Minecraft in Stereo and camera-adjusted for a curved screen

Problem: We have a Kinect+Minecraft prototype but no code to calibrate it for a curved or cylindrical screen.

If Java and Open GL the minecraft prototype might work to run it in stereo
https://forums.geforce.com/default/topic/769009/3d-vision/minecraft-in-3d-vision-updated-to-1-8-x/

What is the current version of Minecraft? Java (OpenGL) or Minecraft Win10 (Pocket edition) Direct X 12?
I have just been told our version uses Java, One good bit of news for the day!
My hunch is the Open GL code from Charles Henden‘s project https://www.academia.edu/1003311/A_Surround_Display_Warp-Mesh_Utility_to_Enhance_Player_Engagement)
will allow us to run a Minecraft mod on a curved (or even asymmetrical) screen. But only in Open GL.
Combining that with stereo may pose more challenges but even reconfigurable surface warping would be a great start. However I have been reminded not to use the word warp for this, true, it is adjusting the camera for a half-cylindrical screen:

http://paulbourke.net/dome/

Decisions, decisions.
And there is still projection mapping to be considered! Like

Video:

Oh and maybe it is time to develop our own portable curved screen. Is stereo 3D necessary? Hmm…

Why Learning Can’t Be “Like a Video Game”

I think this is a thought-provoking article but it is hamstrung by its implicit definition of “immersive”

Hapgood

One of the projects I’m working on with French colonial history scholar Susan Peabody this semester at WSU is building a virtual, wiki-based museum with her students in a history course. We’re using a Wikity-based WordPress template to do it, and while we’re not utilizing the forking elements in it, we’re actually finding the Markdown + card-based layout combo to be super easy for the students to master. It’s honestly been encouraging to see that while I still don’t have the forking and subscription in Wikity quite where I want it, it actually makes a kick-ass WordPress wiki. I should probably write about that at some point.

But what I wanted to talk about today was an excellent article Sue shared with me. It’s one she had her students read, and it helped crystallize some of my ambivalence around virtual reality.

The 2004 article, Forum: history and the Web: From the…

View original post 695 more words

The problems with game-based history

The problem I have with the entire game revolving around the player is when we are simulating (world) heritage sites, the experience is about a culture not about the player. Historical adventure games don’t necesarily have this problem.

The Interpretation Game

I’m still enjoying Eric Champion’s Critical Gaming: Interactive history and virtual heritage. I wanted to write today about his chapter four, which lots at the problems of learning history through games. There’s all sorts of things I like in here, and only one thing I take a different view on.

The first thing I like is that he quotes this blog, from Thomas Grip. Especially this line:

It is very common that you change a story like this depending on your audience. If the people listening do not seem impressed by the hero’s strength, you add more details, more events, descriptions and dialog. Your goal when telling the story is not be give an exact replication of how the story was told to you. What you are trying to do is to copy the impact the story had on you and any change you can do in order to…

View original post 854 more words

New abstract submitted

For Charting the Digital Charting the Digital: Play, Discourse, Disruption Venice Italy

https://ispr.info/2015/12/10/call-charting-the-digital-play-discourse-disruption/ – more-21567

Theme: Playful cartography & Future Mapping: Attitudinal MiniMaps and Embodied Interaction

Various virtual environments have used ideas like world maps or minimaps,small-scale pictures within pictures ofthe world, to allow quick orientation through large virtual environments.Generally, these ideas are to facilitate navigation and orientation, but they could also be used thematically to increase immersion in virtual environments, show the behavioral states of other players, or reveal different perspectives of the same ‘world’.

In virtual environments, users do not have access to peripheral visual information available to them in reality (due to the lesser field of vision, no sideways glances and no natural sideways motion of the eyes through ambulation). In game design, the player often wishes to know where enemies are without having to leave the screen.

Designers often create a hybrid visual environment of 3D world and translucent overlay map as a way of getting around these problems.

