issues in evaluating virtual heritage
- mentioning standard papers and projects that address some of the issues that many people keep returning to without realising it has already been critiqued/tested
- references to current evaluation methods and strategies in related societies (archaeology, ISPR Presence, VR society etc).
- attempt to marshall the references together or a portal to list related resources
Just this week I was explaining to someone problems with Likert surveys that are in journals he had not read, I had to share papers with him myself from these authors as the papers are scattered over the internet and behind academic paywalls.
Abstract for talk at ICOMOS imagined pasts…imagined futures
Talk, 2 November 2013, Old Parliament House, Canberra, ICOMOS 2013 conference
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Leipzig eHumanities 2013 Seminar abstract, Leipzig Germany
Leipzig eHumanities Seminar, Leipzig, Germany
Date: 3:15-4:45 PM, Wednesday 23 October 2013
URL: http://www.e-humanities.net/events/2013-ehum-seminar-call.html
SLIDES OF TALK ONLINE AT: http://www.slideshare.net/nzerik/leipzig-ehumanities-23-october-2013-talk
Title: Interacting With History Using Virtual Environments
Where historians wish to develop digital environments to teach and disseminate, I suggest that the crucial issue is interaction and the learning that results from that interaction (Mosaker, 2001). In order to improve interaction, designers and historians could examine games and why they are so successful; a considerable amount of literature has argued that interactive engagement in a computer medium is best demonstrated by games (various references are provided in Champion, 2008). Although they are not easily customized for serious historical learning, game technology and online worlds are surprisingly advanced and span multiple platforms and devices, offering many opportunities for educational design. In this talk I will outline conceptual not technical issues in the development of these serious and pervasive games, outline a brief theoretical classification system, and provide examples of promising tools and interactive methods to help history and heritage scholars develop appropriate learning content.
Today, electronic games are an important vehicle for learning (Anderson, 2010; Dondlinger, 2007). At the minimum, a game is an activity that (1) typically has some goal in mind, something that the player works to achieve, (2) has systematic or emergent rules, and (3) is considered a form of play or competition (Oxford, 2010). While this encompasses “skill and drill” types of games, many of today’s digital games are much more complex, providing an interactive narrative in which the player must test hypotheses, synthesize knowledge, and respond to the unexpected (Dondlinger, 2007).
According to Ang (2008), a game can motivate the student via ludology or narrative or both. Yet there is still debate over whether the communication medium makes any meaningful difference in how well students learn (Jacobson, 2011). However, I believe that computer games and related media do have unique affordances for bringing history to life and can help historical narratives be experienced directly in the form of the game, or in a game-like environment. For evoking and communicating historical situations or heritage values I am interested in helping the player/user/student develop a deeper understandings rather than simply memorizing facts (Bloom, 1956). I wish to convey the cultural significance of what is represented and interacted with.
There are many examples of game engines and digital worlds for historical visualization, there are also explorative games where the historical information augments the experience, or is absorbed as an ambient medium. These projects have had some notable successes, but, arguably, important humanities-related issues are not being answered.
For example, can users learn via interaction the meanings and values of others, do we need to interact as the original inhabitants did? How can we find out how they interacted, and through the limited and constraining nature of current technology help interaction become more meaningful, educational and enjoyable (Handron & Jacobson, 2010)? How do we even know when meaningful learning is reached?
Scholarly knowledge does not easily translate to audience knowledge; nor is scholarly knowledge necessarily the type of knowledge that would best engage the public. And if we can use digital worlds for teaching and learning about heritage and history, is it preferable for the audience to learn about a collection of culturally situated past experiences, or a strictly academic procession of historical events? For example, Smith noted that there has been confusion between history as meaning the past, and history as being something produced by historians. Given that even philosophers such as Goldstein (1964) and Gale (1962) disagreed on what constitutes history and what constitutes recollection of the past; how can students or the general public reliably distinguish between the two? And even if we agree on what is the historical content, can we agree on how it can be or should be accessed?
Ideally, virtual environments may help the general public to create, and share and discuss hypothetical or counterfactual places, meet virtually in these places with colleagues to discuss them, work in these recreations to understand limitations forced on their predecessors, or develop experiential ways to entice a potential new audience to both admire the content and the methods of their area of research. However, these academic disciplines are typically book-based and do not see that an academic publication is also a simplification and metaphorical extension of the remains and ruins it describes.
