Category Archives: visualisation

3D and GIS

Today Ikrom had his milestone presentation and (it was the first for me at Curtin so training wheels) but the reviewer questions were more,..ok can you do this for this project of mine..which actually is great..

A Survey of Geospatial Semantic Web for Cultural Heritage

Ikrom showed his project development to build a  web-based 3D landscape or building model viewer with GIS and Semantic Web/RDF compatibility using open source technology. It is basically the starting demo for the paper released, open source, at:

So, cultural heritage people, what would you want to do with 3D online models with LOD, Semantic Web technology, and the ability to question, select or annotate the 3D online model using say a drawing tablet pen or lassoo or…what questions would you want to be able to ask it or what parts or argument would you want to be able to show?

User Experience Design Q&A (CAA2019)

S36: User Experience Design in Archaeology and Cultural Heritage

We were asked as presenters at the UX design session” at the CAA2019 conference ( in Krakow Poland, 25 April 2019), to answer some questions by the session organizers: Francesca Dolcetti, Rachel Opitz, Sara Perr

Overarching themes to be explored..

  • How, if at all, are we experimenting with critical thinking/reflection in design and value-led design?

As I said, not seriously, in my presentation, I decide to tackle that question by writing a book about it (Critical Gaming: Interactive History and Virtual Heritage).

  • What are the spaces in our workflows and practices that afford more experimentation with design?

Spaces: creative spaces are messier with big tables and bigger whiteboards.

Key discussion questions:

  1. What does ‘success’ look like in terms of the user experience (UX) design process for archaeology/heritage? What constitutes ‘failure’ in relation to the UX design process for archaeology/heritage?

My answer is specifically heritage, as I believe archaeology may differ (sometimes).

I think there are 2 main questions:

  1. the user experience of the product/simulation itself
  2. the extrapolated and after-event user experience (what happened after they were in the experience)?
  1. Failure (in a game, AR or VR) means lack of engagement or interest with content or with instructions, lack of understanding.
  2. Lacks memorability, does not lead participant to consider, explore, revisit reasons why we should preserve, conserve or communicate the heritage content and its cultural significance.

NB success is the negation of 1 and 2.

  1. What should the role of archaeologists and cultural heritage practitioners be in the development of UX and User Interface approaches for use in the discipline?

Involved from beginning and during the process, provide expectations of answers, domain expert walkthroughs of content as presented and understood by others, part of audience when results and observations are completed. More specific answers depend on specific context so cannot answer further.

  1. What are the unconscious choices you’ve made in your design processes, of which you later became aware?

Expect the public to notice things that I notice, under-estimate time and attention needed to solve specific problems, double-meaning words like “challenge” in evaluations. Get the participants to appreciate the simulation, (this is NOT what we should be doing).

  1. Are archaeologists and heritage professionals ethically obligated to state the values driving their design practices and explore the role their values play in the process? Why or why not?

This is a difficult question because although I say yes, for me the question is when? DO these values become revealed (if people can clearly reveal their values) during the digital heritage experience, before, or after? Do we want too much attention spent on the designers or archaeologists or heritage practitioners’ values? How much is too much?

  1. What values are implicitly embedded in your design processes and products? Have you ever considered applying ethical, feminist, queer, decolonial, or value-sensitive design? How did – or might – you structure such community-minded design work? And where (i.e., in relation to which processes, outputs, practices, tools, etc.) would you apply it first?
  • I attempt to provide more than one way, strategy, reading etc to complete a task, if specific tasks are required.
  • I attempt to coax the player/participant to make decisions themselves and revise their initial views and tactics.
  • I try to show the messiness, incompleteness of any digital “reconstruction” (OK, they are approximate simulations, recreations at best, not reconstructions).
  • I would like, if possible, to show the process and thinking behind the way simulations are set up and depicted the way they are.
  • I would rather the community engage with the game design first and foremost, rather than the game itself. By designing they have to make design and therefore heritage-related decisions.

I am sure this is very rough and approximate, but I tried to answer it all in ten minutes.

CAADRIA 2019 Wellington

Mafkereseb Bekele (centre) winning a Young CAADRIA award

I was the second-author of two papers presented at CAADRIA 2019: INTELLIGENT & INFORMED in Wellington New Zealand, and they are now published in CUMINCAD. The primary authors were Mafkereseb Bekele for the first paper (he won a Young CAADRIA award) and Hafizur Rahaman for the second paper, both are colleagues at Curtin University, Mafkereseb is a PhD student here and Hafizur is a Research Fellow.

