Category Archives: Academic

The Spatial Nature of Archives

if we entertain the notion of a book as being distinct from text in an ‘universal’ library (http://firstmonday.org/ojs/index.php/fm/article/view/3237/3416) and if we consider that early libraries could be spatially memorable forms of archives and churches to be early examples of walk-through books..

Refer The_Gothic_Cathedral_An_Immersive_Information_Visualization_Space

This has changed
http://www.e-flux.com/journal/entering-the-flow-museum-between-archive-and-gesamtkunstwerk/
“However, the relationship between internet and museum radically changes if we begin to understand the museum not as a storage place for artworks, but rather as a stage for the flow of art events..And on the internet, the museum functions as a blog. So the contemporary museum does not present universal art history, but rather its own history—as a chain of events staged by the museum itself. But most importantly: the internet relates to the museum in the mode of documentation, not in the mode of reproduction. Of course, the museums’ permanent collections can be reproduced on the internet, but the museum’s activities can only be recorded.”

Could it be possible that the spatial and physical even architectural organization and appearance of an archive could actually help organize, assist retrievability of the stored collection? I am sure research has been done on this throughout history, but knowing where to start is the question!

NB Please note I am not asking about archives of spatial data, I am asking if there are archives that were themselves physically, platially, spatially organized.

Post-doctoral contract offer : Collaborative mapping and geovisualisation of spatio-historical data sets

The MAP research unit offers a post-doctoral position for a period of 12 months starting on June 1st 2016. The position profile is related to the field of geovisualisation, but in an application to spatio-historical data sets, and in the context of a citizen science exploratory project.

The MAP unit, funded by CNRS (French National Centre for Scientific Research) and by the French Ministry for Culture, conducts interdisciplinary research activities focusing on the integration of computer science methodologies, formalisms and tools to applications fields like heritage architecture, history and archaeology, spatio-temporal dynamics (www.map.cnrs.fr).

The team is in charge of an exploratory research programme entitled Territographie (www.map.cnrs.fr/territographie), a programme the aim of which is to weigh the potential impact of the citizen science approach in the study of the so-called minor heritage (i.e. collections encompassing tools for agriculture, old occupations, unlisted edifices, etc.).
The team wishes to develop and test a customizable collaborative mapping solution, intended for use in collecting information as well as in browsing/selecting information.

You will find attached two PDF documents (one in French, one in English) presenting the details of the offer : context , mission, skills required , conditions, application procedures.

Contact:

Livio De Luca
Directeur de Recherche au CNRS
Directeur de l’UMR CNRS/MCC MAP _ Modèles et simulations pour l’Architecture et le Patrimoine
http://www.map.cnrs.fr

Email: livio.deluca

postDoctoralPosition_territographie.pdf

offrePostDoc_territographie.pdf

Review of Critical Gaming: Interactive History and Virtual Heritage

Internet Archaeology (@IntarchEditor)
16/02/2016, 7:52 PM
NEW! Review of Critical Gaming: Interactive History and Virtual Heritage dx.doi.org/10.11141/ia.40… @nzerik pic.twitter.com/TMsT7pHRx1

I have to say I found this a fair and interesting book review, my book was intended more as a primer for ideas for others to both reflect on and design (as well as evaluate) virtual heritage and interactive history projects but the change in jobs (and countries) chapter structure and word parameters resulted in some chapters to be less in-depth than the topics deserved. And as I noted on Twitter there is at least one (and probably several) reasons for the apparently too-dominant focus on built heritage! So sorry archaeologists but thanks to all for retweeting the review!

archaeology publishers mostly in the area of digital archaeology and video games

I have been given a deadline of February 3 to source funding for a flight to the Netherlands to the “Interactive Pasts” Value conference 4-5 April 2016. They said they hope to publish an edited book from the conference and I asked them if they had heard of the below publishers (although they probably have their own) so I added the below links. Hope this is of use to someone. Happy to add links to publishers that I have missed.

call for chapters for edited book “Phenomenology, Place and Virtual Place”

Phenomenology, Place and Virtual Place: can phenomenology help us convey and understand the ‘virtual place’ experience?

I am seeking 3-5 chapters for an edited book on the history, implications and usefulness of phenomenology for real places and virtual places, with chapters by philosophers, cultural geographers, architects and archaeologists.

Main themes:

1 Phenomenology, definitions, main concepts, historical interpretations.

2 Critical reviews of phenomenology, successes failures and lessons learnt.

3 Strengths and weaknesses of phenomenology compared to other methods.

4 Context-specific and discipline-specific applications of phenomenology applied to place.

5 Particular place-centric phenomenological investigations, issues and applications.

6 Phenomenology applied to virtual places.

There are currently seven proposed authors (see below) but I am aiming to include three to five more authors though an open call for abstracts. Topic 3 is still to be addressed (as well as, to some extent, Topic 2) so I would be particularly happy to receive abstract/chapter submissions on these two topics. You may also notice we currently only have male authors, I asked four leading female writers/philosophers and they were all busy so I would be very happy for a wider and more inclusive spread of perspectives.

Current Proposed Chapters

Introduction by Distinguished Professor Jeffrey Malpas, University of Tasmania.

1 Phenomenology’s Preoccupations and Place, Professor Bruce Janz, University of Central Florida, United States of America.

