CAA 2019 presentations

More for my own use, here are two papers accepted for CAA2019 in Krakow Poland, 23-27 April, 2019.

Author Erik M Champion (Mafi?)

Title Mixable reality, Collaboration, and Evaluation (S36: User Experience Design in Archaeology and Cultural Heritage)

If we are to move past one hit AR wonders like Pokémon Go, scalable yet engaging content, stable tools, appropriate evaluation research, long-term and robust infrastructure, are essential. Formats like WebVR and Web XR show promise for sharing content across desktop and head-mounted displays (without having to download plugins), but there is also a non-technological constraint: our preconceptions about virtual reality. For example, in a 2018 Conversation article “Why virtual reality cannot match the real thing” by Professor of Philosophy Janna Thompson) she argued that virtual reality (and virtual heritage in particular) attempts to provide accurate and equivalent realistic interactive simulations of the existing real world.
VR is not only a possible mirror to the current world. As Sir David Attenborough noted about the Natural History Museum’s “Hold the World” VR application, it provides a richer understanding of process, people can move and view virtual objects that are otherwise fragile, expensive or remote. And it allows people to share their mashups of reality, mixable reality. Collaborative learning can compel us to work in groups to see the bigger picture… your actions or decisions can be augmented and incorporated into the experience. However, there are few studies on collaborative learning in mixed reality archaeology and heritage. This presentation will discuss two projects, (one using two HoloLens HMDs, one a game where two people with different devices must share and control one character,) the theories adopted, and the range of possibilities for evaluating user experience in this collaborative mixed reality.

This is related to part of an article on VR for tourism that was submitted to the online Conversation website, this abstract will be further modified and updated.

Authors: Erik M Champion, Hafizur Rahaman

Title: 3D Models: Unwanted, Unknown, Unloved (Session S37: 3D Publishing and Sustainability: Taking Steps Forward)

Given the importance of three-dimensional space and artefacts to archaeology and to heritage studies, one might therefore assume that publications in the area of virtual heritage are heavily reliant on providing scholarly argument based on 3D models.

To corroborate this hypothesis, we reviewed virtual heritage proceedings of five major digital heritage conferences one could expect to be focused on projects incorporating 3D models. A total number of 264 articles across 14 proceedings were studied, and the results will be tabulated and presented.

The lack of accessible 3D models, usable projects, or ways in which the 3D model could be used and critiqued in a scholarly argument is of great concern to us. We suggest that long-term usage and preservation of virtual heritage models are worrying and persistent issues, and their scholastic impact is severely compromised. We suggest there are least three critical issues: we lack accessible, durable and complete infrastructure, which is essential for storage and preservation; we still don’t have a shared understanding of how to develop, integrate and demonstrate the research value of 3D heritage models; we also lack robust, long-term publication systems that can integrate and maintain both the 3D models and their relevance and functionality in terms of both community engagement and scholarship. We recommend seven practical steps for ensuring that the scholarship going into the development of 3D virtual heritage models, and arising from 3D virtual heritage models, can be fully implemented.

CFP Chapters for Screen Tourism and Affective Landscapes (edited book)

Screen Tourism and Affective Landscapes (edited book)

Edited by Ear Zow Digital (University of South Australia), Jane Stadler (UQ) and Robert Peaslee (TTU).

We are soliciting contributions for an edited book that will explore the affective landscapes – both real and imaginary – in screen tourism.

Screen tourism is a burgeoning global industry whereby tourists visit locations that are featured in or are associated with film and television texts (e.g. filming locations, theme parks, the creator’s former abode). This simultaneously niche yet mainstream market has now extended the bucket list of travel destinations to include the likes of Westeros (Dubrovnik, Game of Thrones), Middle-earth (New Zealand, The Lord of the Rings), and Platform 9¾ (London, Harry Potter).

The book will explore how affective landscapes in screen tourism are sights/sites of transformation, play and possibility. It will broach a spectrum of topics, ranging from the tourist’s/fan’s affective response to place, to the strategic design of ventures to enhance the experiential through creating senses of place and narrative. The book will further advance discussions of the future potential of the industry (e.g. use of mixed/augmented reality).

Screen Tourism and Affective Landscapes will be a comprehensive collection of essays by international scholars and screen tourism practitioners, opening up a space for dialogue between the academy and industry. This interdisciplinary book will be informed by fields including cultural studies, tourism studies, media studies, cultural heritage and visualisation studies.

Possible areas of research include (but are not limited to):

  • narrative and affective landscapes
  • liminal spaces
  • embodied experiences
  • themed experiences and places
  • augmenting place through technology
  • modes of reality
  • (popular) cultural heritage and authenticity
  • the screen tourist’s gaze
  • fandom communities and engagement

Chapters are expected to be approximately 6000–7500 words.

Proposals should be sent by email (in a Word document) to the Editors by March 1, 2019. This should include an abstract (250 words) and a short contributor bio (one paragraph including institutional affiliation, position and recent publications). Please note that the submission date for accepted papers is October 4, 2019.