So perhaps technology or evaluation is the not the fundamental problem. Skeates (2000) warned that archaeologists need to reconsider their field as a communication medium, and not just as a closed scientific discipline. For while these books presuppose a vast domain of knowledge, a certain learnt yet creative technique of extrapolation; they typically do not cover the experiential detective work of experts that visit the real site (Gillings, 2002).
Using media such as game engines to represent the past or digital places that represent the future, it is all too easy to be taken in by the lure of technology and forget to concentrate on enhancing the user experience. There is also a school of thought in archaeology that views digital media as purely a shop façade for the serious and scholarly past-time of reading and writing books (Parry 2005; Gillings, 2002). Yet if we avoid teaching with digital media, how will the changing attention spans and learning patterns of new generations be best addressed (Mehegan, 2007)?
Even if we decide on what we are evaluating, it is not clear how to evaluate. The ethnographic techniques used by researchers may be effective in recording activity, but they do not directly indicate the potential mental transformations of perspective that result from being subjectively immersed in a different type of cultural presence (Benford et al, 2002).
Conclusion
We lack digital history projects that are meaningful and engaging learning experiences. The conventions on how to play games are known to a wider number of people than frequent computer gamers, and these conventions typically provide engaging and challenging goals, strategies, and performance feedback which taken together help people to find some form of internal meaning and purpose in interacting with a virtual environment. In my proposed talk I will outline the major issues and sketch out possible solutions.
References
BBC Ancient History Section. (Undated). Death in Sakkara: An Egyptian Adventure, http://www.bbc.co.uk/history/interactive/animations/ironage_roundhouse/index.shtml
Benford, S., Fraser, M., Reynard, G. Koleva, B., and Drozd, A. (2002). Staging and Evaluating Public Performances as an Approach to CVE Research, Proceedings of the 4th international conference on Collaborative virtual environments, ACM New York.
Bloom, B. S. (1956). ‘Taxonomy of Educational Objectives’, Book 1 Cognitive Domain. New York: Longman Inc.
Champion, E. (2008). ‘Otherness of place: Game-based interaction and learning in virtual heritage projects’, International Journal of Heritage Studies, 14(3), 210-228.
Dondlinger, M. J. (2007). ‘Educational Video Game Design: A Review of the Literature’, Journal of Applied Educational Technology, 4(1), 21-31.
Handron, K., & Jacobson, J. (2010). Extending Physical Collections Into the Virtual Space of a Digital Dome,. Paper presented at the 11th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST), Paris, France.
Hight, J. (2006). ‘TEXT: Narrative Archaeology: reading the landscape’, newmediafix, http://newmediafix.net/daily/?p=638
Leader-Elliott, L. (2003). ‘Community Heritage Interpretation Games: A Case Study from Angaston, South Australia’, International Journal of Heritage Studies, 11:2, 161-71.
Gale, R.M. (1962). ‘Dewey and the Problem of the Alleged Futurity of Yesterday’, Philosophy and Phenomenological Research, 22(4), 501-511.
Gillings, M. (2002). Virtual archaeologies and the hyper-real, in P. Fisher, D. Unwin, (eds.), Virtual Reality in Geography (London & New York: Taylor & Francis, 2002), 17-32.
Goldstein, L. (1964). ‘The “Alleged” Futurity of Yesterday’, Philosophy and Phenomenological Research, 24(3), 417-420.
Jacobson, J. (2011). ‘The Effect of Visual Immersion in an Educational Game; Gates of Horus’, International Journal of Gaming and Computer-Mediated Simulations, 3(1), 13-32.
Mehegan, D. (2007). Young People Reading a Lot Less: Report Laments the Social Costs. The Boston Globe, 19 November (2007), http://www.boston.com/news/nation/articles/2007/11/19/young_people_reading_a_lot_less/.
Mosaker, L. (2001). ‘Visualizing Historical Knowledge Using VR Technology’, Digital Creativity S&Z 12(1), 15-25.
Oxford English Dictionary (2010). Retrieved December 17, 2010, from Oxford Dictionaries website: http://oxforddictionaries.com.
