“Rethinking Virtual Places” on track

Final internal review for my latest book draft was highly complementary so if given final  permission by the board, it should be published in IUP’s Spatial Humanities Series next year…

It becomes clear that the work stands on the shoulders of the research conducted by the author of many years. The topic of the manuscripts intersects greatly with many scholars’ research. It is hence of significant importance to many who engage in the generation and designing of places in virtual environments. The manuscript undoubtedly makes an impressive contribution to learn the author’s standpoint and see through his lens the research and developments of the field.C

Chapter Summaries

Chapter One explores the innovation and wilder inventions of early virtual environments and computer games. Have these developments, along with the increasing popularity of science fiction, promulgated fertile concepts of virtual places? I will suggest they have not.

Chapter Two explores the early development of virtual worlds, and game-worlds. Despite the hype of early virtual worlds, they, along with virtual museums (Huhtamo 2010), have seldom managed to capture and retain worthwhile visitor numbers (Styliani et al. 2009). What were the main features and attractions of virtual museums? Why have they gone in and out of fashion and have they actually been of any benefit to real-world museums? I will specifically look at how they use or change the use of space, and which if any place affordances were used in their design. I will then look briefly at the changing commercial and community virtual worlds that were developed, grew and fell during the last two decades.

Chapter Three discusses the representation-orientated and essentialist nature of major architectural theories. The second half of this chapter describes related design tools and asks a question of the training of architects for designing virtual places. If architects are not trained in usability and interaction design principles, how can they design engaging and profound interaction in these virtual worlds? Are traditional devices and technologies for designing, experiencing, and reflecting on place in danger of being lost in this digital era?

Chapter Four summarizes relevant philosophical exploration of real places and extrapolates them to virtual places and to notions of cyberspace. Related concepts discussed include the notion of VR as control, realism, authenticity and presence.

Chapter Five overviews select recent developments in neuroscience and how they may help our understanding of how people experience, store and recollect place-related experiences. Can these discoveries help our design of virtual places? Do philosophical explanations of memory and place (Ihde 2002, Tavanti and Lind 2001) reflect recent discoveries in scientific experiments (Farovik et al. 2015)? Can science help us better design virtual places (Johnson 2013, Moore 2005)? Do they explain how people navigate and orient themselves in virtual places (Cockburn 2004, Zimring and Dalton 2003)? The second part of Chapter Five discusses the importance of affordances and the confusion surrounding them.

Understanding game mechanics is of great relevance to virtual place designers, Chapter Six summarizes conflicting definitions of game mechanics and an explanation of different types of game mechanics suited to differing design purposes. This chapter also briefly discusses gamification.

Chapter Seven asks “Do Serious Gamers Learn from Place?” We could summarize this concern in the following three questions: do we know if learning has taken place, if it has taken place effectively, and if the knowledge that resulted from the learning is transferable? In contrast to James Gee (Gee 2003) I do not believe that all games are good games, and that all games are therefore good learning environments but in I will discuss procedural rhetoric and whether serious games help people engage with pedagogical objectives of humanities subjects.

Chapter Eight focuses on the relationship of culture to place. This chapter revisits definitions of culture, explores how culture can be communicated and understood in virtual places (transmissions), and determines whether there are specific requirements with virtual worlds. I also discuss the importance of roles, rituals and agents. In order to measure how closely culture can be observed, appreciated or understood through virtual environments, I have suggested that cultural presence be defined as the feeling of being in the presence of a similar or distinctly different cultural belief system (Champion 2011).

Chapter Nine explores evaluation methods (both traditional and recent), which address the complicated problem of understanding how people evaluate places, and whether this knowledge can be directly applied to the evaluation of virtual places. How do they get around the problem of the newness of virtual reality or the subjectivity/objectivity debates surrounding immersion and presence? Are they inspired by related but highly theoretical fields such as phenomenology, or has philosophy in general been left behind in the practical evaluation of place?

Chapter Ten discusses the emerging platforms and related tools that claim to help distribute, store and preserve virtual places Understanding the significance of the latest research is not enough, we also need to understand the significance and issues of the software, hardware and platforms that can be used for the design and experience of virtual places. There is an increasing trend to the more accessible, portable and component-based, does this mean we are on the brink of Convergent Cultures? In particular, I suggest that virtual heritage has focused more on communication than on preservation. We cannot afford to have our digital heritage disappearing faster than the real heritage or the sites it seeks to “preserve,” Otherwise all of our technological advances, creative interpretations, visualizations and efforts will have been in vain.

Unable to take on new students or staff

Hello I am regularly receiving requests for postgraduate supervision or Postdocs. Apart from one current PhD scholarship which was technically closed (but I am still considering applications), for the foreseeable future I am currently unable to take on new students, research staff or postdocs, I am sorry for this. Best of luck with your applications.

(NB I took the above photo  of Alvar Aalto’s home office in Helsinki, it is not my office).

 

Game Workshop, Turin, September 2019

From a draft for a book chapter I am writing for the Politecnico di Torino. Individual figures have been imitted (chapter not yet published and may change).