Contributors, please address all inquiries and proposals to:

Erik Champion (erik DOT champion at UNISA DOT edu DOT au)

NB post updated: editors changed, book reviewed positively, just need one or more chapters on African or Asian-focused screen tourism topics.

$420,000 ARC LIEF grant awarded

Linkage Infrastructure, Equipment and Facilities 2018 round 1 [LE190100019]

Time-layered cultural map of Australia
Administering Organisation: The University of Newcastle
Investigators

  1. Prof Hugh Craig (Chief Investigator)
  2. Prof Deb Verhoeven (Chief Investigator)
  3. Prof Paul Arthur (Chief Investigator)
  4. Prof Andrew May (Chief Investigator)
  5. Prof Rosalind Smith (Chief Investigator)
  6. Prof Ning Gu (Chief Investigator)
  7. Prof Erik Champion (Chief Investigator)
  8. A/Prof Mark Harvey (Chief Investigator)
  9. Prof Victoria Haskins (Chief Investigator)
  10. Prof Lyndall Ryan (Chief Investigator)

The Time-layered cultural map (TLCMap) of Australia is an online research platform that will deliver researcher driven national-scale infrastructure for the humanities, focused on mapping, time series, and data integration. The TLCMap will expand the use of Australian cultural and historical data for research through sharply defined and powerful discovery mechanisms, enabling researchers to visualise hidden geographic and historical patterns and trends, and to build online resources which present to a wider public the rich layers of cultural data in Australian locations. TLCMap is not a singular project or software application with a defined research outcome, but infrastructure linking geo-spatial maps of Australian cultural and historical information, adapted to time series and will be a significant contribution to humanities research in Australia. For researchers, it will transform access to data and to visualisation tools and open new perspectives on Australian culture and history. For the public, it will enable increased accessibility to historical and cultural data through visualisations made available online and in print.
URL: https://www.arc.gov.au/grants-and-funding/apply-funding/rms-funding-announcements-web-page

Publications & presentations to finish off

Phew!

Books

  • Champion, E. (2019: in press). Rethinking Virtual Space. Indiana University Press, Spatial Humanities series. Needs to submit revision, new chapters, devices, images.
  • Champion, E. (2019: in press). Organic Design in Twentieth-Century Nordic Architecture. Routledge. 11 March 2019. 1st proof returned.

Book chapters

  • Champion, E. (2019: in press). “From Historical Models to Virtual Heritage Simulations”. Open access book chapter for Der Modelle Tugend 2.0, by Herder-Institut für historische Ostmitteleuropaforschungm, Heidelberg University Press, Germany. URL: http://books.ub.uni-heidelberg.de/arthistoricum will be out about March.
  • Champion, E. and Foka, A. (2019: invited). “Chapter 19 Art History, Heritage Games, and Virtual Reality”, in Brown, K. J. (Ed.), The Routledge Companion to Digital Humanities and Art History. Routledge, UK. Draft chapter with editor.

Journal

  • Champion, E., and Rahaman, H. (2019: invited). Special issue, Sustainability: Natural Sciences in Archaeology & Cultural Heritage, Editor, Ioannis Liritzis. Due 31 December 2018. Open Access.
  • Another is being reviewed.

Conference Presentations (probably enough!)

  1. Champion, E., Bekele, M., Fayad, S. (2018). Pelagios Working Group Paper to be presented at the Linked Pasts IV 2018 conference, 11-13 December 2018, Mainz, Germany. Invited and funded thanks to successful Pelagios grant. URL: https://www.eventbrite.com/e/linked-pasts-iv-views-from-inside-the-lod-cloud-tickets-47761266233
  2. Bekele, M., Champion, E., (2019: accepted). Redefining Mixed Reality: User-Reality-Virtuality and Virtual Heritage Perspectives, 24th Annual Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2019), Wellington, New Zealand, 15-18 April 2019. https://caadria2019.nz/
  3. Rahaman, H., Champion, E., (2019: accepted). The Scholarly Rewards and Tragic Irony of 3D Models in Virtual Heritage Discourse, 24th Annual Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2019), Wellington, New Zealand, 15-18 April 2019. https://caadria2019.nz/
  4. Champion, E., Rahaman, H. (2019: accepted). 3D Models: Unwanted, Unknown, Unloved, Computer Applications and Quantitative Methods in Archaeology (CAA2019), Krakow, Poland, 23-27 April 2019. https://2019.caaconference.org/
  5. Champion, E. (2019: accepted). Mixable reality, Collaboration, and Evaluation. S36: Computer Applications and Quantitative Methods in Archaeology (CAA2019), Krakow, Poland, 23-27 April 2019. https://2019.caaconference.org/
  6. A February conference in Sydney, not heard back yet, I think.
  7. Another has been submitted to a conference in Perth, 27-29 April.