Parry. R. (2005). ‘Digital Heritage and the Rise of Theory in Museum Computing’, Museum Management and Curatorship, 20:4, 333-48.
Skeates, R. (2000). Debating the archaeological heritage, (London: Duckworth), 109-111.
Smith, B. G. (1995). ’Whose Truth, Whose History?’, Journal of the History of Ideas, 56(4): 661-668.
Visiting Fellows to work with me at Curtin University in Visualisation, 2013
I am very happy to announce that two Visting Fellows and two Early Career Visiting Fellows will work with me in October and November on various projects.
They are (and please note, dates are provisional):
Visiting Fellows
Nov 4-27: Dr Jeffrey Jacobson, http://www.publicvr.org
To provide examples of interactive and immersive environments featuring architecture and archaeology of the ancient world, to run inside Curtin’s new visualisation facility, iDome, Stereo Wall, and/or possibly the Wedge. Upload and run public VR 3D models inside UNITY on the iDome. These are the Virtual Egyptian Temple, Living Forest, Theater District of Pompeii. Prototype ancient heritage sites to run on the 0.5 CAVE (actually it is a Wedge). Design and pilot evaluation environment for potential use in humanities subjects, including history, and the visualisation undergraduate degree.
Nov 16-Dec 16: Dr Rob H. Warren, Canada, http://blog.muninn-project.org
Link 3D models in virtual environments (Unity real-time engine) to the archival databases to create a specific pilot of a World War 1 simulation using accurate historic geo-data, weather data, astronomical data, and historical records. Design and pilot evaluation environment for potential use in humanities subjects, including history, and the visualisation undergraduate degree. Link to colleagues in New Zealand and Canada to discuss potential research collaborations
Early Career Visiting Fellows
Nov 4-11: Andrew Dekker, University of Queensland http://itee.uq.edu.au/~dekker/ OR http://uq.academia.edu/AndrewDekker
We will work together on the following project: Camera tracking and biofeedback for indirect interaction with virtual environments. This project will connect biofeedback devices and camera tracking devices with equipment in the Curtin Data Visualisation Facility (CDVF) and provide a research platform to evaluate how biofeedback can be a meaningful interaction component for virtual environments, especially for augmenting socially believable agents, and to enrich the apparent “life” and “atmosphere” of digitally created architectural environments.
Nov 18-25: Dr Hafizur Rahman, Bangladesh http://bdheritage.info and http://ttclc.net
Create a streamlined 3D model data and 3D virtual environment workflow, analyse and comparing different image modelling tools, and explain how their optimal deployment for community web portals of digitalised cultural heritage.
Acquiring 3D models for artifacts is always expensive, as it typically requires a 3D laser scanner and relevant training. However, 3D modeling of small artifacts is possible to produce with photographs using low cost software such as 3D Som Pro (http://www.3dsom.com/). This software can produce 3D wire mesh and baked images for rendering, which can later be use as a source for augmented reality application for interactive public display. Free AR Toolkit /BuildAR can be used here for making this interactive display for museums/heritage institutes and interested community groups who currently lack high end technological resources and related skills.
We will also compare the above to insight 3D (http://insight3d.sourceforge.net/), which is free and open source. We will produce schematic workflows, incorporating Blender 3D for modeling and we will consider alternatives such as Google SketchUp.
the Curtin Data Visualisation Facility (CDVF)
The Curtin Data Visualisation Facility (CDVF) is unusual in that a great deal of strategic direction comes from the Faculty of Humanities, but it will be open to all academics at Curtin University.
It is also part of the John Curtin Gallery, on the Curtin University main campus (Bentley). The launch is planned for the second week of November.
What will it be used for? To “meet a broad demand for visualisation, virtualisation and simulation infrastructure and capability in Western Australia. It will enable significantly better training environments and improved interpretation of research data across the university’s core areas of research.” (Curtin University website).
Currently being installed are:
- A 4X3 high resolution tiled display.
- A half-cylindrical stereo display (8 metres in diameter).
- A wedge (2 high resolution stereo display screens at an angle to each other-the angle can be adjusted).
- A truncated dome.
The inventor, Associate Professor Paul Bourke, Director of iVEC@UWA, tells me it is not an iDome, as it uses fish eye projection and it is a truncated spherical dome, but it currently lacks a catchy name.