2 An Encumbering, Confining Reality: Comparing and Contrasting Real Reality and Real Places with Virtual Reality and Virtual Places, Professor David Seamon, Kansas State University.

3 The Inconspicuous Familiarity of Landscapes, Professor Ted Relph, Emeritus Professor University of Toronto.

4 Heidegger’s Bauen, Wohnen, Denken in terms of Minecraft, Dr. Tobias Holischka, Katholische Universität Eichstätt-Ingolstadt

5 Attention in virtual reality, Professor Richard Coyne, University of Edinburgh

6 Hermeneutics, Horizon and ‘Sense of Place’ Affordances in Virtual Environments, Professor Erik Champion, Curtin University

7 Using Mixed Reality to undertake archaeological phenomenology, Dr Stuart Eve, University of York

Typical book chapter length: 5,000–8,000 words
Philosophical emphasis: Yes as it is intended to be part of a series in Phenomenology (Philosophy) this will be a factor. However I would also be happy to receive submissions from writers with overlapping interests.

Current Status of Proposal: Have discussed with the editor of Routledge Research in Phenomenology and the book proposal will be sent to him for review when I have approximately 10-12 authors. We currently have seven authors.

Submission: by email or attached word or RTF document, approximately 300-500 words.

Deadline for chapter abstracts: Sunday 7 February 2016.

Deadline for draft chapters: Good question but I don’t know! I would probably aim for September 2016.

Email your abstract to: erik DOT champion AT Curtin edu au

What has pushed me towards Open Access, or at least, more open and scholar friendly publications

I was asked to help manage a special session of Entertainment Computing on Entertainment in Serious Games and Entertaining Serious Purposes, UTS, Sydney 2014.
Then I was asked to help edit a special issue of Entertainment Computing on Serious Games. I accepted, nice people.
My paper “Entertaining The Similarities And Distinctions Between Serious Games and Virtual Heritage Projects” also went through review (by reviewers unknown) and after some serious defense of my essay which I think is relevant to virtual heritage people in general, it was accepted.
And now today Elsevier the publisher asked me to sign online forms.
This is what dumbfounded me:

Open Access: No, I do not want to publish my article gold open access, and would like my final published article to be immediately available to all subscribers.

I have to sign this and agree to this, OR pay. No alternatives.
I do want my journal article to be open access but as I helped edit the special issue FOR FREE, wrote the article FOR FREE, and have to sign away all my rights to a journal publisher that did nothing except create a huge amount of work for me, I am rather UPSET that I am forced to sign that I DON’T WANT OPEN ACCESS. I do, I JUST DON”T WANT TO PAY FOR IT.

So if you are reading this Elsevier, I suggest you change your dictatorial and deliberately misconstruing forms. I suggest you give people more options AT THE START.

With a profit from 2014 of 955 million pounds ($1.27 billion) and 1.18 billion pounds the year before, I think you can afford to!

It saddens me that there are no established open access journals in my research area of virtual heritage (well, unless the author pays for it).
But I will keep looking.

Publish or Perish?

In Australia the Prime Minister has recently criticized academic publications,  they aren’t value for money as they don’t directly lead to commercial outcomes, patents etc.

Prime Minister Turnbull wants to end the “publish or perish” culture in which academics are pressured to focus on constant publishing rather than producing work with commercial and community benefit.

Does that mean the government will support open access journals or reduce academic funding? Or transfer that money to STEM and business partnerships?

Under Dr Finkel’s proposal, the amount of revenue generated from industry and other users of research would be used to help determine how university research is funded.

I am afraid it will be the latter. While I am a supporter of closer relationships between universities and business – something our Australian Research Council grant system does not adequately address – there is always a need for non-commercial research.

Prime Minister Malcolm Turnbull last week told a public forum: “Everyone I talk to thinks that the problem is that academics have got – their incentives are very much associated with publish or perish.”

And if the Prime Minister ever bothered to ask me, I would reply support OPEN ACCESS publications, which are currently not recognized by your Excellence in Research for Australia system!

The problem is more:

  • The reduction of funding to universities even though 20 of our universities are in the top 400 in the world.
  • The Australian government’s lack of funding support for innovation and exchange with the EU’s Horizon 2020!
  • The government reducing funding cuts for research centres and universities (and the government funding to science research hits a 30 year low).
  • The government and university focus on large and time consuming grant applications rather than effective grant applications that are evaluated to ensure they do what they promise and not just say they are new.
  • Grants should be given to people on merit rather than on previous grant success!
  • The government’s determination of national science and research objectives as reliance on pipeline science and technology when
    1. Science is more than just applied manufacturing; it requires critical thinking and fundamental research (not always directly and immediately applied to commercial returns).
    2. International education is Australia’s fourth largest export market.
    3. The Australian coterie of lawyer trained politicians owes its members’ education and subsequent careers to Plato and Aristotle i.e. humanities…
    4. The lack of suitable funding for Australian research infrastructure cripples everyone, scientists and humanities scholars.
    5. Lack of funding into community-based research puts you behind Europe and New Zealand and won’t prepare us for social problems such as potential conflict in the future.

Dramatically and instantly removing funding for publication only further destabilizes the higher education system, creates ruptures between academics here and overseas, and will not encourage academics to come to Australia.

That said, a strategic and thoughtful investigation into research funding and dissemination of results would be most welcome.