CFPs (Conferences for 2018-2019)

you may notice I am not listing as many as I used to, I plan on less travel, so these #cfps may slowly abate. If I find a good relevant conference call site I will refer to that.

 

*START*DUECONFERENCETHEMELOCATION
12-Oct-18C. the PastCommunicating the Past in the Digital AgeCologne Germany
11-Dec-1814-Nov-18LinkedpastsLinked Pasts IV (11-13 Dec) [posters]Mainz Germany
06-Feb-1929-Oct-183D ARCH3D Arch/CIPABergamo Italy
13-Apr-1909-Nov-18Spaces&PlacesSpaces and PlacesBruges, Belgium
15-Apr-1901-Oct-18CAADRIAIntelligent and informedWellington NZ
23-Apr-1914-Oct-18CAA2019Comp. Apps & Quantitative Methods in ArchaeologyKraków Poland
25-Apr-1931-Oct-18TToDThe Thrill of the Dark: Heritages of Fear, Fascination & FantasyBirmingham UK
04-May-1907-Jan-19CHI2019Weaving the Threads of CHI (altchi papers)Glasgow UK
08-Jun-1902-Nov-18ECSW2019Euro Conf on Computer-Supported Cooperative WorkSalzburg Austria
22-Jun-1930-Nov-18ISEA201925th International Symposium on Electronic ArtGwangju, South Korea
23-Jun-1901-Feb-19IRLN2019immersive Learning Research Network (iLRN)London UK
26-Jun-1931-Dec-18CAADFutures2019Hello, Culture!Daejeon South Korea
09-Jul-1927-Nov-18DH2019Digital HumanitiesUtrecht Netherlands
11-Jul-1901-Nov-18Ruins of Preserv.Ruins of Preservation Rethinking heritage through counter-archivesLondon UK
06-Aug-1905-Feb-19DiGRA2019‘Game, Play and the Emerging Ludo Mix’Kyoto Japan
01-Nov-19?SiggraphAsiaSiggraph Asia 19Brisbane Australia
06-Jul-20?WAC#9World Archaeological CongressPrague, Czech Republic
22-Jul-20?DH2020Digital HumanitiesOttawa Canada
01-Oct-20?ICOMOS2020ICOMOS WORLD 2020Sydney Australia

Free Workshop: 3D to Mixed Reality: From Regard3D to HoloLens (23.11.2018)

3D to Mixed Reality: From Regard3D to HoloLens

(register on Eventbrite) Friday 23 Nov 2-4PM Curtin University Library Level 5

3D models adopted/generated from image-based modelling techniques are increasingly used in research, shared online, incorporated into digital archives, and developed as assets for 3D games and for Virtual Reality applications. On the other hand, various HMDs (Head-Mounted-Display) offer Mixed Reality experiences; help us to experience and interact with virtual environments and objects via gesture, speech, gaze, touch and movement. This workshop will demonstrate how to make 3D models from photographs with free and open source software (FOSS, Regard3D), how to import a 3D model to a specific Mixed Reality HMD (Microsoft HoloLens), and you will also learn how the HoloLens can interact with the 3D model in mixed reality.

We will be using the following software:

  • Regard3D
  • MeshLab
  • Unity3D
  • HoloToolkit

What to bring:

You can just register and attend the workshop. However, it is better to bring your own laptop/device, preferably with the following software pre-installed (installation may take an hour but is free of charge):

Please register to secure your place, and cancel your ticket if you are no longer able to attend, as places are limited!

Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography

The SAHANZ Proceedings for 2018 are out on researchgate. I was co-author of the following:

Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography

by A de Kruiff, F Marcello, J Paay, E Champion, J Burry – SAHANZ 2018

 

In 1986, a group of Spanish architects decided to physically recreate an icon of modernist architecture. Mies van der Rohe’s German pavilion for the Barcelona World Expo of 1929 was at the cutting edge of spatial and structural innovation but its influence was limited to what we understand through drawings, photographs, limited film footage and historical interpretations. We can now physically visit the pavilion and experience it but what of all the other pavilions by famous (and less famous) architects that are no more? It would be costly and time consuming to physically rebuild all of them, however virtual reality (VR) technologies and human computer interaction (HCI) methods can bring them back to life. International expo pavilions are temporary structures designed to be at the cutting edge of structural and material technology but what makes them unique and inspirational is seldom preserved directly, their architectural insights, experiential richness and cultural significance are easily lost. This paper asks: How might immersive digital experiences of space help us to recapture ‘authentic’ experiences of history and place? What implications does this have for architectural history, heritage and conservation?

The authors offer some answers to these questions by presenting preliminary results from a larger project entitled ‘Learning from Lost Architecture’: a virtual reconstruction of the Italian Pavilion at the Paris Expo of 1937. Firstly, we will contextualise the practice of digital cultural heritage and present its potential for immersive, investigatory architectural experiences. Secondly, we will critique our own practice to better evaluate the potential of virtual reconstructions to affect architectural learning, discovery and historiography.

de Kruiff, A., Marcello, F., Paay, J., Champion, E. and Burry, J. (2018) 'Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography'. SAHANZ 2018: HISTORIOGRAPHIES OF TECHNOLOGY AND ARCHITECTURE, The 35th Annual Conference of the Society of Architectural Historians, Australia and New Zealand, Wellington NZ, 4-7 July 2018. Wellington NZ: SAHANZ, 113-126.