You can see some of Paul Bourke’s visualisation work featuring Gigapixel, 360 Ladybug panoramas and iDome scientific visualisation here: http://paulbourke.net/papers/curtin2013/slides.pdf
NB We are also part of iVEC, iVEC@Curtin, so we can borrow iVEC’s high quality recording and rendering equipment and access their services.
The CDVF is staffed by 2 technical assistants and an expert in Stereoscopic projection, Mr Andrew Woods, the Managing Director of CDVF.
Much of the content design will be handled at various creation nodes on campus.
At the School of Media Culture and Creative Arts I have access to the following new postgrad research lab, featuring dual screen MacPros and iMacs.
Do I have enough project ideas? Yes!
Next step: grants, partners, and students! If you any of the three, please contact me!
Researchs into interactive maps, multimedia cartography
Recent interactive mapping projects I mentioned
http://orbis.stanford.edu/#
http://www.dailymail.co.uk/sciencetech/article-2313590/The-interactive-map-reveals-Britains-popular-surnames.html
Migration map http://migrationsmap.net
Interactive ‘immigration explorer’ map http://www.nytimes.com/interactive/2009/03/10/us/20090310-immigration-explorer.html?_r=0
The Human Journey: migration routes https://genographic.nationalgeographic.com/human-journey/ and lessons http://education.nationalgeographic.com.au/activity/global-patterns-human-migration/?ar_a=1
Journey of mankind http://www.bradshawfoundation.com/journey/ (http://www.geography.org.uk/cpdevents/onlinecpd/migration/ahistoryofmigration/) Overview at http://www.findingdulcinea.com/features/science/The-History-of-Human-Migration.html
Side note: The great human migration -Why humans left their African homeland 80,000 years ago to colonize the world
http://www.smithsonianmag.com/history-archaeology/human-migration.html
Potential research partners
@Curtin, spatial sciences and Ric Lowe http://humanities.curtin.edu.au/schools/EDU/staff.cfm/R.K.Lowe
UCL http://makingmaps.net/category/13-multimedia-mapping/
Vis: RMIT http://www.rmit.edu.au/mathsgeo/research/geospatial/cartography
UTAS http://www.utas.edu.au/research/graduate-research/elite/humanities/history–and–classics/from-colonial-cartography-to-digital-mapping-tasmania-c.1780-2010
Unimelb http://www.land-environment.unimelb.edu.au/research/cartographic-and-spatial-services/
SBS http://www.sbs.com.au/shows/cq/about/page/i/3/h/Research/
ACMI http://www.acmi.net.au/research-resources.htm
Museums-National Museum, UWA, Maritime, Immigration, etc
Mapping sciences australia http://www.mappingsciences.org.au/heritage/cartography-foundation
Instotute of Australian Geographers http://www.iag.org.au/publications/geographical-research/
CSIRO http://www.csiro.au/Organisation-Structure/Divisions/Ecosystem-Sciences/GEHES.aspx (Dr Kirsten MacLean http://www.csiro.au/Organisation-Structure/Divisions/Ecosystem-Sciences/KirstenMaclean.aspx(
NB
Australian public datasets http://data.nsw.gov.au/links
Immigration websites http://www.besthistorysites.net/index.php/american-history/immigration
Europe History Interactive Map http://www.worldology.com/Europe/europe_history_md.htm
Examples for kids http://www.eduplace.com/kids/socsci/ca/books/bkf3/imaps/
Global migration map http://www.open.edu/openlearn/society/international-development/international-studies/global-migration-map
Times maps http://www.timemaps.com/history
AUSTRALIA
National museum resources http://www.nma.gov.au/education-kids/classroom_learning/by_subject/australian_history
Typical curriculum lessons http://www.australiancurriculumlessons.com.au/2013/01/18/australian-history-lesson-migration-and-settlement-in-australia/
NSW http://www.migrationheritage.nsw.gov.au/homepage/
Australian Immigration history http://www.family-getaways-melbourne.com/australia-immigration-history.html
Listen to the Forgotten Australians and Former Child Migrants oral history interviews http://www.nla.gov.au/digicoll/ListentotheForgottenAustralians.html
GOLD! http://www.sbs.com.au/gold/ Explore the impact of the gold rushes on Australia and uncover the stories of the diggers at SBS GOLD! The topics below detail the varied results of the gold rushes on the young colonies of Australia, and use newspapers, diaries and memoirs to uncover the personal experiences of those caught up in the rush.