OPEN ACCESS PUBLISHERS

Speaking of Open Access here are some of the open access publication schemes NOT recognized by the Excellence in Research for Australia framework:

  1. http://punctumbooks.com/titles/the-digital-humanist/
  2. http://openhumanitiespress.org/plastic-bodies.html
  3. http://www.matteringpress.org/news/first-four-books-will-be
  4. http://www.openbookpublishers.com/product/367/vertical-readings-in-dantes-comedy/54e1823d42b1f797e97bb800dda4b22c

 

Thanks to the Open Humanities twitter feed.

new Journal article in draft

DiGRA2015 conference are publishing a selection of the full conference papers in their new ToDiGRA journal. They asked me if I would submit my paper below.
I will but first I have to seriously revise it as I published part of it in my Critical Gaming book and as a very DH tailored paper for Digital Humanities Congress, Sheffield 2014.
Any suggestions on what I have missed or what needs improving?

Quite a bit I think! Plus I should probably have been more polemical and addressed more games.

Roleplaying and Rituals For Cultural Heritage-Orientated Games
URL: http://www.digra.org/digital-library/publications/roleplaying-and-rituals-for-cultural-heritage-orientated-games/

Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more work needs to be done to create more moving rituals, role enrichment and worldfulness. I will provide examples from The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.

new Journal article: Experiential realism and digital place-making

This article will be published next month in Metaverse Creativity

Abstract

Despite originating as practical aides for the design of real-world architecture, Computer Aided Design and Draughting (CADD) software tools initially encountered a great deal of resistance, in part because of their initial expense and apparent technical complexity, but also because they were seen as blunt tools, crude instrumentation inadequate for the artistic expression of place. In March 2004, at an informal seminar hosted at the University of Melbourne in Australia, the eminent scholar Professor Marco Frascari argued that computer reconstructions of architecture were far too exact and thus too limited in conveying the mood and atmosphere of architecture. With all due respect to Professor Frascari, this article will argue the converse: that recent developments in interactive technology offer new and exciting ways of conveying ‘lived’ and experientially deepened notions of architectural place-making.

Conclusion

While we may have initially praised virtual reality for not being constrained by limitations, the continued success of games based on challenges and thematic constraints have shown us that limitations may be desirable rather than a necessary evil. Technology can create artificial freedom, but it is a shallow type of freedom if there is nothing to escape from. Therefore, embodying and socially embedding a visitor in a virtual world may at first seem more confining than does the liquid freedom proposed over a decade ago for virtually built environments (Novak 1991), but it may actually improve the user experience rather than detract from it.

While clear and cohesive evaluations of why certain places appear to be rich and meaningful may elude us – for how do you test the experience of a city in a laboratory – virtual worlds and other types of digital environments still require places if they are to be memorable, rich experiences and returned to.

Place-making is experiential, the success of organically developed historic towns versus the criticism of modern architecturally designed urban spaces should remind us that uniform design frameworks may look aesthetically pleasing but are not necessarily experientially fulfilling. While architects can create wonderfully evocative and atmospheric sketches, the built environment seldom conveys the spirit of their doodles and visualizations, precisely because the imagination is not required to look past the lines and the dots; the experience is already filled in. Thus, my response to Professor Fascari is not so much a negation of his criticisms as is a request for reflection. To suggest that digital technology cannot be evocative or memorable is to avoid the real issue: how do we digitally design or otherwise afford a sense of place? That said, I do not suggest there is any one concrete and clear definition and prescription of place. I have suggested five aspects of place that my students and I have attempted to evoke in our projects in order to break down the spatial monotony and shallowness of many digital environments. I am sure there are many more aspects of digital place-making to explore.

How to invite a keynote … or Visiting Fellow

I might be interested in digital media but I am the first to admit talking in person to others is always preferable. I was invited by a Dutch and a European-North African collective a week or two ago myself, but both were hoping I’d be able to fund and organize my way without too much clarity (from my end at least) as to research/publication outputs or funding assistance. I have since cleared this up but it occurred to me that the following steps may help.

Inviting an overseas academic is a tried and true way of not just sharing ideas but also focusing them. Sadly, despite it being a practice at universities for decades if not for centuries, the process is often ill-defined and vague.
So with all the experience of – not very much really apart from organizing a visiting fellowship as a past dean and winning 5 visiting scholar grants at my current university – here are my views for what they are worth on making the process go a little easier.