Rather than directly recreate the 3D environment as plan objects, game designers often represent the moving players and rotate the map view to always reflect what is in front of the player.

Figure 1: Lugaru-an example of a game using an overlayed rotating map (lower right corner).

For example, in the game Lugaru (Fig. 1),the overlay map rotates with orientation of the player’s bunny avatar, and reveals only the plan outlines of buildings. Lugaru notonly shows other moving characters and where they are facing (the enemies are represented by triangles), but the moving map symbols of the enemies change colour to indicate if they are just walking,in a sensing state, or have found and arechasing the player’s avatar.

I suggest that these types of minimaps and similar devices in games are of great practical and creative potential for future environments, especially when coupled with the recent development of more affordable and reliable biofeedback devices.

We have been developing biofeedback (Fig. 2) and camera tracking peripherals and interfaces for a variety of purposes, but as far as we know they have not yet been employed in public visualization and large surround displays for use with interactive maps and gazetteers.

Figure 2: Biofeedback applied to the gameplay, music, AI and cinematic shaders of a horror game mod

References

Champion, E. (2010). Wayfinding across space, time, and society Cyber-­-archaeology (pp. 85-96): Archaeopress.

Champion, E., & Dekker, A. (2011). Indirect biofed architecture: Strategies to best utilise biofeedback tools and interaction metaphors within digital architectural environments. Paper presented at the 16th International Conference on Computer-Aided Architectural Design Research in Asia, CAADRIA 2011.

Champion, E. (2015). Motion Control For Remote Archaeological Presentations, Digital Heritage: 3D representations. Paper presented at the Aarhus University/Moesgaard Museum, Denmark. http://conferences.au.dk/digitalheritage/

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!

Planned / hopeful trips in 2016

START DUE CONFERENCE THEME LOCATION
Happening..
04-Apr-16 invited Interactive Pasts Exploring the intersections of archaeology & video games Leiden, The Netherlands
06-Apr-16 invited Three-dimensional Dynamic Data Visualization and Exploration for Digital Humanities Research Hamburg Germany

08-Jun-16 18-Feb-16 Presence The Power of Presence Kyoto Japan (if writing an abstract that gets accepted!)
20-Jun-16 19-Feb-16 DHA2016 DIGITAL HUMANITIES AUSTRALASIA 2016:Working with Complexity (faintly possibly) Hobart Tasmania Australia

Not sure what is happening here
22-Jun-16 invited NEH Humanities Heritage 3D Vis:Theory & Practice L.A. USA

Happening
12-Aug-16 invited Digital Collections Presenting Cultural Specificity in Digital Collections workshop NUS, Singapore

And possibly!?..
28-Sep-16 10-May-16 ICEC Entertainment Computing Vienna Austria (if writing an abstract that gets accepted!)
05-Oct-16 15-May-16 GCH2016 Graphics and Cultural Heritage  Genoa Italy (if writing an abstract that gets accepted!)
08-Oct-16 30-Jan-16 Charting the Digital Charting the Digital: Play, Discourse, Disruption Venice Italy (if writing an abstract that gets accepted!)

CFP: iLRN 2016 Immersive Learning Research Network Conference

June 27th – July 1st, 2016
Santa Barbara, California, USA
http://immersivelrn.org/ilrn2016

Join immersive learning experts and practitioners from across the
disciplines in sunny California for iLRN 2016! The 2nd Annual
International Conference of the Immersive Learning Research Network will
be an innovative hands-on and scholarly meeting for an emerging global
network of developers, educators, and research professionals
collaborating to develop the scientific, technical, and applied
potential of immersive learning.