Introduction

I was invited to speak and host a game design prototyping workshop at the second and third summer school at the Politecnico di Torino’s Castello del Valentino, in Turin Italy.

2018 Workshop

At the 2018 workshop, I gave a talk on Monday in the summer school “Cultural Heritage in Context, Digital Technologies for the Humanities”, 16-23 September 2018, on Virtual heritage and publication issues, “Virtual Heritage: Techniques to Improve Paper Selection”.

The lecture covered the basics and some of the issues of writing a scholarly paper in the research area of virtual heritage, (such as research challenges; important controversies, debates, issues; techniques to improve paper selection; suggestions to improve the field; publishing; and important journals in the field). It drew on issues I wrote in the book Critical Gaming: Interactive History and Virtual Heritage (Champion, 2015). It is a difficult field to write for as the reviewers could be drawn from computer science, cultural heritage, museum studies, usability studies (HCI), architecture, art history, and media studies.

I also ran a workshop on game prototyping especially for history and heritage games. This chapter will focus on the workshops run in 2018 and 2019, as the summer school gave me an excellent opportunity to test out some ideas to teach students how to design simple game prototypes that nonetheless could be modified and adopted into fully functional digital games.

The 2018 summer school allowed me to develop my theories of game design, how to teach the simpler components to students from architecture, art history and archaeology, who are interested in history and in heritage. I was particularly interested in developing the conceptual framework that I first made a rough sketch of for the students in 2018 and re-presented as a new diagram to the students at the 2019 class.

NB the slides from the 2018 workshop are still currently available at http://slides.com/erikchampion/deck-9/

I will concentrate on what I think will be of most interest to the reader, the core elements of the game design workshop, the groups that formed, and the game prototypes that resulted.

The Game Prototyping Schedule

The schedule for both years was roughly as followed (starting 8.30AM, ending 12.30PM).

  1. Introductions for all (10-20 minutes).
  2. Overview: games, gamification (50-40 minutes) finish 9:30.
  3. Discussion of technologies, methods + prototyping (20 minutes).
  4. Group suggest ideas (10 minutes).
  5. Short break/questions (20 minutes).
  6. Selection of teams (10 minutes) Finish at 10:30.
  7. Work on game ideas as prototypes, playtest solutions OR describe how Digital Humanities simulations could be gamified (90 minutes).
  8. Present prototypes/suggestions in class (30 minutes) finish 12:30.

I explained the basic concepts and issues of procedural rhetoric and game mechanics and suggested how Roger Caillois’ four forms (or modes) of game play could be used to construct a basic idea of how a history or heritage piece could be transformed into an entertaining and educational game. According to Caillois, games were (and still are) enticing players to compete, to imitate, to risk, or to overcome feelings of vertigo (and related bodily movement challenges). Games are engaging challenges (not only feedback rule-based systems).

The implied and accepted goal for the player is an essential component. What would be the goal of the player? Once we choose a site with cultural significance and hidden or less well-known features, we could apply one of these modes to the game as an interactive experience, decide on the core gameplay (repeated, characteristic action) that the player must learn to reach their goal, the core mechanics that moves the game along (to the next level or challenge or to its conclusion) and the types of rewards and punishments, affordances and constraints that would stand in the way or help the player.

Before designing a game, it is important to consider the components that make a game playable.

  1. What should be experienced and interacted with, as specifically as possible.
  2. Why create a specific experience in a game? (Our objectives?)
  3. Where will it be played? (What is the environment, the imaginative setting?)
  4. How to convey the experience of the site, artefact or model?
    • Systems, methods, or findings leading to engaging learning experiences?
    • Reveal what is unknown or debated (how knowledge is established or contested)?
    • Interpretative systems or to test, demo, pose or test a scholarly argument?
  5. When will the player receive suitable feedback?

Once answers to the above questions are answered, the basic steps in designing the game are:

  1. Determine cultural, historical or archaeological facts and interpretations of the site or model that are significant, hidden, or otherwise appropriate, engaging or transformative to explore.
  2. Consider the environment it will be played in, not just the type of audience, together, alone, on a bus, in a lecture theatre, at a museum?
  3. Design a game rather than a virtual environment: choose a challenge (Roger Caillois’ modes of game experience or another appropriate theory), and how core game play affects and is affected by the modality of experience. Steps 2 and 3 also give us an idea of a setting and theme.
  4. Define the core gameplay, what does the player typically do? Does the game scale, changing in effectiveness and complexity over time? Increasing complexity keeps interest.
  5. Develop a reward and punishment system; how do the rewards and punishments interact with the core gameplay and move the game along (i.e. trigger its mechanics)?
  6. End meaningfully. What is the end state? How will the game mechanics help us get there? Does reaching the end state create an intentional specific reflection, knowledge development, interpretation, experience or other feeling in the player?

2018 Summer School Game Design Groups

During our workshop in 2018, the students separated into four main groups. Professor Donatella Calabi of Università Iuav di Venezia (Université IUAV de Venise), led a group who prototyped a serious game promoting a more serious and authentic understanding of Venetian culture to foreign tourists.