The Phenomenology of Real and Virtual Places

New edited book out 8 November:

Champion, E. (Ed.). (2018). The Phenomenology of Real and Virtual Places. The Routledge Studies in Contemporary Philosophy series. Routledge. 08 November 2018 (ebook 26 October 2018 9781315106267). ISBN 9781138094079

Feel free to ask Routledge for a review form and book copy..

This collection of essays explores the history, implications, and usefulness of phenomenology for the study of real and virtual places. While the influence of phenomenology on architecture and urban design has been widely acknowledged, its effect on the design of virtual places and environments has yet to be exposed to critical reflection. These essays from philosophers, cultural geographers, designers, architects, and archaeologists advance the connection between phenomenology and the study of place. The book features historical interpretations on this topic, as well as context-specific and place-centric applications that will appeal to a wide range of scholars across disciplinary boundaries. The ultimate aim of this book is to provide more helpful and precise definitions of phenomenology that shed light on its growth as a philosophical framework and on its development in other disciplines concerned with the experience of place.

Foreword byJeff Malpas
Introduction by Erik Champion
1. The Inconspicuous Familiarity of Landscape by Ted Relph2. Landscape Archaeology in Skyrim VR by Andrew Reinhard

3. The Efficacy of Phenomenology for Investigating Place with Locative Media by Leighton Evans

4. Postphenomenology and “Places” by Don Ihde

5. Virtual Place and Virtualized Place by Bruce Janz

6. Transactions in virtual places: Sharing and excess in blockchain worlds by Richard Coyne

7. The Kyoto School Philosophy on Place: Nishida and Ueda by John W.M. Krummel

8. Phenomenology of Place and Space in our Epoch: Thinking along Heideggerian Pathways by Nader El-Bizri

9. Norberg-Schulz: Culture, Presence and a Sense of Virtual Place by Erik Champion

10. Heidegger’s Building Dwelling Thinking in terms of Minecraft by Tobias Holischka

11. Cézanne, Merleau-Ponty, and Questions for Augmented Reality by Patricia Locke

12. The Place of Others: Merleau-Ponty and the Interpersonal Origins of Adult Experience by Susan Bredlau

13. “The Place was not a Place”: A Critical Phenomenology of Forced Displacement Neil Vallelly

14. Virtual Dark Tourism in The Town of Light by Florence Smith Nicholls


PhD Scholarships for S American Students

South American students wishing to study for a PhD at Curtin or 3 other Australian technical universities please read this

https://www.atn.edu.au/scholarships-grants/atn-latam-scholarships/

Applicants must be a citizen of: Argentina, Brazil, Chile, Colombia, Ecuador, Paraguay, Peru or Uruguay.

Applications close 31 January 2019.

ATN-South American Scholarships

The Australian Technology Network (ATN) is pleased to announce the ATN-LATAM Research Scholarship Scheme.

This will provide a minimum of 10 scholarships for eligible applicants to undertake PhD research at one of the four ATN universities in Australia. These are Curtin University, University of South Australia, University of Technology Sydney (UTS) and RMIT University.

The scholarship provides:

  • Full research tuition fee scholarship for 3 years with possible extension to 3.5 years
  • Stipend valued at a minimum of AUD 30,000 per year, for 3 years with possible extension to 3.5 years
  • Contribution to relocation costs to Australia
  • Overseas Student Health Cover (OSHC) insurance

Awardees must be able to commence studies in 2019

Eligibility

Applicants must be a citizen of one of the following countries: Argentina, Brazil, Chile, Colombia, Ecuador, Paraguay, Peru or Uruguay.

When applying to your University of choice, please ensure you mention this scheme.

Applications close 31 January 2019.

The Australian Technology Network of Universities (ATN) brings together five of the most innovative and enterprising universities in Australia and is recognised as a global leader of a new generation of universities focused on industry collaboration, real-world research with real-world impact and produce work-ready graduates to become global thinkers in business and the community.

UniversityCityResearch Degree Admission InformationResearch Scholarship Information
Curtin University PerthFind more information hereFind more information here
RMITMelbourneFind more information hereFind more information here
UniSAAdelaideFind more information hereFind more information here
UTSSydneyFind more information hereFind more information here

Authenticity and Communicating the Past

Day 1 of #ComPDA conference (program) at the University of Cologne and authenticity is a big topic in Q&A

I wonder if

  1. a workshop session on writing a charter/guidelines on Authenticity in Digital and Interactive media would be of interest.
  2. A gane idea where exoloring and avoiding or collecting the most authentic would be part of the gameplay
  3. A tool inside a game/VE to show levels of contestation/interpretation/historical authenticity can reveal the schema/paradata postplay or preplay..