Important Dates:
papers (main conference and special tracks): February 15, 2016
Author notification of acceptance: March 30, 2016
Camera-ready deadline: April 23, 2016

CFP: 14th EG Workshop on Graphics and Cultural Heritage, Genova, 5-7 October 2016

14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage
Genova, Italy, 5-7 October 2016
http://gch2016.ge.imati.cnr.it
Call for Papers

The 14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage (GCH 2016) aims to foster an international dialogue between ICT experts and CH scientists to have a better understanding of the critical requirements for processing, managing, and delivering cultural information to a broader audience. The objective of the workshop is to present and showcase new developments within the overall process chain, from data acquisition, analysis and synthesis, 3D documentation, and data management, to new forms of interactive presentations and 3D printing solutions. Interdisciplinary approaches for analysis, classification and interpretation of cultural artefacts are particularly relevant to the event.
The intention of GCH 2016 is also to establish a scientific forum for scientists and CH professionals to exchange and disseminate novel ideas and techniques in research, education and dissemination of Cultural Heritage, transfer them in practice, and trace future research and technological directions. Therefore, we seek original, innovative and previously unpublished contributions in the computer graphics area applied to digital cultural heritage, challenging the state of the art solutions and leveraging new ideas for future developments. Specific sessions will be devoted to reports on applications, experiences and projects in this domain. Contributions are solicited (but not limited to) in the following areas:
• 2/3/4D data acquisition and processing in Cultural Heritage
• Multispectral imaging and data fusion
• Digital acquisition, representation and communication of intangible heritage
• Material acquisition analysis
• Heterogeneous data collection, integration and management
• 3D printing of cultural assets
• Shape analysis and interpretation
• Similarity and search of digital artefacts
• Visualization and Virtual Museums
• Multi-modal and interactive environments and applications for Cultural Heritage
• Spatial and mobile augmentation of physical collections with digital presentations
• Semantic-aware representation of digital artefacts (metadata, classification schemes, annotation)
• Digital libraries and archiving of 3D documents
• Standards and documentation
• Serious games in Cultural Heritage
• Storytelling and design of heritage communications

IMPORTANT DATES
May 2 Abstract
May 9 Full Papers, Short Papers
June 30 Notification
Sept 5 Final Camera Ready

Proceedings
All the accepted papers will be published by the Eurographics Association and will be stored in the EG Digital Library.
The authors of selected best papers will be invited to submit an extended version to the ACM Journal on Computing and Cultural Heritage (JOCCH, see at http://jocch.acm.org/).

Event Co-Chairs
Bianca Falcidieno – CNR IMATI, Italy
Dieter Fellner – TU Darmstadt/Fraunhofer IGD, Germany

Program Co-Chairs
Chiara Eva Catalano – CNR IMATI, Italy
Livio De Luca – MAP (Models and simulations for Architecture and Cultural Heritage) Lab, CNRS, France

CFP : JCSG 2016 – Call for Submissions

CALL FOR PAPERS, SHOWCASES & EXHIBITS
JCSG 2016 – Joint Conference on Serious Games
26 – 27 Sept, Brisbane, Australia
http://jcsg2016.org

The international Joint Conference on Serious Games – JCSG 2016 brings together the 7th Serious Games Development & Applications (SGDA 2016) and 6th GameDays 2016 conferences. JCSG 2016 will be held in Brisbane, the capital of Queensland in Australia, and hosted by Griffith University on Brisbane’s beautiful cultural precinct, South Bank.

Games, Play, Interactions and Art with Purpose
Serious games are simulations and games for purposes beyond pure entertainment. Serious games stretches across a broad spectrum of application domains, ranging from game-based learning, simulation and training, through games for health, well-being and behaviour change, marketing and business, to games for tourism and cultural heritage, and games to raise awareness and provoke questioning on environmental, moral and social issues.

The development of serious games is a creative and multidisciplinary pursuit, creating new ways to play, interact and experience. The Joint Conference on Serious Games invites researchers, developers, practitioners, designers, writers and artists of serious games to submit their work and join us at JCSG 2016. Accepted papers are expected to present high quality material that illustrates the broad range of work in serious games and gamification, with particular interest in best practice and field / case studies, but also underlying theories, models, designs, and artwork. We seek submissions on serious games, supported on, or across, any technology and delivery platforms, including traditional or novel, augmented and virtual reality, mobile and location-based, and transmedia, etc.