The second group, led by Professor Rosa Tamborrino, comprising at least three nationalities, scoped out a game designed to teach people the value of artefacts that were stored in Brazil’s national museum. A catastrophic fire destroyed much of the collection, and this game was designed to encourage people to explore and decide on the relative value of its holdings, in order to save the more precious and irreplaceable items before the fire destroyed them.

The third group, led by Associate Professor Meredith Cohen of UCLA, discussed how a serious game could communicate the building technology of Chartres Cathedral.

The fourth group, led by Professor Michael Walsh, from NTU Singapore, led a group exploring how the Saint George of the Greeks Cathedral in Famagusta, eastern Cyprus could be explored via a game.

2019 Summer School Game Design Groups

In 2019 I was invited to run the game prototyping workshop for a second time (Figure 8). The 2019 summer school was entitled “Learning By Game Creation: Cultural Cities, Heritage, and Digital Humanities” (http://digitalhumanitiesforculturalheritage.polito.it/). At the 2019 workshop, I ran a workshop on Tuesday September 3, on Gamification and Cultural Heritage. I also gave a lecture on Friday, September 6, on “Writing a Scholarly History Paper in the Digital Age.”

One group’s initial idea was to develop an environmental educational game for children visiting a museum or gallery. The children were given patchwork fragments representing different ecological zones and their mission was to patchwork their preferred city together to form an environmentally and ecologically pleasant city to live in.

A second group, both archaeologists, developed an underwater prototype platform-style game, where the player would descend levels of a submerged classical city when they managed to solve the clues.

Figure 10: Underwater archaeology game, Brazil: game, DH Summer School, Turin (September 2018).

After the first half-day we were given more time to develop game ideas, but ideally focussed on using archival material such as found in the National Museum of Cinema (Museo Nazionale del Cinema) Turin.

One group developed an augmented reality game for tourists who had an hour to spare exploring Turin, via their smartphones. The quest-based VRecord Phantasmagoria Backstage Access game would entice visitors, alone or in teams, to explore Turin’s historical buildings and there was the potential to role-play historical characters. High-scoring players could also be recorded on the museum website in a virtual hall of fame.

A second group developed another augmented reality game, PockèTO. This game was described as “A Treasure Hunt to Discover Turin.” It was a treasure hunt where teams of players can collect as many treasures as they like but they only had fifteen minutes to collect objects then forty-five minutes to “rebuild the city”.

A third group developed Lost in Time,, a two-dimensional quiz game, where the player was asked to help a historical character who finds himself in modern-day Turin, to find clues to help him to time-travel back to the past.

The fourth group developed the TO game, an elaborate boardgame with QR codes, where the players would be dealt cards and could scan the QR code to be given information about Turin’s historic movies.

Outcomes and observations

If I had the chance to run the workshop again, then I would suggest more coordination with the landscape appreciate and design workshop run by Dominica Williamson, Professor John Martin and Andy Williams. I believe there is great potential synergy in connecting history and heritage to outdoor explorations and to prototyping using local materials.

I would also develop more templates to show how simple games could be brainstormed, and link more directly to augmented reality and virtual reality prototyping tools. I say this even though I am convinced the paper prototyping and board game prototyping tools were very effective in assessing the immediate playability of the game, it would be very useful for the students to have access to tools to develop their own ideas in AR, MR and VR form after the course.

The workshops have also proved to have been wonderful for my research. My next book, Rethinking Virtual Places, may involve a discussion and photograph on game prototyping from one of the workshops. I have also been part of a project team awarded a national three-year grant, and my component will be to supervise a PhD student who will design and evaluate a game design framework for a state museum and a national museum. I have also applied for a four-year national fellowship on this topic. The success rate is very low but I have greatly enjoyed the experience writing it and the workshops were indispensable for testing my ideas, so I am very grateful to the organizers and students of the Summer Schools.

I also used the experience gained from these workshops to run a very similar workshop for the DHDownunder summer workshop at Newcastle University Australia, in December 2019, and it was very popular, all four groups designed interesting and engaging prototypes.

Finally, at least one student from the game design workshop, Manuel Sega, informed me that after the 2019 Summer School, he taught a very similar game design workshop in Colombia, South America. The topic was “what does Colombia need to play?” In all seriousness, I cannot ask for greater take-up than this. Thank you very much!

-Erik Champion

 

REFERENCES

Champion, E. (2015). Critical Gaming: Interactive History And Virtual Heritage (D. Evans Ed.). UK: Ashgate Publishing.

Uncertain Realms

I am not sure, but it appears the reason for my use of the word “realms” in “Explorative Shadow Realms of Uncertain Histories“* may not be clear to people who quote me.

In “Negotiating ‘Culture’, Assembling a Past: the Visual, the Non-Visual and the Voice of the Silent Actant” [http://hdl.handle.net/2077/30093] Jonathan Westin wrote:

In the introduction to article 2, my co-author Thommy Eriksson and I write:

“Our cultural heritage is increasingly experienced as a virtual heritage, a space, or realm as Champion puts it (2008), consisting of representations.
Three-dimensional scanning through photogrammetry and laser, virtual reality, augmented reality, photorealistic computer graphics and interactive displays; all these are technologies that in days to come will shape the profession of both archaeology and museology” (article 2, p. 87-88).