  • Be clear with how definite your event will be. If it relies on funding I think most academics would prefer being asked anyway with the proviso that they are also informed as to the certainty, key dates, or whether the event depends on them turning up.
  • As for money be clear on funding, for what, and how definite it is and by the second email do advise them if there are tax implications or visa or university visitor requirements.
  • If the event will have a published outcome, tell them! And give details. Perhaps the speaker can suggest publication outlets if you don’t have any. In many universities (well, at least in Australia and New Zealand), a publication will be an added drawcard for both the academic and the head of department or Dean who is typically the person who must agree to sign off on their leave from the University.
  • While the speaker is at your university, you can increase the effectiveness of their visit by asking them to critique or talk to or listen to postgraduates or departmental seminars. You do need to ask them first though as they may need time to recover from a gruelling trip (often plane trips are at the end of the day so it is not just the plane hours that can be taxing. And I have also found that trips with more stops can actually add to stress and tiredness).
  • Listen to their travel requests or suggestions, they are often more experienced about travel from their country to yours than you are, and possibly even your travel agent. On the other hand they won’t know any unique travel requirements and limitations on travel your University travel provider has.
  • If inviting someone from the Southern Hemisphere please remember they probably have a TOTALLY different teaching semester system. In Australia academics typically find it easier to get away mid November to end of February (summer holidays), Easter(4 days around the 3rd week of March), the 2nd and 3rd week of April (mid-semester 1 break) the first two weeks of July (our semester break), the last week of September and the first week of October (mid-semester 2 break).
  • It is vital the invited speaker be informed of any restrictions on their trip especially if they book their own trip! I once nearly got into serious trouble for visiting a conference as part of a semi-funded talk in Germany. The department had funding requirements that the entire trip had to be direct and only for x days. I gave my talk and then was handed the repayment form with this sheet of conditions! It was probably my fault but the whole problem took something like 6-8 months to resolve.

If you are inviting a Visiting Fellow

  • Schedule their visit to the campus so they don’t arrive and there is no one to meet them!
  • They will need to have a clear map and a list of useful names or names of people they will meet is extra helpful.
  • Ensure you know if they require office space, chargers, PC or library access. Always useful to know what sort of computer they are bringing, Mac Air laptop users often forget their connecting gadgets/dongles!
  • If there is a third party co-organising make sure someone is taking responsibly for the above!
  • Let your colleagues know they are visiting, and their research interests/latest projects and publications.
  • If they are a Visiting Fellow ask them for constructive feedback on their invitation and visit so you can improve the process for the next visitor.
  • Take the opportunity to advertise the scheme online and via social media as it is a good way of communicating the research interests of your department or centre and people will keep you in mind when they book their academic leave or etc.
  • Consider, for a Visiting Fellowship, to schedule it near a conference or annual event so they can attend and present at both..

Proposed keynote for INAH talk, December 4 Mexico

The Red Tematica de Tecnologías Digitales para la Difusión del Patrimonio Cultural (Research Network on Digital Technologies for the Dissemination of Cultural Heritage) invited me to Mexico City on December 4 for their conference Human-Computer Interaction, Computer-Supported Cooperative Work and Interaction Design), I was asked to talk about the following:

We expect you to deliver a 45 minutes presentation, followed by 15 mins questions. It would be great if you can focus on your concept of interactive history and virtual reality, serious games, etc. The audience is composed by cultural heritage professionals (archaeologists, curators, museum personnel, librarians, etc.).

Does my below abstract sound like it is answering the above? I am not too sure:

Virtual Heritage Projects versus Digital Heritage Infrastructure

In this talk I provide my definition and perspective on Virtual Heritage and an overview of its major problems: obsolete, unreliable or overly expensive technology, a critical lack of evaluation studies, restricted interaction, low-impact pedagogical outcomes and limited community involvement. Despite two decades of research and advancing technological sophistication, the same problems are still evident. This suggests a more serious underlying issue: virtual heritage lacks a scholarly ecology, an overall system and community that provide feedback, management and scalability to virtual heritage research.

For example, in the call for the recent http://www.digitalheritage2015.org/ conference call (“The largest international scientific event on digital heritage”), evaluation is not a central issue, listed under Computer Graphics and Interaction, not under Analysis and Interpretation.  And where is the focus on the user experience or examples of long-term infrastructure with feedback from the community and not just from IT professionals?  Neither archaeologist nor technology expert is necessarily trained in user experience design. The projects described in papers are too often inaccessible and even less frequently preserved and the needs of the projected audience are seldom effectively evaluated.

As an antidote I will present some reflective ideas and methods, plus case studies that resolve or promise to help resolve some if not all of these issues. One way to address the importance of virtual heritage is to redefine it. I suggest virtual heritage is the attempt to convey not just the appearance but also the meaning and significance of cultural artefacts and the associated social agency that designed and used them, through the use of interactive and immersive digital media. As it has been a focus of my research I will also cover the usefulness but also danger of applying game-based design and game-based learning ideas to the development and preservation of Virtual Heritage.

Archaeology and Games-draft article

Impressed with Shawn Graham’s decision to blog a draft of his paper I decided to do the same … here is a draft of a more informal paper/article for <name of journal omitted to protect the innocent>, for a special issue/forum on games and archaeology.

Any issues, queries, suggestions, please let me know! Please remember, this is only a draft.

-Erik

Title: Bringing Your A-Game To Digital Archaeology: Why Serious Games And Virtual Heritage Have Let The Side Down And What We Can Do About It

Author: Ear Zow Digital

Wandering around museums or visiting art galleries and school fairs a relatively impartial observer might notice the paucity of interactive historical exhibitions. In particular there is a disconnect between serious games masquerading as entertainment and the aims and motivations of archaeology. Surely this is resolved by virtual heritage projects (Virtual Reality applied to cultural heritage) and interactive virtual learning environments? After all we have therapy games, flight simulators, online role-playing games, even games involving archaeological site inspections. Unfortunately we have few successful case studies that are shareable, robust and clearly delivering learning outcomes.

Early virtual heritage environments were low resolution, unreliable or required specialist equipment, with limited interaction. Games were and still are far more interactive and are arguably the most successful form of virtual environment, so it would seem to be a masterstroke to use game engines for virtual heritage.