Submission and Publication
Accepted papers, posters and showcase & exhibit extended abstracts will be published in the JCSG 2016proceedings, Springer Lecture Notes in Computer Science (LNCS). Submissions are divided into two main streams: Technical Papers & Posters, and Showcase & Exhibition, as follows:

Technical Papers & Posters
Full papers (10 – 12 pages) describe latest design and development, new concepts / theories, methodologies / approaches for design and assessment / evaluation, and study results of work not previously published. Short papers (5 – 6 pages) describe late breaking, less mature, on-going or more focused work. Poster papers (2 – 4 pages) provide an opportunity to describe new work or work that is still in progress – posters are ideal for research students or researchers, developers and practitioners who wish take advantage of the interactive poster sessions with conference attendees.

Showcase & Exhibition
Games, simulations, interactive / responsive media, artifacts and art with purpose will be presented / displayed and available for JCSG 2016 participants to play, interact and experience. These are newly released, novel, unique, innovative, repurposed or are an updated version. Submissions of extended abstracts / proposals (2 – 4 pages) consist of two parts: (i) summary or concept statement (150 words max) – this will accompany your showcase or exhibit during the conference; and (ii) detailed description of your showcase or exhibit (e.g. purpose, play, mechanics, interaction, experience) with supporting images / sketches.

Topics include, but are not limited to:
– Serious game design and development
– Serious game playtesting, evaluation, assessment & analytics
– Interactive storyworlds, storytelling, narrative, fiction and game mechanics
– Engagement, reflection, emotion, and positive, thought provoking and serious experience
– Experimental serious games design – new interactions, play, and experiences
– Interactive / responsive media, artifacts and art with purpose, & serious art games
– Social issues, awareness, raising consciousness, and games for social innovation & change
– Interactive news and documentary, and cinematic games
– Game-based learning, edutainment and training
– Tourism, cultural, museum, heritage and architecture
– Game AI and artificial life
– Virtual characters, agents, learning partners and assistants
– Persuasive and behavior change
– VR and augmented reality-based
– Mobile and location-based, pervasive, transmedia and blended approaches
– Gamification and alternate reality games
– Games for health, well-being and exercise
– Simulation, engineering and manufacturing
– Advertising, marketing and business

IMPORTANT DATES
May 16 – Full Paper / Short Paper
May 16 – Poster Paper
May 16 – Showcase & Exhibit Abstract
June 13 – Notification of Acceptance
July 4 – Camera ready papers & extended abstracts due

Authors have an opportunity to be awarded the Best Paper award and Best Poster award, and Showcase and Exhibitors have an opportunity to be awarded the Best Serious Game and Best Exhibit award for JCSG 2016. There are also student / research candidate awards for each of the submission categories. Awards will be selected by the Program and Showcase & Exhibition Committee.

Further instructions on how to prepare and submit to JCSG 2016 can be found at: http://jcsg2016.org/call-for-submissions

Local Organizing Committee
Tim Marsh, Griffith University, Brisbane, Australia
Brigid Costello, University of New South Wales, Sydney, Australia
Rafael Calvo, University of Sydney, Sydney, Australia
Erik Champion, Curtin University, Perth, Australia
Mark Billinghurst, University of South Australia, Adelaide, Australia

Organizing Committee
Manuel Fradinho Oliveira, SINTEF, Norway
Minhua Ma, University of Huddersfield, UK
Jannicke Baalsrud Hauge, BIBA, University of Bremen, Germany
Stefan Göbel, Technische Universität Darmstadt, Germany
Tim Marsh, Griffith University, Brisbane, Australia

Contact us at: seriousgames2016

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 Book Chapters: “Place and the Virtual”

I am seeking 8-12 chapters for an edited book on “Place and the Virtual”. Proposed chapters can be on

  1. Definitions, main concepts, historical interpretations.
  2. Critical reviews of virtual places (theoretical or individual existing or past or future examples).
  3. Investigations into the similarities dissonances and differences between real places and virtual places.
  4. Applications of theories in other fields to the design or criticism of virtuality and place.
  5. Implications of related technologies, social trends, issues and applications.

