Category Archives: game

potential paper in Forum on Video Games and Archaeology

Title: Serious Games and Virtual Heritage Have Let Archaeology Down

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

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

Review:

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

Critical Gaming: Interactive History and Virtual Heritage

Purchase:

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

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

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

DiGRAA paper, 29-30 June 2016 (abstract)

URL: DiGRAA [http://digraa.org/2015-digra-australia-conference/]

Title: Algorithms Pushed Me to the Dark Side: Questions for Procedural Rhetoric

ABSTRACT

Ian Bogost’s concept of procedural rhetoric is a tantalising theory of the power and potential of computer games, especially serious games. Yet does this concept really distinguish games from other media? Can this concept be usefully applied to the design and critique of serious games? This paper explores the ramifications of games (particularly serious games) as procedural rhetoric and whether this concept is problematic, useful, inclusive, or better employed as a recalibrated meta-epistemic theory of serious games that persuade or suggest to the player that the game mechanics, game genre, or digitally simulated world-view is open to criticism and reflection.

Keywords

Gamification, procedural rhetoric, game theory.

INTRODUCTION

While Michael Mateas has spoken of procedural literacy, and before him Janet Murray noted one feature of digital games was their procedural nature, Ian Bogost is probably most famously associated with this phrase. Ian Bogost (Bogost 2007) defined procedural rhetoric as ‘a practice of using processes persuasively.’ While procedural rhetoric combines a humanities discipline with something that is obviously a key component of games, I have reservations. Bogost himself raised the first potential flaw; he admitted that for many people rhetoric has a negative connotation. In the book Arguing well, John Shand (Shand 2002) declared ‘Logic must be sharply distinguished from what might generally be called rhetoric… rhetoric is not committed to using good arguments.’

I am not convinced that the rules of the game are the rules of the designer or even the rules of the player. The negotiation, changes, and misunderstandings as to what are the rules exactly are, by the player, is in my opinion an important and creative part of games, and by extension, computer games. While it might be reasonable to think that if the essence of the game is rules, it is another thing entirely to not even contemplate the possibility that a rule-based system could be random, changing, or open to change by the player. For example, Mary Flanagan (Flanagan 2013) looked at critical game play as wilful subversion of the rules and she provided avant-garde art as exemplars.

While Bogost seems to be saying we have to understand procedural rhetoric, astute critics and game designers do not seem sure as to how they can implement these theoretical notions. In an otherwise complementary review of Unit Operations, Zach Whalen (Whalen 2006) wrote ‘I’m eager to try my own hand at unit analysis, but I’m not sure how to proceed.’

Miguel Sicart (Sicart 2011) wrote, ‘Proceduralists claim that players, by reconstructing the meaning embedded in the rules, are persuaded by virtue of the games’ procedural nature.’ Sicart argued that meaning is more than just the learning of rules through play, the value of gameplay becomes subservient, and if rules are all that matter why should the designers have to explain them?

Computers follow procedure, and designers design procedures, (although Bogost carefully explained the term procedural rhetoric is not referring directly to programming). So how does or how can the player know that the system of rules that they (may have) a mental model of is the system of rules intended by the designer or the system of rules followed by the computer? And just because computers work by computation, by processing, does that mean the definition, the essence and the ideal of game-play is to follow and comprehend that system of rules?

Adherence to the altar of ‘procedural rhetoric’, whether intended by Bogost, or not, can lead to people thinking that the designer’s idea of the game rules are what matters. If so we may be faced with debates invoking the ‘Intentional Fallacy’, and ‘death of the Author’ could be resurrected, only this time the debates would be over computer games, not literature. For rhetoric involves the art of persuading, not necessarily the art of opening up games as vehicles of critical discourse (Chaplin 2011).

Bogost used the example of the book Guns, Germs, and Steel, and declared ‘Such an approach to history goes far beyond the relation between contemporaneous events, asking us to consider the systems that produce those events.’ Should the player be led to ‘consider the system that produce those events’ as well? Must the theory really force the player to consider the overall system, or is this statement dangerously close to the coercion-by-play approach of gamification? For gamification is a phenomenon that Bogost has excoriated (Bogost 2011).