I used realm in the sense of an area where the social rules/laws have as much influence on people as physical ones. My intention was to suggest this is not a common feature of virtual heritage environments, but to explain culture, perhaps it could and should be. I was not trying to suggest a field or that digital technology is creating a culturally meaningful or completely inclusive “world” (in the past I have defined virtual worlds in at least three markedly different ways). Virtual reality does not only have to mirror physical reality. Physical reality is not a 1:1 relationship to experienced reality.

There is another passage which may or may not correlate to what I thought I meant by uncertainty, Westin wrote:

I consider the communication of uncertainty to be a key element, and in two of the articles my co-authors and I propose different visual signifiers conveying insufficient data (article 1 and 2). For an exchange to be productive, both parties have to be able to communicate uncertainty. To return to the example above, the exact, certain, image representation of a banister appears to be non-negotiable, even though it may be based on insufficient data, while a representation that communicates its uncertainty invites other actants to question its form.

  1. Not sure an image can only be certain (https://en.wikipedia.org/wiki/Rabbit%E2%80%93duck_illusion or http://www.bbc.com/culture/story/20150624-arts-most-famous-illusion)
  2. An image that communicates uncertainty (and here I am not sure if it is communicating uncertainty of the source or other uncertainties) does not necessarily invite us to question its form.

I have however, in Critical Gaming, and in Playing With the Past, wrestled with notions of realm, world, and uncertainty. I hope to write a chapter in an upcoming book, on authenticity. But, in short, I probably will have to go back to this term and write a clearer summary.

*The 2007 Explorative Shadow Realms book chapter (for New Heritage, Kalay et al) is the same content as the 2006 conference paper.

Upcoming 2020-21 Publications

Books in press/pending

  • Lee, C. & Champion, E. (Ed). (2021: pending). Screen Tourism and Affective Landscapes. Edited book. Still under review/acceptance process but I am quietly confident.
  • Champion, E. (2021: pending). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series. Also, final internal review.

Book chapters in press/pending

  • Champion, E. & Foka, A. (2020: in press). “Chapter 17: Art History, Heritage Games, and Virtual Reality”, in Brown, K. J. (Ed.). The Routledge Companion to Digital Humanities and Art History. Routledge, UK. May 2020. Chapter.
  • Champion, E., Nurmikko-Fuller, T., & Grant, K. 2020 (pending, invited). “Blue Sky Skyrim VR: Immersive Techniques to Engage with Medieval History.” In Games for Teaching, Impact, and Research edited by Robert Houghton, Winchester University. Chapter. Abstract accepted, chapter due end of 2020.
  • Invitation to Austrian Academy of Sciences (Vienna) by Professor Eveline Wandl-Vogt to contribute to manifesto and “Biodiversity and Cultural Diversity: Virtual opportunities” chapter for e-book Biodiversity in connection with Linguistic and Cultural Diversity. 22-23 October 2019. Editors from Austrian Academy of Sciences and Austrian Centre for Digital Humanities; European Citizen Science Association; metaLab (Harvard) etc. Chapter submitted, abstract accepted.
  • Champion, E. (2020: under review). “Not Quite Virtual: Techné between Text and World.” In Texts & Technology: Inventing the Future of the Humanities, edited by Anastasia Salter and Barry Mauer, University of Central Florida, Orlando Florida USA. Chapter. Abstract accepted. Invited.
  • Champion, E. (2020: under review). “Workshopping Game Prototypes for History and Heritage” for Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company. Chapter submitted. Invited.

Conferences (pending/postponed/cancelled)

Upcoming Invitations

Upcoming Visiting Scientist/Professorship

  • One month visiting scientist, University of Padova (Padua), Veneto, Italy. Now on hold. Candidature finanziate.

 

The book that was not but might still be

The end of this month I hope to receive (yet again) a review, internally, for Rethinking Virtual Places, from Indiana University Press.

I talked to them about an advance contract in 2016, there has been two review rounds already, maybe 2-4 reviewers, relatively minor comments, and apparently the press is being prepared (for early-ish 2021 release) but every time I receive feedback the industry has moved forward so fast and expectations of virtual world/reality predictions from me so increased. it has been an exercise in frustration. It is very tiring trying to keep up with wishes to see into the future standing on the broken beer bottles of so many recent VR promises.

For example, for two years, I think, I have been promoting the value of WebXR (no app downloads, simply access in a browser with internet access, don’t worry about the device you view it on) but examples are still simple and sketchy: https://ssvar.ch/mozillas-new-demo-proves-webxr-can-match-apps/

Oculus and Facebook (their new owner) are making some impressive strides by focusing on practical challenges, while Magic Leap seem to be highly successful at promoting their company rather than selling their product. Please don’t get me started on the services sales and support of Microsoft HoloLens (which does not create Holograms by the way. Naughty marketing department).

And that is just the VR/MR companies, the AR industry changes is even harder, perhaps, to keep track of.