Xavier from Edinburgh is now talking about the exciting non educatonal aspects of Assassin’s Creed (Origins vs Odyssey for example) – I wonder if someone has done a survey of the game assets/narratives and scored/compared their educational/authentic-inauthentic/’fun’ levels and areas. Are fun and education really always directly opposed in these sort of games?

References

Assassin’s Creed

General

Communicating the Past, 12-13 Oct, Cologne

This is a great looking program, looking forward to catching up with some old friends.

My abstract is

Games People Dig: Are They Archaeological Experiences or Archaeological Systems?

One of the many but important dilemmas we may encounter in designing or critiquing games for archaeology, (and for history and for heritage), 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 interesting bifurcation: between games aiming to convey an experience of archaeology (the what, what it is to experience archaeology), and games aiming to show how systems, methods, findings and unknowns interact either to produce that experience, or to reveal what is unknown or debated (how knowledge is established or how knowledge is contested). Central to this investigation is the question of whether video game genres or games as modes of interaction can be compared against what is learnt from that interactive mode or genre of interaction. Can a schematic framework show what can be communicated and why it should be done? Can it help (schematically) accomplish these goals, and provide criteria for determining when this is or is not useful? Or are we risking a banal gamification of archaeological learning?

Conferences (CFPs)

*START*DUECONFERENCETHEMELOCATION
12-Oct-18C. the PastCommunicating the Past in the Digital AgeCologne Germany
28-Nov-1815-Aug-18VRST18Virtual Reality Software and TechnologyTokyo Japan
28-Nov-1820-Jul-18NZAANZ Archaeological Association: Trans-Tasman DialoguesAuckland NZ
11-Dec-1814-Nov-18LinkedpastsLinked Pasts IV (11-13 Dec) [posters]Mainz Germany
06-Feb-1929-Oct-183D ARCH3D Arch/CIPABergamo Italy
17-Mar-1901-Oct-18IUI2019Intelligent User InterfacesLA USA
10-Apr-1906-Sep-18SAAArchaeogaming session Society for American AnthropologyAlbuquerque New Mexico
15-Apr-1901-Oct-18CAADRIAIntelligent and informedWellington NZ
23-Apr-1910-Oct-18CAA2019Comp. Apps & Quantitative Methods in ArchaeologyKraków Poland
04-May-1914-Sep-18CHI2019Weaving the Threads of CHIGlasgow UK
08-Jun-1926-Oct-18ECSW2019Euro Conf on Computer-Supported Cooperative WorkSalzburg Austria
22-Jun-1930-Nov-18ISEA201925th International Symposium on Electronic ArtGwangju, South Korea
26-Jun-1914-Sep-18CAADFutures2019Hello, Culture!Daejeon South Korea
09-Jul-19?DH2019Digital HumanitiesUtrecht Netherlands
06-Aug-1905-Feb-19DiGRA2019‘Game, Play and the Emerging Ludo Mix’Kyoto Japan
01-Nov-19?SiggraphAsiaSiggraph Asia 19Brisbane Australia
06-Jul-20?WAC#9World Archaeological CongressPrague, Czech Republic
22-Jul-20?DH2020Digital HumanitiesOttawa Canada
01-Oct-20?ICOMOS2020ICOMOS WORLD 2020Sydney Australia
START*DUE*CONFERENCETHEMELOCATION
17-Mar-1901-Oct-18IUI2019Intelligent User InterfacesLA USA
15-Apr-1901-Oct-18CAADRIAIntelligent and informedWellington NZ
23-Apr-1910-Oct-18CAA2019Comp. Apps & Quantitative Methods in ArchaeologyKraków Poland
08-Jun-1926-Oct-18ECSW2019Euro Conf on Computer-Supported Cooperative WorkSalzburg Austria
06-Feb-1929-Oct-183D ARCH3D Arch/CIPABergamo Italy
11-Dec-1814-Nov-18LinkedpastsLinked Pasts IV (11-13 Dec) [posters]Mainz Germany
22-Jun-1930-Nov-18ISEA201925th International Symposium on Electronic ArtGwangju, South Korea
06-Aug-1905-Feb-19DiGRA2019‘Game, Play and the Emerging Ludo Mix’Kyoto Japan
09-Jul-19?DH2019Digital HumanitiesUtrecht Netherlands
01-Nov-19?SiggraphAsiaSiggraph Asia 19Brisbane Australia
06-Jul-20?WAC#9World Archaeological CongressPrague, Czech Republic
22-Jul-20?DH2020Digital HumanitiesOttawa Canada
01-Oct-20?ICOMOS2020ICOMOS WORLD 2020Sydney Australia

Single Character 2 Person Climbing Game

A French student Agathe Limouzy (Toulouse) was an intern here at Curtin, I mentored her for a game design project. It was supposed to be cyber-archaeology but morphed slightly into a two person controlling single character climbing game, using an HTC Vive and a leap Controller (tracking hands) attached via a bandana. The person with the Leap can climb or send hand directions to the person in the head mounted display, who controls the legs.