In this presentation I will explore whether gamification and procedural rhetoric really are as different as Bogost appears to believe, and whether procedural rhetoric runs the risk of creating what Bogost has termed ‘exploitationware’ (see also (Bogost 2013)). To help in this quest, I suggest that a theory should be falsifiable (if possible); it should eliminate other fields the theory also applies to, and explain if it is prescriptive or descriptive. It should avoid similar terms with overlapping meanings or conflicting connotations as the overall name for the theory. Given these general guidelines, we should approach the term procedural rhetoric with caution.

Bio

Erik Champion is Professor of Cultural Visualization at Curtin University, and researches virtual heritage, but he also writes on game design, virtual places, architectural computing and interaction design. His recent books are Playing with the Past (Springer, 2011), and he edited book Game Mods: Design, Theory and Criticism (ETC Press, 2012). His next book Critical Gaming and Digital Humanities will be published in the Ashgate Publishing Group’s Digital Humanities Series.

BIBLIOGRAPHY

Bogost, I. (2007). Persuasive games: The expressive power of videogames. Massachusetts, USA, MIT Press.

Bogost, I. (2011) “Gamification Is Bullshit.” The Atlantic.

Bogost, I. (2013). “Preview: Why Gamification Is Bullshit.” from http://bogost.com/writing/blog/preview_why_gamification_is_bu/.

Chaplin, H. (2011) “I Don’t Want To Be a Superhero-Ditching reality for a game isn’t as fun as it sounds.” Slate, Online.

Flanagan, M. (2013). Critical Play Radical Game Design. Cambridge MA, The MIT Press.

Shand, J. (2002). Arguing well. London, Routledge.

Sicart, M. (2011) “Against Procedurality.” Game Studies the international journal of computer game research 11, online.

Whalen, Z. (2006). “Review of Bogost, Ian. Unit Operations: An Approach to Videogame Criticism.” gameology: A scholarly community dedicated to the study of videogames http://www.gameology.org/node/1066 Accessed 7 April 2014.

Curtin Research Fellowships

For research fellows and other scholars who have a PhD awarded after 1 March 2010, please consider applying for a Curtin Research Fellowship (there are also indigenous and senior research fellowships for those with a PhD awarded before 1 March 2010):

http://research.curtin.edu.au/conducting-research/curtin-research-fellowships/

The internal expression of interest deadline is June 4 (the head of a school or centre has to support the application).
Please note this is a very competitive scheme.

I’m particularly interested in talking to researchers who focus on virtual heritage, digital archaeology, game design, VR evaluation, machinima, digital humanities, interaction design or similar subjects that could take place in the Humanities..

Ideas workpad

I am not even sure (given my current role) I am allowed to put in proposals for our internal strategic round but hey! Research ideation is fun and I should start seeking out NGOS and ICT companies on

  1. Environment: the full surround 2 person immersive environment developed with Paul Bourke of University of Western Australia (time to scope it back and provide scenarios and re-budget the original estimates)
  2. Mapping: the A5 device-sized hybrid 2D/3D mapping system prototype I had at in 2001(!) at the University of Melbourne
  3. Presentation tool: talk to Google or Microsoft about the semi-immersive and mimetic-friendly motion and gesture controlled 3D world/tele presentation device (I think it is a good PhD project)
  4. Lit survey: a survey of virtual heritage worlds, their format, data, and provenance info—where are they? What are they? Possibly a masters project
  5. ToolEnvironment: A sensor of things built into props for archaeological role playing or LARP (head controlled). Have the psychologist contact.
  6. Historic RPG: The cultural turing test (time to build a historical prototype!) Needs more historic scenarios than just Marco Polo, Vasco de Gama and Richard Burton (no not him, the explorer), Louis de Freycinet’s wife,
  7. Tool/App: Historic Shipwrecks and Augmented Reality
  8. Training: (English) Training materials for CHESS and for APA reusable game – could be Masters I guess or if I have time..what other interaction strategies work best with heritage artefacts and AR?
  9. Environment/Arch-gaming: Minecraft and Arduino (not http://www.aucklandmuseum.com/whats-on/exhibitions/gallipoli-in-minecraft but something else!) and Darth Vader’s skill Have the psychologist connection again.
  10. n.b. the Mauritius-Curtin connection to Ashmore is fascinating ((http://www.geographicus.com/blog/tag/antique-map/), time to re-explore cultural geography, interface design and gamic historic adventures

A fragmented manifesto on (meta) game theory

Good critical gaming theory is

  • Falsifiable and verifiable
  • Extensible and scalable
  • Reconfigurable
  • Helps design and prediction
  • Does not confuse prescription with description
  • Is useful (even if wrong) for finding new methods and questions
  • Understands distinction between method and methodology
  • Is clear and honest about its central aims objectives tasks targets/milestones
  • Attempts for validity and soundness of purpose of argument
  • Bridges (or at least offers something of value to) academia, the profession and the public/fans

I will have to justify (and provide examples for) each of these propositions..