Why have games succeeded where virtual reality has failed? In terms of consumer technology there is virtually no competition. Games are typically highly polished, focused products. Large and loyal audiences follow them and if they allow modding (modification of their content) then the community of fans will produce an enviable amount of content, useful feedback and grassroots marketing for the game companies. Virtual reality companies don’t have the loyal audience base, the dedicated and copyrighted content and technology pipeline, or the free advertising.

Game consoles are now the entertainment centers of so many living rooms, the game consoles and related games can last and be viable for ten years or more and in many countries the game industry makes more money than the film industry. Virtual Reality, by contrast, seems to move from hype cycle to hype cycle. The recent media blitz of head mounted displays is exciting and no doubt I will also buy one, but just like the earlier pretenders the technology has great promise but the inspiring long-term content only appears to exist in videos and artists’ impressions.

As interactive entertainment most computer games follow obvious genres and feature affordances (well-known themes, rewards and feedback on performance), they challenge people to find out more rather than telling them everything (a sometimes annoying and overloading aspect of virtual environments) and in most games learning through failure is acceptable (and required). And here lies another advantage for games over virtual environments: games offer procedural knowledge rather than the descriptive and prescriptive knowledge) found in virtual learning environments.

Most definitions and explanations of games include the following three features: a game has some goal in mind that the player works to achieve; systematic or emergent rules; and is considered a form of play or competition. Above all else, games are possibility spaces, they offer different ways of approaching the same problems and because they are played in the “magical circle” failure does not lead to actual harm, which allows people to test out new strategies. That is why, unlike other academics, I don’t view a game as primarily a rules-based system. I think of a game as an engaging (not frustrating) challenge that offers up the possibility of temporary or permanent tactical resolution without harmful outcomes to the real world situation of the participant.

Despite the comparative success of computer games, successful serious games and education-focused virtual heritage games are few and far between. The following preconceptions about games (and game-based learning) could explain why more interactive and game-like heritage environments have not emerged as both engaging entertainment and as successful educational applications.

The first and I think most common preconception of games is that they are puerile wastes of time. For an academic argument against this view, any publication on game-based learning by James Gee will provide some interesting insights, while Steve Johnson in Everything Bad is Good for You writes in a similar if humorous way on how games help hone skills.

Many critics believe games are only for children. Such a view would conveniently ignore the adult enjoyment of sports, but it also neglects the question of how we learn about culture. In the vast majority of societies around the world people learn about culture as children through play, games and roleplaying. Games are also an integral method for transmitting cultural mores and social knowledge. In “The Operational Guidelines for the Implementation of the World Heritage Convention (http://w hc.unesco.org/en/guidelines/) UNESCO specifically state they may provide assistance for informational material such as multimedia to promote the Convention and World Heritage “especially for young people.”

A related criticism of computer games is that they are only about fantasy. While it is true that some human computer interaction (HCI) experts see fantasy as a key component of games, fantasy is also a popular component of literature and fantasy provides a series of perceived affordances, the player is asked to let their imagination fill in the gaps. So perhaps thematic imagination is a more appropriate term. Fantasy creates imaginative affordances, we have a greater idea of what to expect and how to behave when we see fantasy genres and we are more willing to suspend disbelief. Fantasy helps induce narrative coherence and is a feasible vehicle to convey mythology connected to archaeology sites.

Games are not only about fantasy for many are also highly dependent on simulating violence. Yet some of the biggest selling games are not violent, for example Minecraft, Mario and the Sims series: the Sims. A more serious problem for my research has been when the real-world historical context to simulate is itself both horrific and hard to grasp. My objection to violent computer games is not so much that they simulate violence but that they don’t provide situations for the player to question the ubiquitous and gratuitous use of violence. Be definition computer games are good at computing options quickly so it is easier to cater for reflex-based challenges, stopping the player from thinking, from having time to reflect, but challenging them to both move and aim (coordinate) at the same time. And when mainstream game interaction is applied to virtual heritage and digital archaeology, the information learnt is not meaningful or clearly applicable to the real world and the skills developed are not easily transferrable.

Marshall McLuhan apparently once said “Anyone who thinks there is a difference between education and entertainment doesn’t know the first thing about either.” I have not found the origin for this quote but this saying is popular for a reason: many automatically assume entertainment is not educational or that to be meaningful, education cannot be entertaining. In the area of history this is a very worrying point, a recent survey of the American public found that while they were charmed and inspired by the word “past”, the word “history” reminded them of a school-time subject that they dreaded (Rosenzweig and Thelen, 2000).

Gamification could be the commercial savior for many educational designers but it has many critics. Fuchs ( 2013) explained gamification as the use of game-based rules structures and interfaces by corporations “to manage and control brand-communities and to create value”, this definition reveals both the attraction of gamification to business and the derision it has received from game designers and academics.

A more technical objection to using games for digital archaeology projects is that they can only provide low-resolution quality for images, movies and real-time interaction. With all due respect, game engines (such as Crysis and Unreal 4) and archaeological environments created in game engines (such as http://www.westergrenart.com/ or http://www.byzantium1200.com/) would challenge many CADD (computer-aided design and drafting) showcases. In 2015 the Guardian newspaper released an article declaring we are entering the era of photorealistic rendering (Stuart, 2015). Autodesk (the company behind the biggest CADD programs) have recognized the threat and now sell their own game engine. Even if CADD did produce higher-resolution and more accurate 3D models, what advantage would this offer over game-based real-time interactive environments where the general public is free to explore?