Short video at: https://twitter.com/curtinmakers/status/1042714070120448000

Game prototyping workshop in Turin

At the Politecnico di Torino, Turin Italy, I gave a talk on Monday in their summer school on Cities Cultural heritage and Digital Humanities, on Virtual heritage and publication issues.

Yesterday I ran a workshop on game prototyping especially for history and heritage games.

The slides from the workshop are here

I am particularly interested in developing the conceptual framework for teaching this, on slides 3-4 (with a better diagram!)

Lecture and workshop on Virtual Heritage, Turin Italy

I am presenting a lecture on virtual heritage research and publication on Monday 17 September, and a Tuesday 18 September workshop on game design and virtual heritage

for the Digital Humanities Summer School at the Politechnico Turin Italy. Students are coming from Europe and America (UCLA is also involved)..

URL: http://digitalhumanitiesforculturalheritage.polito.it/index.html

Virtual heritage 40-60 minutes

  1. Introduction, overview of important controversies, debates, issues
  2. Overview of important journals and conferences
  3. Suggestions to improve the field
  4. Techniques to improve paper selection
  5. If time, discussion of papers the attendees are writing or areas of research worthy of writing in the futures (10-20 minutes)

Game design 4 hours

  1. Introductions for all (10-20 minutes)
  2. Overview of game design, serious games and gamification (50-40 minutes) finish at 9:30
  3. Discussion of technologies, methods and prototyping tools (20 minutes). I will suggest for most they can use twine: http://twinery.org/ ***
  4. Group suggest ideas (10 minutes)
  5. Short break/questions (20 minutes)
  6. Selection of teams (10 minutes) Finish at 11:30
  7. Work on game ideas as prototypes and playtest solutions (50 minutes)
  8. Present prototypes to all (50 minutes) finish at 12:30

Given the location is in a castle I think some relevant examples would be a good thing to have.

New Journal article out in print

  • Champion, E. (2018). Computer Games, Heritage and Preservation. Preservation Education & Research, published by the National Council for Preservation Education, USA. URL: http://www.ncpe.us/about-ncpe/ Not yet online.

Abstract

The video game industry is a profitable one. Juniper Research predicted that worldwide it would pass 100 billion dollars in revenue in 2017 (Graham 2017). Virtual heritage (sometimes defined as the application of virtual reality to cultural heritage), has been an academic field of research for at least twenty years (Addison 2001). In recent years, there has been increasing synergies between video games and virtual reality, thanks to increasingly powerful computers and the development of consumer-priced head mounted displays (HMDs), see-through augmented reality HMDs (such as the Microsoft HoloLens or Meta’s Meta 2), and smart-phone based augmented reality systems. In archaeology there has been recent investigations of “archaeogaming”, defined as “the archaeology in and of video games” (J. Aycock & Reinhard 2017), while virtual heritage designers are moving away from the principle goal of photo-realism, towards the potential of interpretation and conceptual learning (Roussou 2005).

Some free 3D digital props/objects

1. Both Textures and Models:

1. Models:

1. Textures:

Apart from Sketchfab: 3D archaeology models

  1. Apart from Sketchfab: 3D archaeology models (and sketchfab has some Cyark models https://sketchfab.com/CyArk/models but are they downloadable? At least one is)
  2. https://www.turbosquid.com/3d-model/archaeology?sort_column=a5&sort_order=asc#
  3. 3D stl models etc https://www.aniwaa.com/best-sites-download-free-stl-files-3d-models-and-3d-printable-files-3d-printing/#The_best_sites_to_download_free_STL_files_3D_models_and_3D_printable_files_for_3D_printing mostly for 3D printing
  4. free cgtrader 3D archaeology models https://www.cgtrader.com/free-3d-models/archeology
  5. nb yobi search by text image 3D https://www.yobi3d.com/?searchMode=3dmodel
  6. 3D warehouse sketchup https://3dwarehouse.sketchup.com/search/?q=temple&searchTab=model then export via sketchup NB St Basil’s Cathedral (possibly 3D print it, see: https://www.shapeways.com/tutorials/textured_models_with_sketchup_and_meshlab)
  7. Prehistory, Antiquities, Egyptian, Greek, Roman http://www.printmeasheep.com/en/cat-Models.html
  8. https://grabcad.com/library?page=1&time=all_time&sort=recent&categories=architecture&query=Greek%20temple has Greek temples
  9. https://www.youmagine.com/ 14,000 open source designs
  10. thingiverse has The Lost Temple of Baal-Shamin At Palmyra, Syria https://www.thingiverse.com/thing:982970 (from yegi http://www.yeggi.com/q/archaeology/)
  11. G4D https://www.g4d.cz/en/digital-3d-models/3d-models-for-archaeology
  12. https://free3d.com/3d-model/archaeology-face-mud-1686.html Easter Island? https://free3d.com/3d-models/archeology
  13. From the British Museum, article: https://www.forbes.com/sites/drsarahbond/2017/05/19/five-new-3d-models-of-ancient-artifacts-that-are-changing-how-we-interact-with-museums/#30bc36d91e30 models on Sketchfab..ok it is hard to avoid Sketchfab
  14. Micropasts https://crowdsourced.micropasts.org/ see especially https://crowdsourced.micropasts.org/
  15. And from Europeana blog http://blog.europeana.eu/2017/01/exploring-3d-on-europeana-with-sketchfab/