Publishing in digital heritage and related areas

Due to my current role I have to help grade journals, so as a bit of a test, I had a look at the h index and SJR value of journals roughly in my area (areas?) of research.I used SJR and Google Scholar metrics. They calculate h value differently (the latter has an h5 for 5 years rating) but it was interesting to compare. Individual conferences can score highly but are hard to compare to journals as they appear to be often rated individually rather than as a series. SIGGRAPH is one of the exceptions (Google, SCIMAGOJR) but compare to CHI (google, SCIMAGOJR?)

http://www.scimagojr.com/help.php

SJR (SCImago Journal Rank) indicator: It expresses the average number of weighted citations received in the selected year by the documents published in the selected journal in the three previous years, –i.e. weighted citations received in year X to documents published in the journal in years X-1, X-2 and X-3. See detailed description of SJR .

H Index: The h index expresses the journal’s number of articles (h) that have received at least h citations. It quantifies both journal scientific productivity and scientific impact and it is also applicable to scientists, countries, etc. (see H-index wikipedia definition).

TARGETED JOURNALSH-indexSJRGoogle tag h5
New Media and Society462.1445
Journal of Computer mediated communication641.9636
Cultural Geographies281.4618
Journal of Archaeological Method and Theory271.0613
Critical Inquiry291.0217
International Journal of Human-Computer Studies760.9933
Media, Culture & Society320.9624
games and culture230.7521
Journal of Cultural Heritage290.6819
International Journal of Human-Computer Interaction350.6225
Critical Studies in Media Communication250.6213
MIT Presence590.5518
Simulation & Gaming320.4525
International Journal of Heritage studies160.4214
International Journal of Heritage in the Digital Era160.426
International Journal of Architectural Computing40.4210
Virtual Reality240.4015
Space and Culture160.3813
Entertainment Computing (journal, conference)70.3510
Journal of Computing and Cultural Heritage80.32?
Digital Creativity80.2910
Computer Animation and Virtual Worlds320.2715
game studies130.19?
Internet Archaeology20.10?
CHI conference Computer Human Interaction78

My 2015 Virtual heritage writings

Critical Gaming: Interactive History and Virtual Heritage

Ashgate publishing will produce this 240 page 28 black and white illustrations hardcover book written by me in September (or possibly August):

http://www.ashgate.com/isbn/9781472422910

“This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage.”

Contents:

Introduction

Chapters:

  • Digital humanities and the limits of text
  • Game-based learning and the digital humanities
  • Virtual reality
  • Game-based history and historical simulations
  • Virtual heritage and digital culture
  • Worlds, roles and rituals
  • Joysticks of death, violence and morality
  • Intelligent agents, drama and cinematic narrative
  • Biofeedback, space and place
  • Applying critical thinking and critical play

(ISBN: 978-1-4724-2291-0, ISBN Short: 9781472422910)

Would you like to review it? Information is at http://www.ashgate.com/default.aspx?page=2253

The Egyptian Oracle Project, Ancient Ceremony in Augmented Reality

Editor(s): Robyn Gillam, Jeffrey Jacobson
Publisher: Bloomsbury Academic

I contributed a book chapter.

  • Introduction (Robyn Gillam, York University, Canada, and Jeffrey Jacobson, Carnegie Museum of Natural History, USA)

PART I The Egyptian Oracle

  • Chapter 1: Historical Foundations (Robyn Gillam)
  • Chapter 2: Cross-Cultural Analysis (Robyn Gillam)
  • Chapter 3: The Virtual Temple of Horus and Its Egyptian Prototypes (Robyn Gillam)

PART II The Performance

  • Chapter 4: Technical Description (Jeffrey Jacobson)
  • Chapter 5: Mixed Reality Theater and the Oracle (Josephine Anstey and David Pape, University of Buffalo, New York, USA)
  • Chapter 6: Educational Purpose and Results (Jeffrey Jacobson)