The last preconception or rather I should say concern about games is that they are not suitable for preservation due to software and hardware obsolescence. Game-based virtual heritage environments are not great as digital heritage, the technology does not last and the content is not maintained and updated. I agree this is a major problem, but the problem is more a lack of suitably maintained infrastructure than technology. In terms of usability research, there are very few surveys and tangible results that have helped improve the field but the biggest issue is preservation of the research data and 3D models. We still lack a systematic pipeline featuring open source software, a well-organized online archive of 3D models in a robust open format, globally accepted metadata and a community who reviews, critiques, augments and maintains suitable content.

Definitions vary but virtual heritage is not an effective communication medium and is certainly not a great exponent of digital heritage. Many of the great virtual heritage showcases such as Rome Reborn, or Beyond Space and Time (IBM) have been taken offline, use proprietary software, or have simply disappeared due to a lack of long-term maintenance. So there are very few existing exemplars and accessible showcases to learn from, (CINECA’s Blender pipeline: https://www.blendernetwork.org/cineca is an exception to the rule).

Many game engines can now export to a variety of 3D formats and run across a variety of platforms and devices. They can export VRML and now also WebGL so interactive 3D models can run in an Internet browser without requiring the end user to download a web-based plugin. Some game engines can dynamically import media assets at runtime; others can run off a database.

UNESCO recently accepted my proposal to build a chair in cultural heritage and visualization to look at these issues from an Australian perspective. We intend to survey and collate existing world heritage models, unify the metadata schemas, determine the best and most robust 3D format for online archives and web-based displays, provide training material on free open source software such as Blender and demonstrate ways to link 3D models and subcomponents to relevant online resources.

Conclusion: Archaeologists and Games Do Not Mix?

Archaeologists and suitable games could mix if games existed that leverage game mechanics to help teach archaeological methods, approaches and interpretations. As far as I know, archaeologists don’t have easy to translate mechanics for their process of discovery and understanding that we can transform into game mechanics to engage and educate the public with the methods and approaches of archaeology and heritage studies. And yet virtual heritage environments should be interactive because data changes and technologies change. Interaction can provide for different types of learning preferences and interaction will draw in the younger generations.

My solution is to suggest that rather than concentrate on the technology archaeologists should focus on the expected audience. What do we want to show with digital technology, for what purpose, for which audience and how will we know when we have succeeded?

References

Fuchs, M. 2013. CfP: Rethinking Gamification Workshop [Online]. Germany: Art and Civic Media Lab at the Centre for Digital Cultures, Leuphana University Germany. Available: http://projects.digital-cultures.net/gamification/2013/02/07/118/ [Accessed 15 October 2015].

Rosenzweig, R. & Thelen, D. 2000. The Presence of the Past: Popular Uses of History in American Life, New York, Columbia University Press.

Stuart, K. 2015. Photorealism – the future of video game visuals. The Guardian [Online]. Available: http://www.theguardian.com/technology/2015/feb/12/future-of-video-gaming-visuals-nvidia-rendering [Accessed 31 October 2015].

upcoming article for MIT Presence (2015? 2016?)

This article may provoke some responses..

Title:
Defining Cultural Agents for Virtual Heritage Environments

For:
Presence: Teleoperators and Virtual Environments-Special Issue on “Immersive and Living Virtual Heritage: Agents and Enhanced Environments”

Keywords:
Cultural agents, virtual heritage, computational archaeology, visualization, virtual environments, immersion.

Abstract
This article describes the primary ways in which intelligent agents have been employed in virtual heritage projects and explains how the special requirements of virtual heritage environments necessitate the development of cultural agents. How do we distinguish between social agents and cultural agents? Can cultural agents meet these specific heritage objectives?

Introduction
As the call to papers for this special issue has noted, “Most heritage applications lacked a sense of immersion in terms of ‘livingness’, life, behaviour and intelligent agents in the virtual environments, and there has not been any progression in such developments since a decade ago. This criticism of “lifeless” and “sterile” digital environments (and virtual heritage environments in particular) is shared by various scholars (Papagiannakis et al., 2002; Roussou, 2008) but a simple directive to ‘populate’ a virtual environment with intelligent agents masquerading as walk-on characters will not necessarily communicate cultural significance (Bogdanovych, Rodriguez, Simoff, & Cohen, 2009). And communicating cultural significance is an objective of virtual heritage environments even if it is not a requirement of all virtual environments.

Summary
Virtual heritage environments have special needs that create more criteria than those required by mainstream digital environments and too many agent-virtual heritage projects have not communicated the significance and value of the heritage content) due to their focus on perfecting the technology. In their attempt to create more engagement, virtual environment researchers and designers have conflated social presence with cultural presence (Champion, 2005, 2011; Flynn, 2007). A solution is to develop agents who help interpret cultural cues and transmit to the human participant a sense of situated cultural presence and an awareness through place-specific and time-specific interaction of the cultural local significance of the simulated sites, artefacts and events. Such agents would be cultural agents, not merely social agents, as they would convey accummulated and place-specific cultural knowledge that would outlast or extend beyond their own individual ‘lives’

.

are there open access virtual heritage/digital archaeology journals?