The primary objective of this paper is to present a redefinition of Mixed Reality from a perspective emphasizing the relationship between users, virtuality and reality as a fundamental component. The redefinition is motivated by three primary reasons. Firstly, current literature in which Augmented Reality is the focus appears to approach Augmented Reality as an alternative to Mixed Reality. Secondly, Mixed Reality is often considered to encompass Augmented Reality and Virtual Reality rather than specifying it as a segment along the reality-virtuality continuum. Thirdly, most common definitions of Augmented Reality (AR), Augmented Virtuality (AV), Virtual Reality (VR) and Mixed Reality (MxR) in current literature are based on outdated display technologies, and a relationship between virtuality and reality, neglecting the importance of the users necessarily complicit sense of immersion from the relationship. The focus of existing definitions is thus currently technological, rather than experiential. We resolve this by redefining the continuum and MxR, taking into consideration the experiential symbiotic relationship and interaction between users, reality, and current immersive reality technologies. In addition, the paper will suggest some high-level overview of the redefinition’s contextual applicability to the Virtual Heritage (VH) domain.

To validate the hypothesis that virtual heritage papers are reliant on providing scholarly argumentation based on 3D models, and convenient access is provided to these models where relevant, this study reviewed 264 articles from the last three available proceedings of major digital heritage events and conferences (14 in total). The findings revealed this was not the case, few contain references to accessible 3D models. We discuss why this may be so, and we outline recommendations for ensuring that virtual heritage 3D models can be preserved and accessed.

3D Digital Heritage Models as Sustainable Scholarly Resources

Dr Hafizur Rahaman and I just had an open access article published (online)  “3D Digital Heritage Models as Sustainable Scholarly Resources” in MDPI Sustainability in a Special Issue.

Abstract

If virtual heritage is the application of virtual reality to cultural heritage, then one might assume that virtual heritage (and 3D digital heritage in general) successfully communicates the need to preserve the cultural significance of physical artefacts and intangible heritage. However, digital heritage models are seldom seen outside of conference presentations, one-off museum exhibitions, or digital reconstructions used in films and television programs. To understand why, we surveyed 1483 digital heritage papers published in 14 recent proceedings. Only 264 explicitly mentioned 3D models and related assets; 19 contained links, but none of these links worked. This is clearly not sustainable, neither for scholarly activity nor as a way to engage the public in heritage preservation. To encourage more sustainable research practices, 3D models must be actively promoted as scholarly resources. In this paper, we also recommend ways researchers could better sustain these 3D models and assets both as digital cultural artefacts and as tools to help the public explore the vital but often overlooked relationship between built heritage and the natural world.

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.

$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

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!

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

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

Outline structure for Screen Tourism talk

Some notes on Screen Tourism VR and Cultural Heritage for 11 June event at the HIVE, Curtin University.

  1. We now carry a technical ecosystem of biofeedback GPS and camera tracking devices (phones and fit-bits and smartwatches) but so seldom use them creatively, synergistically and contextually (in terms of our locale).
  2. Archaeologists and others are so interested in games but there are so few examples of good group narrative. (Cut to photos of our game session at CAA2017, Georgia USA).
  3. Some recently supervised PhD projects (Rusaila Bazlamit, Palestine in Multi-wall Unity) or 360 panoramas of museum classic car collections (Beata Dawson) made me realize that contested spaces with digital heritage are often accidental but isn’t the audience dialogue created one of the most important aims in public heritage?
  4. Also, why is Mixed Reality so rare in Virtual Heritage, because AR and VR have so much market presence? Why are there so few mixed reality projects? Show Mafi’s figures! Explain pros and cons of VR MR and AR..
  5. Explain how collaborative learning and geolocation can help tell more contextual group-assisted stories..
  6. Brief overview of cultural tourism and personal narrative making tools (Twine; Cradle (Unity and Twine); Inkle)…
  7. How can film, film trailers, and location and personal adventures be mashed, mixed and augmented?

Google slides of the above presentation are here

 

 

The Screen Tourism VR and Cultural Heritage event will take place Monday at the HIVE, Curtin University.

It is fully booked but the programme is now:

DRAFT SCHEDULE (HIVE opens at 12:30pm)

PROGRAM SESSION 1 (Chair: Dr Tod Jones (Curtin University))

1.00–1.05pm: Welcome by Dr Tod Jones

1.05–1.40pm: Mr Ian Brodie (http://www.ianbrodie.net/)

1.40–2.00pm: Dr Christina Lee (Curtin University)

2.00–2.20pm: Professor Ear Zow Digital (Curtin University)

2.20 – 2.45pm: Q&A

2.45–3.15pm: Coffee/tea break at Aroma Café

SESSION 2 (Chair: Erik Champion)

3.15–3.20pm: Introductions

3.20–3.40pm: Mr Mike Dunn (Phimedia)

3.40–3.50pm: Mr Mat Lewis (South West Development Commission)

3.50–4.00pm: Mr Nathan Gibbs (Screen West)

4.00–4.30pm: Q&A then sundowner (see below).