PART III The Technology

  • Chapter 7: Puppetry and Virtual Theater (Lisa Aimee Sturz, Red Herring Puppets, Asheville, North Carolina, USA)
  • Chapter 8: Introduction to Virtual Heritage (Erik Champion, Curtin University, Perth, Australia)
  • Chapter 9: The Virtual Temple: Construction and Use (Jeffrey Jacobson)
  • Conclusion (Robyn Gillam and Jeffrey Jacobson)

See more at: http://www.bloomsbury.com/au/the-egyptian-oracle-project-9781474249263/ OR http://www.amazon.com/The-Egyptian-Oracle-Project-Bloomsbury/dp/1474234151

CFP: Entertainment Computing, Elsevier: Special Issue on Entertainment in Serious Games and Entertaining Serious Purposes

Entertainment Computing, Elsevier: Special Issue on Entertainment in Serious Games and Entertaining Serious Purposes

Following the successful one-day workshop on “Entertainment in Serious Games and Entertaining Serious Purposes” (30/09/14) held at the International Conference on Entertainment Computing (ICEC 2014), in Sydney, Australia, we invite submissions to be considered for publication in a Special Issue of the journal of Entertainment Computing, Elsevier. Please refer to outline, instructions for submission, timelines and submission deadlines, and topics of interest, below.

Outline

The serious games community rightly argues that there’s more to serious games than entertainment, and restricting the focus to entertainment “seriously undersells its potential” (Jenkins 2006). Indeed, while a consensus definition of serious games still eludes us, serious games are often described as games designed for a primary purpose other than pure entertainment.

However, entertainment obviously has an important role to play, for example in contributing to the motivational and engaging qualities of serious games and making learning or serious elements more palatable. Why would anyone want to voluntarily play a serious game again and again for extended periods of time if it’s not entertaining? Furthermore, discussion around what is, and what is not, primary or secondary importance is not always helpful and can be problematic – because arguing that serious purpose is primary rejects many games and interactions whose entertaining element is the purpose – where purpose and entertainment are inextricably and synergistically linked. So arguments or distinctions along the lines of what’s more important, the serious purpose or entertainment, become blurred.

In addition, gameplay and interactions exhibiting this synergistic nature typically identify good design. Where entertainment and serious purpose meet, where purpose doesn’t overshadow entertainment (and vice versa) and ideally where players want to play voluntarily for hours on end, again and again, and in their own time.

Similar arguments are used with learning and development where learning with games is fun (e.g. Gee 2007). Other more obvious examples can be found in exergames and dance games where the mechanic of working out is entertaining and entertainment is a workout; or with interactive art and installations that provide a message or an experience that is entertaining. Similarly, other examples might include well-designed role-playing, interactive storytelling and performance where taking part in historical events, encounters with different social and cultural structures, or facing moral and ethical dilemmas and situations can be entertaining.

In this respect, entertainment and associated experiences can mean different things to different people and can involve elements or mixes of gameplay and interaction that is fun and exciting, through stimulating and thought provoking, to difficult, scary, or darker experiences that are pleasurable (Marsh and Costello 2012).

As more and more interactive entertainments (games, diversions and brain teasers) appear on social media and networking sites, it’s not difficult to foresee these offerings increasingly extending to serious purposes (learning, training and well-being); and in doing so perhaps signal an increased confidence in overcoming the failure surrounding the introduction of Edutainment in the 1990’s.

In this Special Issue of the journal Entertainment Computing we wish to highlight the importance of entertainment (in its various forms) in serious games irrespective of supporting technologies/platforms. The objective of this Special Issue is to bring together research, reviews, case studies, as well as details and experiences in the development of serious games and interactive media associated with entertainment in serious games and the synergy of serious purpose and entertainment in interactions and gameplay – where entertainment is the serious purpose and also where the synergy of purpose and entertainment identifies good design.

Topics of Interest

In particular, we seek submissions that focus on, or address (but not restricted to) the following topics:

  • Theory & Discussion: synergies between entertainment and serious purpose(s). What is, and what is not entertainment? And what can entertaining serious purpose encapsulate?
  • Mechanics, Mechanisms & Devices: creating/supporting synergies between entertainment and serious purpose.
  • Design & Development: design for synergy; and where entertainment meets purpose – identifies good design.
  • Analysis & Assessment: methods and approaches to evaluate synergy e.g. telemetry in-game analysis.
  • Ethics: can entertainment trivialize a serious, sensitive or difficult topic?
  • Acting and performing in games, simulations, virtual heritage, and documentary games – be part of historical events, experience different social and cultural structures; or encounter moral dilemmas & situations.
  • Novel experimental games, environments and interactions e.g. persuasive, pervasive, mixed and augmented realities; interactive storytelling.
  • Exergames, Interactive Art & Diversions: where the workout or the interchanges provide entertaining serious purposes.