My book though, was me thinking I have not come across too many books lately (in 2015 or 2016) that tries to address the issues of virtual places and why designing satisfying ones seems so difficult (unless you like swatting Orcs, I suppose). I wanted to venture more into the real of virtual places that don’t quite have real place qualities. Not virtuality, it is too easy to capriciously ponder weird new visions when virtual place-making can’t even solve simple real-place simulation problems. Will the book be published now without me having to go through yet more now-reviewer-wants-you-to-make-more-comments-on-recent-x-trends? I guess I will have to watch this space.

 

Infected reality

I’ve said for awhile now that mixed and augmented reality will overtake VR in terms of access-can run on your own phone and uses what is already there and appears to be more interactive (arguably). But there is another, more immediate and practical issue I did not think of, how hard it is to clean those VR headsets. I knew museums don’t want to hand out expensive interface devices (because they are broken, lost or stolen), but I forgot about the expense and hassle of tissues, regular cleaning and so forth of those on your head glasses that you share with hundreds if not thousands of other people.

Bring your own device, install an app or visit a WebXR-enabling website (https://elijahtai.com/state-of-vr-and-webxr/)*, and only you need to touch it, ideally you can take a memento home or share it with others…

*depending on your browser

 

 

eTourism interview in 14.03.2020 La Presse

Voyager… sans sortir de chez soi

here is the original conversation (with permission from Violaine)

-Do you think eTourism can «take advantage» of the coronavirus (and the fear to travel associated with) and become more popular in the next few months-weeks, etc?

Universities are already switching courses to online content, businesses are moving to teleconferencing, but eTourism is likely to be much slower, in part because there are not many well-known applications, yet.

Apart from surfing via websites, the increasing affordability and usability of head-mounted displays (HMDs)for virtual reality will I think consolidate their hold at least on gaming consoles. The generation of gaming consoles such as PlayStation 5, promise highly impressive graphics and they already make VR equipment. Would somebody buy a 400 US dollar headset though to attach to their desktop PC or powerful laptop, for eTourism? I don’t think the market is that strong, yet. What might happen is augmented reality tourism, where you use a specialist gaming console such as the PlayStation 2 (https://www.t3.com/au/news/sony-playstation-vr-2-psvr-2-release-date) to virtually visit destinations and see either yourself and friends in the virtual setting, or project parts of the virtual experience onto part of your real-world surroundings. This is all highly speculative, but I think AR and VR and MR (Mixed Reality) are merging.

-How common it is in 2019? Will it become more widespread? How? 

Ideally 2019 is the year we really try to build content, but we also need to build more standardized content infrastructures and standards, so we don’t just develop projects for one type of headset (which could quickly be superseded, or worse, not supported, in the near future).

-Can Virtual reality in tourism replace real experiences?

You can already use VR to travel to places you aren’t likely to visit in the real world (like an astronaut’s shuttle or Antarctica), the real goldmine is developing augmented or enhanced experiences that you would not find in the real world as it exists now, or to overlay information onto the experience in such a way that the experience is still unique and meaningful. You may have seen this: https://theconversation.com/why-virtual-reality-cannot-match-the-real-thing-92035

I don’t agree with the author, why even try to compete with the existing site, object or event? Why not allow people to explore experiences and interpretations from different points of view? Why not give them different affordances so they can some insight into a life lived differently? Or an imagination of the past present or future rich and involving enough to be considered a new world?

-What are the best usage of Virtual reality in tourism: is it to allow us to travel without leaving the comfort of our house, or add some special experiences to a visit to a museum, national park, etc?

My research is into cultural heritage, and the more difficult aspect is the creation of special experiences, that people can collaboratively enjoy, and takes on special meaning because of the setting.

I strongly believe that more open but collaborative experiences will prove more meaningful and satisfying than polished but single-person experiences. What we don’t often have yet, though, are rich and powerful multiple participant experiences. Amusement parks come close, but seldom allow the experience to be captured and reshared, nor do they usually add to our experience of real-world places.

My PhD was funded by the Australian Research Council and Lonely Planet to explore internet tourism in 3D nearly 20 years ago, and I explored how different types of interaction afforded cultural learning, but also what engaged people and was memorable. The gamers completed most tasks and most quickly, but they did not necessarily remember the content! So it also depends on the user and what they expect to find. I think another rich avenue is augmented reality tourism, as it can filter out, be more responsive, more accessible via phones, and enhances the world already there rather than try to compete with it. Exertion devices, physical trainers etc. tied to virtual tourism equipment also has appeal for our more sedentary and, for some, quarantined lives: https://news.theceomagazine.com/lifestyle/health/sydney-university-virtual-reality/

-How difficult is it to produce a good virtual reality touristic experience? (is it expensive? technologically difficult?)