Typical book chapter length: 5,000–8,000 words

Current Status of Proposal: The book proposal will be sent to the below editors for review when I have approximately 8-12 chapter abstracts.
Submission format: by email or attached word or RTF (rich text format) document, approximately 300-500 words.
Deadline for chapter abstracts: Still considering applications.

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

Proposed to be part of a new planned Bloomsbury Books Series: Thinking Place, Series Editors Jessica Dubow and Jeff Malpas.Please distribute to interested parties.

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

Interactive Pasts

My abstract for Interactive Pasts (VALUE) archaeogaming conference, Leiden Netherlands

Conference Abstract Proposal

Topic 1: Video games in archaeological research (i.e. how archaeologists might use games for their research, perhaps as experimental archaeology or for modelling etc.)

Short Abstract

How to classify and predict the range, success and future of video games in archaeological research? I suggest a revealing way of evaluating such an area is to examine how they employ interaction. After describing exemplars of different types of interaction I will propose that an effective educational and engaging mix of archaeology and video games would be far more likely if games existed that leverage their game mechanics to help teach archaeological methods, approaches and interpretations. According to Sicart (Sicart, 2008) “A game mechanic, then, is the action invoked by an agent to interact with the game world, as constrained by the game rules.” Archaeologists don’t appear to 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 digital archaeology as immersive virtual environments should be interactive because data changes, technologies change andinteraction can provide for different types of learning preferences while drawing in the younger generations. That said, interaction alone is not very useful, what is the point of clicking buttons if we don’t know how the changes depict and reconfigure the narrative, interpretations or other types of evidence? In this talk I hope to provide a personal overview and reflection on the types of interaction in general and mechanics in particular that could better help the design of video games for archaeological (and heritage) purposes.

Long Abstract

When we assess the impact and potential of video games for archaeological research we could classify them in a myriad of ways, for example: via their subject matter, platforms, genres, learning outcomes or interaction methods. Because I feel that most virtual heritage environments greatly underestimate the power and complexity of interaction and forget the original reason for their existence, I usually place more emphasis on interaction, audience feedback and objectives. In previous publications (Champion and Dave, 2002, Champion, 2011) I suggested that virtual environments could be usefully classified in terms of their purpose, for visualisation, to support activity, or as hermeneutic environments.

I’d like to amend this simple classification. Initially I thought there were two subcategories of hermeneutic virtual environments, those that reveal things about ourselves to ourselves and those that reveal the intentions and beliefs of others (past or present) to us. For archaeological and heritage purposes I think we need a further subcategory or division, there are activity-based virtual environments (video games) that attempt to reveal the culturally specific ways in which people created, modified and experienced past environments.

I can also see a potential conflict here between the objectives of archaeology as a science and heritage studies as a communication medium (Harvey, 2001, Addison, 2001) but there is an even more fundamental issue: do archaeology and video gaming mix? Could they work together fruitfully? In the words of Katy Meyers (Meyers, 2011):

“Archaeology is a fairly common video game theme, and why wouldn’t it be? Distant lands, searching for lost treasures, the threat of competing looters and foreign governments, the possibilities of cursed tombs, with only the lone archaeologist to right the wrongs and triumph … But this is a far cry from reality, where the only epic battles of archaeology are between the professors and the funding agencies, and the quest for relics is a long, slow, well researched one. Real archaeology involves working closely with the cultures under investigation, collaborating across nations, and detailed planning.”