Instructions for Submission

Your manuscript should be 10 or more pages in pdf format. Include all authors’ names, affiliations and contact details. The submission website for the journal of Entertainment Computing is located at: http://ees.elsevier.com/entcom/default.asp

Please ensure your manuscript is correctly identified for inclusion in this special issue by selecting SI: Serious Entertainment when you reach the “Article Type” step in the submission process. New authors to Entertainment Computing are required to pre-register before submission. All submissions will be reviewed by experts in areas associated with serious games and the topics of interest and include ICEC 2014 workshop organizers of Entertainment in Serious Games and Entertaining Serious Purposes, and members of the IFIP TC14.8 Working Group on Serious Games.

Important Dates

Submission Deadline 31 January 2015

Acceptance / Rejection 31 May 2015

Revision Submission 31 August 2015

Publication October / November 2015

Guest Editors

Tim Marsh, Griffith Film School, Queensland College of Art, Griffith University, Brisbane, Australia.

Erik Champion, Curtin University, Australia.

Helmut Hlavacs, University of Vienna, Austria.

Contact organizers at: seriousexperience [at] gmail.com

References

Henry Jenkins. 2006. Getting Serious About Games. http://henryjenkins.org/2006/07/getting_serious_about_games.html

John Paul Gee. 2007. Good Video Games Plus Good Learning, Peter Lang Publishing, Inc., New York.

Tim Marsh & Brigid Costello. 2012. Experience in serious games: between positive and serious experience, Serious Games Development & Applications, SGDA2012, Bremen, Germany.

http://www.seriousgames.sg/Papers/SeriousExperience_MarshCostello_SGDA2012.pdf

Advanced Challenges in Theory and Practice in 3D Modeling of Cultural Heritage Sites, Arkansas 2015 and Los Angeles 2016

The NEH Advanced Topics in the Digital Humanities Summer Institute, “Advanced Challenges in Theory and Practice in 3D Modeling of Cultural Heritage Sites,” was recommended for funding by the National Endowment for the Humanities. The principle investigators are Associate Professor Alyson Gil and Dr Lisa Snyder.
I will be a guest lecturer, the first 1 week workshop will be hosted at the Arkansas State University around 8-14 June 2015, the 2nd event, a 3 day symposium, will be hosted at UCLA, (Los Angeles), 6-9 June 2016.

Summary: A one week institute with a follow up workshop held over two summers, hosted by Arkansas State University and the University of California, Los Angeles, to consider the theoretical and ethical issues associated with three dimensional modeling of cultural heritage sites and objects.

Guest Lecturers include:
Diane Favro UCLA
Bernie Frischer Indiana University
Chris Johanson UCLA
Maurizio Forte Duke University
Ruth Hawkins Arkansas State University
Angel Nieves Hamilton College
John Clarke University of Texas at Austin
Erik Champion, Curtin University (am I the only one from outside of the States?)

 

What makes for a good critical argument in computer gaming?

Here are 10 working ideas/guidelines:

Ideally a critical position / argument about computer games should be:

  1. Falsifiable and verifiable. Not such a common feature in the Humanities, and not always relevant, but in my opinion a good argument should be saying where and when it is contestable, and where and when it can be proven or disproven.
  2. Extensible and scalable. We should be able to add to it, extend it, apply it to more research questions and research areas or add it ot current research findings or critical frameworks.
  3. Reconfigurable. Components are more useful than take it or leave it positions.
  4. Is useful even if proven wrong in terms of data, findings, methods, or argument (possibly this heuristic should be combined with number 3).
  5.      Helpful to the current and future design of computer games, and has potential to forecast future changes in design, deployment or acceptance.
  6. Not in danger of conflating describing computer games with prescribing how computer games should be. Several of the arguments cited in this book appear to make that mistake.
  7. Understands the distinction between methods and methodology, the selection or rejection of methods should always be examined and communicated.
  8. Is lucid and honest about the background, context, and motivations as factors driving it.
  9. Aiming for validity and soundness of argument.
  10. Attempting to provide in a longterm and accessible way for the data, ouptut, and results of any experiment or survey to be examinable by others.