Not so many virtual heritage open access journals (help me here!) but there are various open access archaeology journals:

  • The open access archaeology journal I first knew of (around 2004 I think I first heard of it?) http://intarch.ac.uk/ does have Author Processing Charges (APC) and I don’t know the cost of APC (I assume it varies based on page count) but it does also include 3D media asset. Now “All our content is Open Access”.
  • Now there is also Open Archaeology which only issues once per year, and accepts many graphic formats (but not 3D?) but what interested me was this request:It is important that authors include a cover letter with their manuscript. Please explain why you consider your manuscript as suitable for publication in the Journal, why will your paper inspire the other members of your field, and how will it drive research forward. However, there is a pricing paragraph on the right. Most confusing, is it open access and authors pay? In passing, there is an interesting issue entitled Topical Issue on Challenging Digital Archaeology.
  • There is also a wider ranging series of open access journals in ancient studies. I note also the open access and free articles in the JOURNAL OF ANCIENT HISTORY AND ARCHAEOLOGY.
  • Frontiers in Digital Humanities is not archaeology-specific but does have a digital archaeology section so deserves a mention.As it includes experimental work I am not sure how it is rated as a quality journal output by educational institutes (Indexed in: Google Scholar, CrossRef) but in Australia very few open access journals in any field (especially Digital Humanities!) seem to receive the Excellence in Research for Australia (ERA) rating anyway! Frontiers have a tiered reader-decided impact-led publication system which I find rather interesting if puzzling.
  • There is also Mediterranean Archaeology and Archaeometry Journal, which is a little more wide ranging, I believe, than the title suggests (although there is obviously an emphasis on the Mediterranean region) . It has been free open access PDF articles since 2014, and is issued three times a year.
  • American Journal of Archaeology is open access but only for book reviews, review articles, editorials etc. Eprint articles can be stored in an institutional repository.
  • There is also the Open Access Journal: Virtual Archaeology Review.
  • Doug’s archaeology blog lists archaeology journals and open access journals.
  • Please also consider the Journal of Contemporary Archaeology – looks interesting! “Journal of Contemporary Archaeology is the first dedicated, international, peer-reviewed journal to explore archaeology’s specific contribution to understanding the present and recent past.” It features both open access and subscription access.
  • For more general publishing outlets in archaeology please consider these resources http://researchguides.uoregon.edu/anthropology/openaccess
  • Finally, I’d like to mention The Cotsen Institute of Archaeology Press including Digital Archaeology such as open access issue/proceedings (?) Archaeology 2.0. Open Access in general? I hope so!

Digital Heritage/Virtual Heritage Open Access Journals? A work-on! I wonder if there is enough of a market to push for a virtual heritage open access journal or if it is more realistic to dock such an idea under the arm of a more general archaeology or heritage open access journal.

For more game-related articles there is the Journal of Virtual Worlds Research (but I don’t know if they still have APC); Game Studies and Eludamos. Journal for Computer Game Culture, and so on.

“Conflict-Solving Strategies in Heritage Studies” Germany, conference applications

Application

Application.

Deadline for applications: August 25, 2015

General Information:
Applicants are expected to select one of the thematic areas in order to give a 15-minute oral presentation in one of the workshops. Short-listed applicants have to submit a 2,000-word essay and a draft poster.

The thematic areas for in-class presentations are:

  1. Conflict-solving strategies in the context of historic urban landscapes
  2. Cultural landscapes in conflict: challenges and solutions
  3. Heritage in the event of war and terrorism
  4. Climate change and natural disasters as challenges for natural heritage
  5. Heritage Impact Assessment (HIA) as a tool for solving conflicts

How to apply?
In order to apply please submit the following documents:

  1. Application form (Please download the form to your computer)
  2. Curriculum Vitae (1 page)
  3. Letter of Motivation indicating the chosen thematic area (1 page)
  4. Abstract of your research project in progress, i.e. your in-class presentation (0,5 page)
  5. Proof of enrolment as a Master’s or Ph.D. student

Applications procedure:
Please, be aware that applicants have to select one of the five thematic areas described above. The application is considered incomplete, if a thematic area is not indicated. The short-listed candidates will be invited to submit a 2,000-word essay on their in-class presentation by September 15, 2015. Based on the quality of the papers the advisory board of ISAC will select the definite participants and award up to 15 scholarships.

Course Fee:
Participants have to pay a registration fee of 250 euros that includes tuition, course materials and the costs of the thematic excursions.

Scholarships:
ISAC may offer up to 15 scholarships provided by the German Academic Exchange Service (DAAD).
The selection criterion is the quality of your application (i.e. relevance of your studies, letter of motivation, quality of the abstract and the 2,000-word essay on your in-class presentation).
The scholarships cover accommodation and a lump sum for traveling costs. Please note that traveling costs will be reimbursed according to the regulations of the DAAD.
Eligible are only international students that are enrolled at a foreign university. Neither degree-seeking international students enrolled at a German higher education institution nor German students enrolled at a foreign higher education institution are eligible.
A limited number of junior researchers who work at a foreign higher education institution may be awarded a scholarship. Either way, you have to provide a proof of enrolment or a certificate from your employer.