VENUE

HIVE (VR Centre), John Curtin Gallery, Kent Street, Curtin Bentley campus WA 6102

https://humanities.curtin.edu.au/research/centres-institutes-groups/hive/

Phone: (08) 9266 9024 (HIVE).
Map link https://goo.gl/maps/FZu8FaEaULt (in John Curtin Gallery opposite Aroma Café)

PARKING (https://properties.curtin.edu.au/gettingaround/parkingzones.cfm

You can pay in a visitor’s carpark (there are parks near John Curtin Gallery/the HIVE) or you can download a phone app and pay in the yellow signed curtin parks at a much cheaper rate. Closest zone is D3 off Kent St then Beazley Avenue, park as close as you can to John Curtin Library.

CANCELLATIONS

If you cannot make the event please cancel your ticket at Eventbrite as we have people on the waiting list

TEA/COFFEE

We hope to have tea or coffee provided for attendees at the nearby outside Aroma cafe during the coffee break, please bring your Eventbrite ticket number.

SUNDOWNER AFTER THE EVENT

If you would like to speak to Ian or Mike or the other speakers after the event from 4:30PM or so we hope to offer a small sundowner at the meeting space of Innovation Central, Level 2, Engineering Pavilion Building 216. More details at the event but just a note you can also find it at http://properties.curtin.edu.au/maps/

 

Landscape Data, Art/Artefacts & Models as Linked Open Data Perth, Australia

For those interested in the above, please keep Friday 27 July 2018, open for an all-day free event in Perth.

We will be inviting speakers to talk on Australia-specific cultural issues and digital (geo) projects in relation to the above event.

More details to follow shortly and announced via http://commons.pelagios.org/:

So there is an Australian working group for Pelagios – Linked Open Data. We will run an event on 27 July at Curtin. News to follow.

http://commons.pelagios.org/2018/05/its-international-workers-day-announcing-our-2018-working-groups/

Australia LAMLOD Group: led by Erik Champion (UNESCO Chair of Cultural Visualisation and Heritage, Curtin University) and Susan Fayad (City of Ballarat), this WG seeks to address the problem of linking materials between academic research and cultural heritage in an Australian context. This is not so much about extending Pelagios linked data practice to an entirely new continent, though that is important; the problem this WG seeks to address is the multi-layered and contentious representation of cultural heritage, namely: the vast scale of Australian landscapes and historic journeys; the local and highly specific Aboriginal ways of describing, navigating and experiencing the landscapes with hundreds of different languages; and the specific problem of integrating UNESCO designated built and natural heritage with its surrounding ecosystems. The LAMLOD WG will create landscape data and visualisation displays, investigate related cultural artefact knowledge (Indigenous and colonial), and build towards the integration of linked open data and 3D models.

 

When Academics Don’t Get Interaction Design

Prototype of city square that creates music when city-goers run around the moving circular "tracks" of a giant turntable and camera tracking turns their arm gestures into music beats per audio track (image by Danish architect at our MAB workshop in 2012, Aarhus).

Actually this is more a plea.

Consider this imagined scenario. You are an academic having coffee with a colleague. They do interaction “design-y” stuff and you ask them what they are working on. When they give you a broad overview of the technology and interaction, you might say”Well, that is all well and good but I need to research practical and useful things.” If they know what your focus (tunnel vision) is on, chances are they will then explain how a modification or redirection of the interaction design they were just describing will allow you and your content to do X. “Oh, that I can use” you might say.

Just hold on a minute here. They described an application, tool or service with more generic potential, and then had to use their creative imagination that you didn’t bother tapping into, to show how it could work for you. After you had poured mild scorn on their research. Seems to me they had the brainpower to

a. come up with a generically useful, hopefully transferable idea, concept, tool..

b. be able to summarize your research

c. understand how this new idea, concept or tool could apply to your context in a way that you could understand, AND

d. not be offended that you still didn’t grasp the exemplar they provided you was only a subset of what they had invented to start with.

I am not sure step d would happen though. And I wouldn’t blame the interaction designer if they didn’t have coffee with you again.

 

 

Kinect & HMD collaborative engagement

Corbin is my summer intern, looking at
1. Kinect-Minecraft v2: a software framework for non-programmers to create their own gestures for Minecraft interaction: https://www.youtube.com/watch?v=09tc3nLgx9w

See also: https://maker.library.curtin.edu.au/2016/08/02/creating-a-gui-for-kinect-v-2/

2 Kinect-Unity pointer software:

3. Point clouds with a Head Mounted Display (HMD) /Unreal. Status: exploratory.

Reference http://digitime.nazg.org/index.php/2016/10/09/exploring-massive-point-clouds-in-virtual-reality-with-nvidia-tech-demo/

See also CAA2017 slides from Damien Vurpillot: https://www.academia.edu/30171751/Exploring_massive_point_clouds_how_to_make_the_most_out_of_available_digital_material

4. Corbin will narrow down the above into one main investigation. Evaluate: sharing virtual experiences across different displays (cylindrical versus HMD): to uncover similar papers with a collaborative learning focus. Ideally there will be a comparison of Unity versus Unreal.