2018 Publications and presentations

Upcoming 2018 talks and publications (to write, revise or proof):

  • Champion, E. (Ed.). (2018: in press). The Phenomenology of Real and Virtual Places. Routledge Studies in Contemporary Philosophy series. Expected publication date: 11 September 2018. Edited book.
  • Champion, E. (2019: contracted). Rethinking Virtual Space. Indiana University Press, Spatial Humanities series. Book.
  • Champion, E. (2019: in press). Organic Design in Twentieth-Century Nordic Architecture. Routledge. 02/05/2019. Book.
  • Champion, E. (2018: in press). “Chapter 11: Norberg-Schulz: Culture, Presence and a Sense of Virtual Place” in Champion, E. (Ed.). The Phenomenology of Real and Virtual Places. Routledge Studies in Contemporary Philosophy series. Expected publication date: 11 September 2018.
  • Champion, E. (2018: in press). “From Historical Models to Virtual Heritage Simulations”. Open access book chapter for Der Modelle Tugend 2.0 by Herder-Institut für historische Ostmitteleuropaforschungm, Heidelberg University Press, Germany. Chapter. URL: http://books.ub.uni-heidelberg.de/arthistoricum
  • Champion, E. and Foka, A. (2019: invited). “Art History, Heritage Games and VR (On the Threshold of Past Art in Future Worlds)”, in Brown, K. J. (Ed.), The Routledge Companion to Digital Humanities and Art History. Routledge, UK. Chapter due end of August.
  • Champion, E. (2018: in press). Computer Games, Heritage and Preservation. Preservation Education & Research, published by the National Council for Preservation Education, USA. URL: http://www.ncpe.us/about-ncpe/
  • Bekele, M., E. Champion, I. Nishanbaev and H. Rahaman (2018 in press). Guidelines for Integrating Spatial and Immersive Visualisation in Virtual Heritage. GI-FORUM. Salzburg, Austria. Now journal article in press.
  • Champion, E. (2018). Games People Dig: Are They Archaeological Experiences or Archaeological Systems? Paper to be presented at the Linked Pasts IV 2018 conference, 11-13 December 2018, Mainz, Germany. Invited and funded thanks to successful Pelagios grant. URL: https://www.eventbrite.com/e/linked-pasts-iv-views-from-inside-the-lod-cloud-tickets-47761266233
  • Champion, Erik. (2018). Interactive, Reconfigurable Screen Tourism. Digital Directions 2018: Intersections, 21-22 August 2018, Invited and funded. National Film and Sound Archive of Australia (NFSA), Canberra, Australia. URL: https://www.nfsa.gov.au/about/our- mission/digital-directions/digital-directions-2018
  • Champion, E. (2018). Games People Dig: Are They Archaeological Experiences or Archaeological Systems? Funded and invited. Communicating the Past in the Digital Age, Digital methods for teaching and learning in Archaeology. Host: Professor Eleftheria Paliou, Computational Archaeology, CoDArchLab, Institute of Archaeology, University of Cologne, Germany, 12-13 October 2018. https://communicatingthepast.hcommons.org/2018/04/19/release-of-the-call-for-paper/
  • Champion, E. (2018). Keynote title to be advised (Invited topic: Museums, the relationship between Museum and Research and the development of new interactions with the public through technologies such as gaming). Partially funded and invited (pending confirmation). Host: Professor Arianna Traviglia on behalf of Venice consortium: Il Distretto Veneziano della Ricerca e dell’Innovazione (DVRI), Ca Foscari, Venice, Italy, 13 December 2018. URL: distrettovenezianoricerca.it
  • Champion, E. (2018). Invited Professor to Summer School: Cultural Heritage in Context. Digital Technologies for the Humanities. Partially funded, invited. Host: Rosa Tamborrino Politecnico di Torino – Castello del Valentino, Turin Italy, 16-23 September 2018. Joint Project of the Politecnico di Torino POLITO, University of California, Los Angeles (UCLA), École des Hautes Études en Sciences Sociales, Paris (EHESS), and the Italian Association of Urban History (AISU). URL: http://digitalhumanitiesforculturalheritage.polito.it/index.html Topics: Writing a scholarly paper (workshop); Gamification and Cultural Heritage (second workshop).