I think it is a piece of string question. If you want a sense of rich spatial immersion, that is one thing. A native form of interaction (seeing and moving your hands in VR) is already a possibility, and there are new devices on the way to simulate walking: https://medium.com/@infiniwalk/real-unlimited-locomotion-in-virtual-reality-changes-everything-ce0a5bf8bffc

There are also privacy issues, especially if the VR headset connects via an external camera, the internet, your phone  and social media or connects to biofeedback devices, Facebook for example, owns Oculus: https://www.weforum.org/agenda/2019/08/the-hidden-risk-of-virtual-reality-and-what-to-do-about-it/ and also  https://www.theverge.com/2018/4/9/17206650/oculus-facebook-vr-user-data-mining-privacy-policy-advertising plus https://www.roadtovr.com/oculus-quest-camera-privacy-rift-s-facebook/

The eye-tracking feature of head mounted displays is exciting, and HMDs are still increasingly cheaper, better, and more comfortable. But apart from promising interaction, powerful displays, and still-costly but more sophisticated interfaces, I think we still have major gaps in meaningful entertainment and eLearning: https://www.cnet.com/news/eye-tracking-is-the-next-phase-for-vr-ready-or-not/

-How to familiarize with eTourism? Is it hard (or expensive?) to follow the technology (Will someone have to buy a new device every year? is the technology compatible from one provider or cie to the other?)

You can buy an Oculus Quest now that is comfortable with reasonable resolution, that provides surround panoramas and 3D movies and games. Much VR is created in the Unity or Unreal game engines, but yes the more sophisticated headsets (like the Mixed Reality Microsoft HoloLens, which does not create Holograms) seem to last 1-2 years, if we are lucky. These headsets have to hit the market so quickly, many develop issues that are not apparently obvious:

6 month Research Assistant position

I require a research assistant for an ARC LIEF project:

Fixed Term Research Assistant for Time Layered Culture Map Project (Web-based Mapping and AR/MR/VR technologies] 

  • Develop exemplars of cultural heritage data integrated with GIS data, on open source web platform Recogito [https://recogito.pelagios.org/] or equivalent.
  • Advise and develop related semantic web ontologies, features and supporting data.
  • Develop working examples of cultural heritage sites on this platform along with requested visualisation and annotation features (requested by supervisor)
  • Help integration with envisaged virtual reality, augmented reality and mixed reality platforms and related devices
  • Assist development of reports, tutorials, scholarly publications and grant applications based on the above including sourcing earlier papers and case studies
  • Store all examples and codes on accessible software repositories as requested by supervisor
  • Demonstrate, where required, the above GIS, mapping and semantic web examples.
  • Expertise required: knowledge of GIS, GeoJSON or similar, programming, familiarity with recent AR/VR technologies would be an advantage.
  • SALARY: G05.3  level.
  • The work is based at Curtin and can be shared but covers 6 months fulltime worl starting ASAP.

The job will be advertised soon but please contact erik dot champion at curtin edu au for any questions.

Free talks tomorrow, 21.02.2020

Dr Chris McDowall

This free mini-symposium of talks from leading UK NZ and Australian experts will explore recent developments and intriguing challenges in spatial and platial design involving aspects of both culture and technology.

10:10 Dr Stuart Dunn, Head of The Department of Digital Humanities King’s College London, UK. Finding ourselves from Ptolemy to GPS: creating, exploring and communicating personal cartographies with technology

10:50 Dr. Juan Hiriart, Senior Lecturer in Interactive Media Art and Design, Salford University, Manchester, UK. People and Things: Representing Past Societies and Material Cultures in Game-form.

11:30 Dr Chris McDowall, Freelance Cartographer, New Zealand. Looking up from the map: We Are Here: An Atlas of Aotearoa.

12:10 tea/coffee break provided b Kirribilli (funded by the Curtin Institute for Computation).

12:30 Ms Nat Raisbeck-Brown, Experimental Spatial Scientist, Indigenous Ecological Knowledge Project, Atlas of Living Australia, CSIRO, Perth. Linking Indigenous to Western science knowledge through the Atlas of Living Australia.

12:50 Professor Erik Champion, UNESCO Chair of Cultural Heritage and Visualisation, Curtin University.

We will attempt to finish by 13.10.

We are grateful to the Curtin Institute for Computation for funding this event and the related research project.

Writing a book proposal

When you are writing a book proposal, reviewers might be asked:

  • What are the purposes and central argument?
  • Contribution to the field and how significant?
  • What is the competition? How do they differ to this book proposal?
  • Are the premises+conclusion=argument sound and valid?
  • Likely market?
  • How can we improve it, in terms of style, weaknesses, structure?
  • We may ask you to recommend 2-3 experts in the field who we will send it to..

Workshop on Digital Heritage and Humanities

February 17-18, 2020, The CREASE
University of South Australia, Kaurna Building Level 2, City West Campus

This workshop will explore examples of how the application of digital technologies in the humanities, built environment, creative arts and design are affecting how heritage environments are studied, preserved, shared and celebrated. The advent of technologies such as LIDAR (Laser scanning of natural and built environments), Virtual and Augmented Reality and immersive interactive environments, in areas such as site data collection, site visualisation and heritage exhibitions, are transforming how we study heritage environments and experience them both in situ and elsewhere. These changes have implications in diverse domains, including archaeology, anthropology, museology, tourism, architecture, restoration and education.