I contend that an effective educational and engaging mix of archaeology and video games would be far more likely if games existed that leverage their game mechanics to help teach archaeological methods, approaches and interpretations. According to Sicart (Sicart, 2008) “A game mechanic, then, is the action invoked by an agent to interact with the game world, as constrained by the game rules.” Archaeologists don’t appear to 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 digital archaeology as immersive virtual environments should be interactive because data changes, technologies change andinteraction can provide for different types of learning preferences while drawing in the younger generations. That said, interaction alone is not very useful, what is the point of clicking buttons if we don’t know how the changes depict and reconfigure the narrative, interpretations or other types of evidence? In this talk I hope to provide a personal overview and reflection on the types of interaction in general and mechanics in particular that could better help the design of video games for archaeological (and heritage) purposes.

Addison, A. C. 2001. Virtual heritage: technology in the service of culture. Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage. Glyfada, Greece: ACM.

Champion, E. 2011. Playing With The Past, London, Springer.

Champion, E. & Dave, B. Where is this place. Proceedings of ACADIA 2002: Thresholds Between Physical and Virtual, 2002. 87-97.

Harvey, D. C. 2001. Heritage pasts and heritage presents: temporality, meaning and the scope of heritage studies. International Journal of Heritage Studies, 7, 319-338.

Meyers, K. 2011. The Advernturing Archaeologicist Trope. Play the past [Online]. Available: http://www.playthepast.org/?p=1635 [Accessed 15 January 2016].

Sicart, M. 2008. Defining Game Mechanics. Game Studies, International Journal of Computer Game Research [Online], 8. Available: http://gamestudies.org/0802/articles/sicart [Accessed 14 January 2016].

CFP: the ‘Interactive Pasts’ conference, Leiden, 4-5 April 2016

URL: http://www.valueproject.nl/media/introducing-the-interactive-pasts-conference/

This ARCHON-GSA conference will explore the intersections of archaeology and video games. Its aim is to bring scholars and students from archaeology, history, heritage and museum studies together with game developers and designers. The program will allow for both in-depth treatment of the topic in the form of presentations, open discussion, as well as skill transference and the establishment of new ties between academia and the creative industry.

Studies on the interface of archaeology and video games are part of a growing field. Its grassroots are located in social media and the blogosphere. Beyond social media, the intersection of archaeology and video games can make important contributions to archaeology at large. Archaeological research in and on video games can bring a range of new opportunities, such as the potential to discuss, model and illustrate archaeological theories with crowd-sourced, video game data or as a new channel for public outreach.

At the same time there is a similar upsurge of interest in using heritage and the past in video game development and design. Many creatives, particularly those working at smaller, independent companies, are actively looking to present a different, more conscious approach to interactive pasts. However, with the exception of the arena of serious gaming, the academic and industry networks are still largely unconnected.

This conference is one of the first in the world to focus on this new and exciting field of study. The conference organizers hope to show archaeologists and students how they could engage with the largely untapped medium of interactive entertainment as well as provide creatives with insights into the practice of archaeology and its unique views on the human past. Finally, we seek to provide opportunities for immediate and future collaborations between academics and developers.

Video mashup tools for online multimedia archives

Just collating some tools for the above purpose, I hope to help an academic here create an online authoring/mashup tool of pre-rendered videos, audio-video interviews and images so that an audience particularly children can create their own narratives and presentations using the online multimedia archive (yet to be uploaded).