 

 

 

Cybermaps in 3D heritage

A journal asked that I respond to a paper that briefly mentions the above. Notes to self include these general questions that I seldom find answers to in virtual heritage papers and not mentioned in my response (the journal has a strict word limit):

  1. Interpretation: It is very hard to extrapolate from VH papers how various interpretations are fostered.
  2. Beginnings: Where do you place a visitor in a virtual site?
  3. Dynamic alterity: How should or could they navigate time, space and interpretation?
  4. Art Versus Scientific Imagination: How should they separate artistic from current reality from interpreted virtuality? What if the artistry is impressive but speculative?
  5. Projects: Where can the projects (that apparently relate to the questions posed in the text), be experienced or otherwise accessed? How will they be preserved?
  6. Interactive Navigation: How do we navigate time, space, interpretation, and task/goal?
  7.  Authenticity, accuracy and artistry: How does one balance all three?

hardware, software, simple coding

Time for a quick update on recent tech offerings

new project 2: 3D and GIS

The following was a successful grant, funded by the Curtin Institute of Computation.

Title: Leveraging Low-Cost and Free Linked Open Data and Hybrid GIS/3D For Cultural Heritage Visualisation (6 months)

The program/research plan:

The two ECRs with the help of the two Curtin Professors will investigate the use of an application, possibly the Pelagios Framework (http://commons.pelagios.org/), an online portal that can combine maps, charts, documents, pictures and dynamic data, to create interactive visualisations and predictive cartographic analysis tools.

Figure 1: Pelagios

This pilot study will explore whether the application can accept, display and dynamically link to 3D models and their subcomponents, using GIS Data so that maps and 3D models can be displayed and interacted with online. This specific application theoretically accepts simple 3D stl models but three.js and web3D models have not been investigated. Existing related examples: see http://www.usc.edu/dept/LAS/arc/mayagis.html

The two ECRS will derive a 3D model with GIS related data and design an online Pelagios Commons framework (or similar) for viewing a 3D model of a heritage site, preferably in Australia, that controls place elements in a side-located text document or an online map or chart and vice versa.

http://pleiades.stoa.org/ shows some of the possibilities of Linked Open Data, but not how 3D can interact with a LOD GIS platform.

Proposed engagement of external and community groups

  1. Firstly, we will collaborate with the following non-CIC staff at Curtin to develop the Curtin University workshop.
  2. Secondly we will invite members to test the prototype and provide feedback and potentially collaboration and grant opportunities.
  3. We will test the prototype with archaeologists, heritage specialists or architects in another Australian city. The longer-term aim is to engage them in applying for a linkage to design a more permanent and larger collection and online portal for a more highly featured, user-friendly and robust design.

For an interesting potentially related interface please see http://www.impa.br/opencms/en/

new project 1: HMD Augmented Reality Heritage Trail study

The following was a successful grant, funded by the Curtin Institute of Computation.

The program/research plan:

In 2016 the Chief Investigator (CI) organized a one day talk and workshop on cultural heritage visualization, (“GLAM-VR”, Curtin HIVE, http://slides.com/erikchampion/glamvr16-26-08-2016 ) and helped facilitate a related makerspace event (“Cultural Makathon at Curtin Library Makerspace”, URL: http://slides.com/erikchampion/deck-4#/fullscreen#/ ). All groups of students finished their projects apart from one single individual group encountering trouble designing inside a 3D game engine. For the Augmented Reality 2016 makerspace tutorials, there was similar difficulty in finding suitable tutorial material. Unfortunately, there are few tutorials and examples for augmented reality and 3D game engines for hackathon or makathon events. There is even less material for cultural heritage augmented reality tours. And there is no academic feature list survey and comparison of recent augmented reality headsets for cultural heritage tours, where one walks along a heritage trail using the augmented reality headset (HMD) for augmented information.

This 2017 pilot study will aim to resolve this issue by providing an exemplar, online resources, a white paper and

  1. The two ECRS will develop a simple digital 3D environment prototype which reveals cultural heritage assets, artefacts and landmarks when viewed inside a portable head-mounted display (HMD) or augmented reality HMD.
  2. We will compare the relative strengths and weaknesses of the above HMDs, run an evaluation on test subjects of preferred display, time required to navigate and to wayfind, and record participants’ task performance and memory recall.
  3. We will create a white paper for this, including suggested workflows and appropriate tools.
  4. From the above findings we will provide an online available training course for developing Augmented Reality cultural heritage tours for head Mounted Displays.
  5. There will be a pilot workshop at CURTIN LIBRARY MAKERSPACE