Program

Day 1 Monday February 17, 2020

13:00 Welcome to Country

A/Prof. Jane Lawrence, Head: School of Art, Architecture and Design

13:15 Introduction to the day, Prof. Simon Biggs

13:30 Keynote: Prof. Erik Champion, Curtin University, Perth (Chair: Prof. Ning Gu)

Prof. Champion is UNESCO Chair of Cultural Heritage and Visualisation, and Professor of Media Culture and Creative Arts, in the Humanities Faculty of Curtin University, Perth, Western Australia.

14:45 Q&A

15:00 coffee and networking – Catered by Folk Lore

15:30 Burra Digital Heritage Project: Dr. Julie Nichols and Darren Fong

16:30 Discussion

17:00 Drinks at West Oak Hotel

 

Day 2 Tuesday February 18, 2020

09:00 coffee and networking – Catered by Folk Lore

09:30 Presentation 1 – Dr. Aida Eslami Afrooz – Time Layered Cultural Map project

10:15 Presentation 2 – CAD Walk – immersive environments for heritage simulation

11:30 Presentation 3 – Dr. Gun Lee – Augmented Reality in Outdoor Experience

12:15 Discussion

12:30 Lunch – Catered by Folk Lore

13:30 Presentation 4 – Sahar Soltani – The HYVE (in the HYVE)

14:15 Presentation 5 – Ben Keane and Alex Degaris Boot – AR for Heritage (in CCS)

15:00 coffee and networking

15:30 Discussion

16:00 end.

Spatial Humanities mini-symposium

caption, Dr. Juan Hiriart, PhD game project, Communicating the Past, Cologne, 2018.

Space, Place, People and Culture

This free mini-symposium of talks from leading UK NZ and Australian experts will explore recent developments and intriguing challenges in spatial and platial design involving aspects of both culture and technology.

10:00 Dr Stuart Dunn, Head of The Department of Digital Humanities King’s College London, UK

10:40 Dr. Juan Hiriart, Senior Lecturer in Interactive Media Art and Design, Salford University, Manchester, UK.

11:20 Mr Chris McDowall, Geographer, New Zealand, independent consultant.

12:00 Ms Nat Raisbeck-Brown, Experimental Spatial Scientist, Indigenous Ecological Knowledge Project, Atlas of Living Australia, CSIRO, Perth.

12:20 Dr David McMeekin, Senior Research Fellow, Spatial Sciences, Curtin University and member of the Ancient Itineraries project.

12:40 Professor Erik Champion, UNESCO Chair of Cultural Heritage and Visualisation, Curtin University.

NB Some details may change.

VENUE Chemistry Building 500, “Exhibition Space” Theatre, Room 1102ABex, Manning Road entrance, Curtin University Bentley Campus, Perth, WA, 6102

DATE Friday 10:00-13:00, 21 February 2020

new OA Chapter for Communicating the Past book

Just added an early version of my chapter “Games People Dig: Are They Archaeological Experiences, Systems or Arguments?” in the Communicating the Past Book.

Every chapter is full open access. For book see https://www.ubiquitypress.com/site/books/10.5334/bch/

researchgate.net/publication/33 CC-BY 4.0.

One of the many but important dilemmas we may encounter in designing or critiquing games for archaeology (Champion 2015) is determining the why: why we should develop, buy, play, and teach specific games for the above disciplines. For archaeology, I propose there is a further important trifurcation: games aiming to convey an experience of archaeology (Hiriart 2018); games aiming to show how systems, methods, findings, and unknowns interact either to produce that experience; or games revealing what is unknown or debated (how knowledge is established or how knowledge is contested).