Please send your application via email to:
Ms. Dariya Afanasyeva

Scientific Assistant
BTU Cottbus-Senftenberg
Chair Intercultural Studies, UNESCO Chair in Heritage Studies
Email: heritagecottbus[at]gmail.com

Theoretical Issues for Game-based Virtual Heritage

Another book chapter published

Theoretical Issues for Game-based Virtual Heritage

Abstract:

This paper critiques essential features in prominent theories of serious games, and compares them to interaction features of commercial computer games that could be used for history and heritage-based learning in order to develop heuristics that may help future the specific requirements of serious game design for interactive history and digital heritage.

Champion, E. (2015). Theoretical Issues for Game-based Virtual Heritage. In M. Ebner, K. Erenli, R. Malaka, J. Pirker & A. E. Walsh (Eds.), Immersive Education (Vol. 486, pp. 125-136): Springer International Publishing.

It gives the reader an idea of my upcoming book:

Critical Gaming: Interactive History and Virtual Heritage (Digital Research in the Arts and Humanities)

Out soon: My book “Critical Gaming: Interactive History & Virtual Heritage”

Review:

If you would like to review the book please check out this page for contact details: https://www.ashgate.com/default.aspx?page=2253 …

Critical Gaming: Interactive History and Virtual Heritage

Purchase:

The book will be available via http://www.ashgate.com/isbn/9781472422910

or Amazon: http://www.amazon.com/Critical-Gaming-Interactive-Heritage-Humanities/dp/1472422929

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage.By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history. Contents: Introduction; Digital humanities and the limits of text; Game-based learning and the digital humanities; Virtual reality; Game-based history and historical simulations; Virtual heritage and digital culture; Worlds, roles and rituals; Joysticks of death, violence and morality; Intelligent agents, drama and cinematic narrative; Biofeedback, space and place; Applying critical thinking and critical play; Index.

The Egyptian Oracle Project: Ancient Ceremony in Augmented Reality (Bloomsbury Egyptology)

Strange, authors don’t have a copy yet, and it says the book will be available from July 30 but my library already has a copy. Anyway, I wrote an introductory chapter on virtual heritage and the other chapters will be of interest to Egyptologists, Classicists, AI researchers, puppeteers, and of course Virtual Heritage designers..

http://www.amazon.com/The-Egyptian-Oracle-Project-Bloomsbury/dp/1474234151

For more than 2,000 years, between 1500 BCE and 600 CE, the Egyptian processional oracle was one of the main points of contact between temple-based religion and the general population. In a public ceremony, a god would indicate its will or answer questions through the movements of a portable cult statue borne by priests or important members of the community.

The Egyptian Oracle Project is an interactive performance that adapts this ceremony to serve as the basis for a mixed-reality educational experience for children and young adults, using both virtual reality and live performance. The scene is set in a virtual Egyptian temple projected onto a wall. An oracle led by a high priest avatar (controlled by a live human puppeteer) is brought into the presence of a live audience, who act in the role of the Egyptian populace. Through the mediation of an actress, the audience interacts with the avatar, recreating the event.

The series of carefully focused essays in this book provides vital background to this path-breaking project in three sections. After a brief introduction to educational theatre and virtual reality, the first section describes the ancient ceremony and its development, along with cross-cultural connections. Then the development of the script and its performance in the context of mixed-reality and educational theatre are examined. The final set of essays describes the virtual temple setting in more detail and explores the wider implications of this project for virtual heritage.

Seeing Is Revealing: A Critical Discussion on Visualisation And The Digital Humanities

My talk for tomorrow’s dh2015.org conference at UWS, Sydney is entitled:
Seeing Is Revealing: A Critical Discussion on Visualisation And The Digital Humanities.
The presentation examines how

  1. More emphasis has been on scientific visualisation, on non-interactive calculation and presentation of quantifiable data but Digital Humanities Visualisation is not only about data, but can also be interactive. vague, questioning and rhetorical.
  2. Visualisation is not only pretty, (refer Baldwin, S. 2013. The Idiocy of the Digital Literary (and what does it have to do with digital humanities)? digital humanities quarterly (dhq) [Online], 7. Available: http://www.digitalhumanities.org/dhq/vol/7/1/000155/000155.html [Accessed 14 March 2014]). It can help solve and not just communicate research problems.
  3. Visualisation has to overcome ocularcentrism as Virtual Reality reflects not only sighted reality but non-sighted reality, visualisation is more than just the visual (explain using cave paintings!)
  4. Game design is not typically part of Digital Humanities but it is an interesting vehicle for community feedback, cultural issues, critical reflection and medium-specific techniques (such as procedural rhetoric-see last post).
  5. I will discuss visualisation in terms of game engines for history and heritage, hybrid pano-tables, learning via inventories and maps, NPC driven narrative, indirect personalisation (biofeedback), and active speaker as embedded and embodied characters inside environments.
  6. There are huge issues, HCI, authenticity, developing scholarly arguments in collaboration, preservation, etc.)
  7. So if the above is not Digital Humanities what is it? It employs research in the traditional humanities, converts IT people to humanities research (sometimes), helps preserves and communicates cultural heritage and cultural significance through alterity, cultural constraints and counterfactual imaginings. History and heritage is not always literature! And the DH audience is not always literature-focused or interested in traditional forms of literacy.