World atlas Oceania http://www.worldatlas.com/webimage/countrys/oceania/au.htm Multicultural australia http://www.multiculturalaustralia.edu.au
Australia civilisation http://www.michellehenry.fr/civiaus.htm
fascinating biofeedback equipment-BITalino kit
The low cost (€149/$197 + shipping and taxes) kit of modular blocks includes a swathe of physiological sensors that can be broken out to use individually or linked together and used in whatever combination you’re after. BITalino’s approach is plug and play, to keep things as simple as possible. The sensors in the kit can interface with computing platforms such as Arduino (and derivatives) and Raspberry Pi, says project lead Hugo Silva. BITalino also includes Bluetooth connectivity so can be used in desktop and mobile environments.
“Currently there are several APIs for platforms including Android OS, Java or Python; BITalino is also cloud / web compatible through a software framework based on WebSockets, HTML5 and CSS3,” he tells TechCrunch
http://techcrunch.com/2013/09/05/bitalino/
Sensors included in the BITalino kit are:
- an EMG (electromyography) to track muscle activation
- an EDA (electrodermal Activity) to measure skin activity/moisture levels
- a LUX light sensor to monitor ambient light or (used in conjunction with a light source) to track blood volume pulse data
- an ECG (electrocardiogram) to track heart rate, monitor stress etc
- an accelerometer to track limb movements
The board also includes an LED block for visual feedback, a microcontroller unit and a power management block to power the other units.
Youtube video:
augmented reality brochures and posters
What you could do is build a brochure that when held up to the webcam of a laptop etc or even a phone would produce an apparent ‘3d’ image.
Anyone played with the above for conferences and exhibitions?
Some software I know of
The Magicbook from the HITLab
http://www.hitlabnz.org/index.php/research/augmented-reality?view=project&task=show&id=54
Commercial
https://www.layar.com/
http://www.metaio.com/products/creator/
This is a commercial Australian-NSW company who might provide proof of concepts/examples
http://www.augmentedrealitydevelopment.com.au/products/augmented-reality-development/
Open source: augment for print (MQ Uni, with instructions)
https://wiki.mq.edu.au/display/ar/Systems
Please advise me of more!
Does visualisation ever provide new insight in the humanities?
The Dean of Research at my Faculty of Humanities asked this yesterday.I have decided this could become a future book project, answering that question, I mean.
Some beginning links are here:
http://www.quora.com/What-are-some-critical-data-visualization-works
Data visualisation but good http://www.mulinblog.com/2013/09/03/data-visualization-matters/?utm_source=buffer&utm_campaign=Buffer&utm_content=buffer612ef&utm_medium=twitter
http://www.asis.org/Bulletin/Apr-12/AprMay12_Bailey_Owens.html
http://viewshare.org/views/jefferson/fulton-street-trade-cards-collection/
Good slides roundup http://www.slideshare.net/smithss_27106/data-visualization-and-digital-humanities-research-a-survey-of-available-data-sets-and-tools
A conference this question may have been answered: http://hyperstudio.mit.edu/h-digital/
http://www.quora.com/Data-Visualization/Why-does-visualization-matter
To explain this to my students I usually refer to the best historical examples. Epidemiology, for instance, would not be the same without thematic mapping, as maps let you take a peek behind the data, see what the numbers hide. The classic is Snow’s Cholera map, obviously, which I praise here http://blog.visual.ly/infographi… but there are many others. I’d recommend two books about data maps: “Cartographies of Disease” http://www.amazon.com/Cartograph… and “Early Thematic Mapping in the History of Cartography”http://www.amazon.com/Early-Them… which revisits some well known names, such as Charles Joseph Minard, and casts lights on others that are not so well known.
http://blogs.hbr.org/hbr/hbreditors/2013/03/power_of_visualizations_aha_moment.html
here’s an “Aha!” moment sometimes. Even on the most obvious things. Take Matthew Bloch [and Shan Carter and Alan McLean]’s census maps.