Leading contender

Looks interesting

Other

Other video remixers

http://mashable.com/2006/03/07/eyespot-all-hail-the-video-mashups/#rwZQ_lZ8Umq8

CFPs with deadlines in next few months

START*DUE*CONFERENCETHEMELOCATION
07-May-1607-Jan-16CHI2016chi4good late breaking workSan Jose USA
04-Jun-1610-Jan-16DIS2016Designing Interactive Systems:FUSEBrisbane Australia
07-Jun-1716-Jan-16SAH2017Society of Architectural HistoriansGlasgow Scotland
01-Jun-1618-Jan-16MAB2016Media Architecture Biennale (with VIVID)Sydney Australia
24-Jul-1618-Jan-16SIGGRAPHSIGGRAPH 2016Anaheim USA
28-Jun-1624-Jan-16Game HistoryPreserving / Extending / Remixing PlayMontreal Canada
01-Aug-1629-Jan-16DiGRA2016DiGRA2016Dundee Scotland UK
04-Apr-1631-Jan-16ValueInteractive Pasts:Exploring the intersections of archaeology & video gamesLeiden, The Netherlands
05-Jul-1603-Feb-16AHA2016AHA 2016: From Boom to BustBallarat Australia
29-Jun-1615-Feb-16ICLI2016International Conference on Live InterfacesSussex England
05-Sep-1615-Feb-16Arqueológica 2.0 3D doc modelling & recon of cultural heritage objectsValencia, Spain
12-Jul-1617-Feb-16DH2016Digital Humanities Workshops OnlyCracow Poland
30-Jun-1628-Feb-16ARKDISArchaeological Information in the Digital SocietyUppsala Sweden
28-Nov-1629-Feb-16IKUWA06underwater archaeologyPerth Australia
05-Sep-1615-Mar-16TPDL2016Theory and Practice of Digital Libraries (TPDL)Hannover Germany
06-Oct-1617-Mar-16ecgbl2016Games-Based LearningUn WS Scotland
07-Sep-1625-Mar-16VS-GAMESVirtual Worlds and Games for Serious ApplicationsBarcelona Spain
31-Oct-1602-May-16euromeddigital heritageLemossos Cyprus
15-Oct-1615-May-16GCH2016Graphics and Cultural Heritage (tbc)Genoa Italy
30-Oct-1601-Jun-16VSMM2016Virtual Systems and Multimedia (tbc)Kuala Lumpa Malaysia
27-Jun-1615-Nov-16ILRNImmersive Learning Research Conference: The VersatilistSanta Barbara USA
11-Apr-1622-Dec-16www2016world wide web workshopsMontreal Canada

Teotihuacán

NB The feathered serpent (Quetzalcóatl) and Tláloc (a sort of lizard) entwine the human mountain (the temple) which in the Temple of the Moon (not the larger Temple of the Sun) hold a cave, symbolising fertility (and I assume, creation).

The two thousand year old murals and frescos are fascinating, the sinuous shape near the mouths indicate (flowery) speech:

My thanks to INAH for inviting me to Mexico and to fascinating archaeological sites such as Teotihuacan (INAH:in Spanish) and Xochicalco (see the solar hexagonal shaped overhead solar tunnel as per the below!)

Historical traps and tricks-are there any?

Could historical traps and tricks be used in game designs to encourage thinking about other cultures and create an engaging games?

I raised the below question on twitter (partially to see if twitter was good at answering):

Were any of the traps and tricks in any Indiana Jones movies actually historically plausible and authentic/accurate?

Well I found some interesting answers at
https://www.reddit.com/r/AskHistorians/comments/1cm11z/is_there_any_history_basis_for_the_traps_in_tombs/

And one example (Qin Shi Huang) seemed plausible:
The Secret Tomb of China’s 1st Emperor: Will We Ever See Inside?

Buried deep under a hill in central China, surrounded by an underground moat of poisonous mercury, lies an entombed emperor who’s been undisturbed for more than two millennia.The tomb holds the secrets of China’s first emperor, Qin Shi Huang, who died on Sept. 10, 210 B.C., after conquering six warring states to create the first unified nation of China.

http://www.giantbomb.com/qin-tomb-of-the-middle-kingdom/3030-12977/

 

And there was a game, Qin: Tomb of the Middle Kingdom, which leverages this idea! Not sure I can find and play it (I tried some years ago) but perhaps a working copy is still out there somewhere.

There are still vimeo and youtube videos online.

NB it was very interesting to read of mercury being buried with a tomb, as they have recently found liquid mercury at Teotihuacán:

Liquid mercury found under Mexican pyramid could lead to king’s tomb. Researcher reports ‘large quantities’ of the substance under ruins of Teotihuacan in discovery that could shed light on city’s mysterious leaders.