CFPs for Conferences in 2020

*START*DUECONFTHEMELOCATION
01-Jul-2016-Mar-20CASA2020Computer Animation and Social AgentsBournemouth UK
05-Jul-2021-Mar-20WAC#9World Archaeological Congress (sessions due 15 November 2019)Prague, Czech Republic
07-Jul-2001-Feb-20GIS FORUMplatform for dialogue among geospatial mindsSalzburg Austria
14-Jul-2031-Jan-20G4CGames For ChangeNew York City
26-Aug-2015-Feb-20ASAArchives Amplified: Connect, Challenge, ReimagineBrisbane Australia
26-Aug-2013-Feb-20EAAsustainability of archaeological data for EAA 2020Budapest Hungary
03-Sep-2003-Feb-20ONM2020Inclusive Museum: historical Urban LandscapesLisbon Portugal
15-Sep-2028-Feb-20UMAC-ICOMUniversity Museums and Collections conference- New DestinationsSydney Australia
27-Sep-2014-Feb-20SAHANZWHAT IF? WHAT NEXT? SPECULATIONS ON HISTORY’S FUTURESPerth Australia
01-Oct-20?CAA2020-GKBig Data in ArchaeologyAthens Greece
10-Oct-20?Living DHIntegrating the Past into the Present and FutureSydney Australia
01-Nov-2007-Apr-20CHIPLAY1 to 4 NovOttawa Canada
01-Nov-2029-Jun-20WCHRWorkshop on Computational Humanities ResearchAmsterdam Netherlands
01-Nov-20?VRSTOttawa Canada
04-Nov-2001-May-20TIPC3The Interactive PastsLeiden The Netherlands
28-Nov-2031-May-20DHAAustralasian Association for Digital Humanities ConferenceChristchurch NZ
01-Dec-20?GALAGames and Learning Alliance conferenceLavel France
19-Apr-21?CAA2021Computer Applications and Quantitative Methods in ArchaeologyLimasso Cyprus
08-May-2110-Sep-20CHI2021CHI2021Yokohama Japan
26-Jul-21?DH2021Digital HumanitiesTokyo Japan
01-Sep-21?MW2021Museums on the WebWashington DC
11-Jul-22?DH2022Digital HumanitiesGraz Austria
START*DUE*CONFERENCETHEMELOCATION
03-Sep-2003-Feb-20ONM2020Inclusive Museum: historical Urban LandscapesLisbon Portugal
26-Aug-2013-Feb-20EAAsustainability of archaeological data for EAA 2020Budapest Hungary
27-Sep-2014-Feb-20SAHANZWHAT IF? WHAT NEXT? SPECULATIONS ON HISTORY’S FUTURESPerth Australia
26-Aug-2015-Feb-20ASAArchives Amplified: Connect, Challenge, ReimagineBrisbane Australia
15-Sep-2028-Feb-20UMAC-ICOMUniversity Museums and Collections conference- New DestinationsSydney Australia
01-Jul-2016-Mar-20CASA2020Computer Animation and Social AgentsBournemouth UK
05-Jul-2021-Mar-20WAC#9World Archaeological Congress (sessions due 15 November 2019)Prague, Czech Republic
01-Nov-2007-Apr-20CHIPLAY1 to 4 NovOttawa Canada
04-Nov-2001-May-20TIPC3The Interactive PastsLeiden The Netherlands
28-Nov-2031-May-20DHAAustralasian Association for Digital Humanities ConferenceChristchurch NZ
01-Nov-2029-Jun-20WCHRWorkshop on Computational Humanities ResearchAmsterdam Netherlands
08-May-2110-Sep-20CHI2021CHI2021Yokohama Japan

2020: Upcoming presentations and talks

Book

  1. Champion, E. (2021: in press?). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series. Book.

Edited book

  1. Lee, C. & Champion, E. (Ed). (2021:?). Screen Tourism and Affective Landscapes. Edited book. We have the author abstracts but reconsidering publisher.

Book Chapters

  1. Champion, E. (2020: in press). Games People Dig: Are They Archaeological Experiences, Systems, or Arguments? In: Hageneuer, S. (ed.) Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13 October 2018). London: Ubiquity. URL: https://communicatingthepast.hcommons.org/2018/04/19/release-of-the-call-for-paper/ Chapter from invited keynote.
  2. Champion, E. & Foka, A. (2020: in press). “Chapter 17: Art History, Heritage Games, and Virtual Reality”, in Brown, K. J. (Ed.). The Routledge Companion to Digital Humanities and Art History. Routledge, UK. Approx: May 2020.
  3. Champion, E., Nurmikko-Fuller, T., & Grant, K. (2020: pending). “Blue Sky Skyrim VR: Immersive Techniques to Engage with Medieval History.” In Games for Teaching, Impact, and Research edited by Robert Houghton, Winchester University.
  4. Champion, E., (2020?). Biodiversity and Cultural Diversity: Virtual opportunities” chapter for e-book Biodiversity in connection with Linguistic and Cultural Diversity. . Editors from Austrian Academy of Sciences and Austrian Centre for Digital Humanities; European Citizen Science Association; metaLab (Harvard) etc. Book chapter submitted.
  5. Champion, E. (2020?: under review). “Not Quite Virtual: Techné between Text and World.” In Texts & Technology: Inventing the Future of the Humanities, edited by Anastasia Salter and Barry Mauer, University of Central Florida, Orlando Florida USA. Chapter submitted.
  6. Champion, E. (2020: under review?). “Workshopping Game Prototypes for History and Heritage” for Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company.

Journal Article

  1. Dawson, B., Joseph P., & Champion, E. (2020: in press). Methodology to Evaluate User Experience of a Storyteller Panorama Tour” Collections: A Journal for Museum and Archives Professionals. Journal article.

Talks

  1. Champion, E. (2020). Invitation to Keynote at VR Conference. Keynote. 17-18 February, UNiSA, Adelaide Australia. Funded, invited.
  2. CAA2020, 15-17 April 2020, Oxford. Panel on infrastructure issues, to be confirmed.
  3. Invited to speak at Uppsala University, Sweden, April 2020? to be confirmed.
  4. Invited to speak at NTNU Trondheim, Norway, October 2020? to be confirmed.

Workshop / paper session

  1. Champion, E, Hiriart, J., & Houghton, R. (2020). Group session proposal accepted, International Computer Applications and Quantitative Methods in Archaeology conference (CAA 2020), Oxford, UK, 14-17 April 202

I promised not to write so many book chapters and I am failing miserably. Time to focus on projects, not words.