Click to see larger image. View the interactive version here.
source: New York Times
I’m just seeing what I basically know: New York neighborhoods are segregated. But I felt it in a way I never had before. You can feel a good data visualization.
One thing we did was take a very simple unemployment chart — your most basic visualization — and we let people choose a Democrat or Republican interpretation of the data.
Click or touch to see larger image. View the interactive version here.
source: New York Times
You can literally see the visualization change based on whose point of view was highlighted. It would be silly to interpret any data viz as truth. They are interpretations of truth.
3D on the Web is Dead, Long Live 3D on the Web
Apart from the everywhere solution that is UNITY, and the not so well known solution that is Flash in 3D, 3D models on the web appears dead. At least VRML is. Single-player, lack of browser standardisation, no killer app. Actually it is more of a zombie, still there, but not in wide usage because what can you do with it?
Well that has changed, the below are not VRML but its grandchildren, html5 and webgl and JavaScript. I was a little apprehensive about replacements for VRML, it needs to be quicker, pref no plugin required, but that is no deal-breaker now, multiplayer, quicker, with some rendering and scripting features of commercial game engines, for architectural visualisation etc.
Enter two contenders:
1 Playcanvas
demo http://apps.playcanvas.com/playcanvas/scifi/latest
features http://playcanvas.com/#features
- 3D HTML5 Game Engine. Create games that run plugin-free in any modern browser. Hardware-accelerated using WebGL.
- Cloud-based tools. Running right in your browser, nothing to download and install. Get started in seconds.
- Designed for teams. Real-time collaboration. Work with your team-mates see their changes as they happen.
- Game Developer Community. Join the PlayCanvas community and get help making your game.
- Publish and Share. Publish your game to PlayCanvas, share it with the world.
2 BananaBread
“BananaBread is a 3D first person shooter that runs on the web. It takes the Cube 2: Sauerbraten engine, which is written in C++ and OpenGL, and compiles it using Emscripten into JavaScript and WebGL so that it can run in modern browsers using standards-based web APIs and without the need for plugins.”
https://developer.cdn.mozilla.net/media/uploads/demos/a/z/azakai/3baf4ad7e600cbda06ec46efec5ec3b8/bananabread_1373485124_demo_package/list.html
You can download the source//assets
https://developer.mozilla.org/en-US/demos/detail/bananabread
Thanks to netmagazine for the heads up:
URL: http://www.netmagazine.com/features/top-10-html5-games-2012
Curtin CDVF space: 1 installed, 3 to go
There will be a truncated dome (to the right), a tiled dispay, a half-cylindrical display 8 metres in diameter, and a wedge (stereo projection, also stereo projection for the half cylinder).
More information here: http://www.curtin.edu.au/research/about/ict/news/visualisation.cfm
Not all in press is true
Just came across this link of an article to an article.
http://www.metaversejournal.com/2009/07/26/the-watch-virtual-worlds-in-the-news-81/
Never said half of this, don’t remember talking to the reporter/newspaper, and certainly don’t expect virtual worlds to overtake real-world travel and books, wow!
North Shore Times (NZ) – Study out of this world. “Virtual worlds and computer games aren’t only for teen cyberjunkies, says Massey University associate professor Erik Champion. He says computer games have enormous potential and tools to explore and interact with ancient cultures, distant places and inaccessible environments. The new media lecturer at the design school on the Albany campus is seeking designers to create more New Zealand-themed virtual worlds. “The challenge is to find new interactive ways to experience things through digital media,” he says. Dr Champion says those worlds will soon become more popular than travelling and book learning and the like.”
Xtranormal for Educators
http://jitp.commons.gc.cuny.edu/xtranormal-for-educators/
Xtranormal is an animated movie-making tool that converts script text to speech. It offers a simple drag-and-drop user interface for adjusting camera angles, character motions, background music and sound, and more. This animated Tool Tip reviews the educator version of Xtranormal and its use in the writing classroom. Acknowledging the validity of both Kathleen Blake Yancey’s and Cynthia Selfe’s ideas about the importance of new media in the composition class, the review considers how Xtranormal may help students explore both the possibilities and limitations of video as a medium for advancing their ideas.