 

@CFP Linked Pasts IV: Views From Inside The LOD-cloud

https://www.eventbrite.com/e/linked-pasts-iv-views-from-inside-the-lod-cloud-tickets-47761266233

Linked Pasts is an annual symposium dedicated to facilitating practical and pragmatic developments in Linked Open Data in History, Classics, Geography, and Archaeology. It brings together leading exponents of Linked Data from academia, the Cultural Heritage sector as well as providers of infrastructures and library services to address the obstacles to, and issues raised by, developing a digital ecosystem of projects dedicated to interlinking online resources about the past.

Initiated in 2015 at King’s College London, the second Linked Pasts symposium took place at the Universidad Nacional de Educación a Distancia in Madrid. Last year it moved to the Stanford Humanities Centre and now returns to Europe, with the Mainz’ Centre for Digitality in the Humanities and Cultural Studies (mainzed) honoured to welcome this year’s meeting.

Linked Pasts has given researchers and professionals from diverse backgrounds the opportunity to share ideas, methods, and workflows in the light of their own experiences and expertise — on the one hand interrogating current technical challenges, and on the other, working towards collective approaches to solving them.

In the light of a fast growing interest on Linked Data in the Digital Humanities and the potential of LOD for overwriting established disciplinary limits, this year’s symposium aims to focus on the communities within this emerging "linked pasts network," with their differing dynamics and workflows. In a series of six sequential sessions, representatives and practitioners of LOD-communities will assess, discuss and review their approaches along three main themes: people, institutions and methods, complemented by an extensive poster session and parallel breakout-discussions on three special topics. A final wrap-up session will collect results and help to identify an agenda for future Linked Pasts activities.

The three themed sessions will be introduced by invited speakers, discussed in breakout groups and summarized in a plenary talk.

Contact: lp4

Linked Pasts IV is supported by Pelagios, mainzed, the University Library Mainz and the Johannes Gutenberg University Mainz

Program

Tuesday December 11th, 2018

14:30-14:40 Welcome

14:40-16:00 Short presentations of Linked Open Data projects:

  • LatAm: A Historical Gazetteer for Latin America and the Caribbean (Ben and Sara Brumfield-Brumfield Labs)
  • Linking Syriac Geographic Data (Wido van Peursen-Vrije Universiteit Amsterdam)
  • Itiner-e. An online gazetteer of Historical Roads (Tom Brughmans-Univesity of Oxford; Pau de Soto-Universidade Nova de Lisboa; Josep Guitart-Autonomous University of Barcelona; Santi Muxach-Institut d’Estudis Catalans)
  • OttRec: Ottoman Recogito (Antonis Hadjikyriacou-Boğaziçi University)

16:00-16:30 Coffee Break

16:30-17:30 Short presentations of Pelagios Working Groups

  • Linked Texts Working Group (Matteo Romanello-EPFL; Hugh Cayless-Duke)
  • Urban Gazetteer Working Group (Susanna de Beer-Leiden University; Janelle Jenstad-Victoria University; Valeria Vitale-University of London)
  • Australia LAMLOD Group (Erik Champion-Curtin University; Susan Fayad-UNESCO)

18:30-19:30 Informal glüwine

Wednesday December 12th, 2018

09:30-10:00 Coffee and Registration

10:00-10:20 Opener by Kai-Christian Bruhn (mainzed) and Karl Grossner (Pelagios Commons)

10:20-11:20 Keynote by Barbara Fisher (German National Library)

11:20-11:30 Coffee

11:30-13:30 Themed Session-Linked People
LOD facilitators and multiplicators both contribute to the visibility and acceptance of Linked Data. The session provides the opportunity to discuss how can both profit from each other in order to strengthen the role of LOD in historical research.

13:30-14:30 Lunch

14:30-16:30 Themed Session-Linked Institutions
A growing number of institutions already offer or are preparing to publish LOD resources. Join us in a discussion of roles and models of interacting in a national and international perspective as well as in relation to individuals and sectors.

16:30-18:30 Poster Session* with Coffee

19:30-22:00 Reception and Dinner

Thursday December 13th, 2018

09:00-11:00 Themed Session-Linked Methods
LOD itself is a method of publishing data. The consumption of LOD is connected to a wide range of digital approaches accentuating semantics, interoperability or specific research questions. We ask you to exchange your experiences and knowledge about data-pipelines and workflows to encourage and enhance LOD initiatives.

11:00-11:15 Coffee

11:15-14:30 Parallel Breakouts with Buffet Lunch

14:30-15:00 Wrap-up of the Breakout Sessions
Parallel discussions on topics suggested by participants.

15:00-15:30 Coffee

15:30-16:30 General Wrap-up

*Call for Posters

We invite the submission of posters presenting projects, current developments, and technological or methodological approaches to Linked Open Data. The posters will be on display for the entire duration of the conference, and will offer the perfect opportunity for informal networking. The topics illustrated in the posters will be also briefly presented to the audience on Wednesday the 12th of December. To apply, please send an abstract of 300 words in English to lp4 by October 14th.