February 2014 talks in California

Update: http://events.berkeley.edu/index.php/calendar/sn/arf.html?event_ID=74777&date=2014-02-11

Schedule of my visit to the San Francisco Bay Area:

1) Monday 10 February, 2014. 4pm-6.00pm. Kroeber Hall, Gifford Room.

Title: What is Virtual Heritage?

Virtual heritage could be viewed as a hybrid marriage of Virtual Reality and cultural heritage. Stone and Ojika (2000) defined it as

“[It is]…the use of computer-based interactive technologies to record, preserve, or recreate artifacts, sites and actors of historic, artistic, religious, and cultural significance and to deliver the results openly to a global audience in such a way as to provide formative educational experiences through electronic manipulations of time and space.”

The above is an interesting definition but I wish to modify it slightly, for it does not explicitly cover the preservation, communication and dissemination of beliefs, rituals, and other cultural behaviours and activities. We also need to consider authenticity of reproduction, scholastic rigor, and sensitivity to the needs of both audience and to the needs of the shareholders of the original and remaining content. No doubt this is due to the many issues in the presentation of culture. One is the definition of culture itself, the second issue is to understand how culture is transmitted, and the third is how to transmit the local situated cultural knowledge to people from another culture. In the case of virtual heritage, a fourth also arises, exactly how could this specific cultural knowledge be transmitted digitally?

Although I personally believe that fundamental issues of culture, place and inhabitation are still to be successfully addressed (Champion, 2014); computer games offer interesting opportunities to the audience, designer, and critic. They are no longer single player, shallow interfaces. They are turning into multivalent, multi-dimensional, user-directed collaborative virtual worlds. Commercial games are often bundled with world creation technology and network capability that is threatening to overtake the creation and presentation displays of expensive and complex specialist VR systems. In this talk I will not suggest that computer games are revolutionary, only that they are potentially changing the way we think, act, communicate, and feel.

 References

Stone, Robert J., & Takeo, Ojika. (2000). Virtual Heritage: What Next? . Multimedia, IEEE, 7(2), 73–74.

Champion, E. (2014). History and Heritage in Virtual Worlds. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality. Oxford: Oxford University Press.

2) Tuesday 11 February 10.30-12.30pm. 2224 Piedmont Avenue, MACTiA lab (room 12)

Informal Workshop/Brainstorm/Discussion with Dr. Erik Champion: Games – serious or otherwise – for and about archaeology and cultural heritage

Please feel free to drop in to this workshop and brainstorming session where archaeologists with Erik Champion will work through some ideas and plans for the design of computer games that are based in data of archaeological research and cultural heritage management and the interpretations of the past.

Starting point: Champion, Erik (2011) Playing with the Past. Springer, London.

3)Wednesday 12 February, 2014. 12noon-1pm. Archaeological Research Facility Lunchtime series: 2251 Building, Room 101.

Title: Heritage Via Games and Game Mods

In this informal talk, I will discuss classroom experiences (both good and bad) gleaned from teaching game design, especially work by students to develop serious games using historical events or mythological happenings.

My central argument is that despite apparent initial barriers, both students and teachers (and academics in general) can learn from the actual process of game design, and from watching people play. Theorists learn about the entangled issues of game design, the politics of user testing, and the designer fallacy (I designed the game, I know how best to experience it, if the audience can’t work it out there is something wrong with them, not the design). Students, in turn, can begin to understand (perhaps) how theory, good theory, can help open eyes, inspire new design and turn description into prescription. There are of course even more dilemmas and difficulties for visualizing and interacting with history and with heritage, and with moving from easily accessible commercial games and open source games, to larger Virtual Reality centres, planetariums and museums, but it has been done, with some significant successes.

This talk will touch on and move past projects mentioned in the following and free to download book: Champion, Erik (Ed.). (2012). Game Mods: Design, Theory and Criticism. Pittsburgh: ETC Press. URL: http://press.etc.cmu.edu/content/game-mods

Off-campus

4) Thursday 13 February, 2014. 12noon. Modeling, Virtual Environments and Simulation (MOVES) Institute, Naval Postgraduate School, Monterey.

TITLE:  Cultural Heritage and Surround Displays, VR and Games for the Humanities OR Immersive Digital Humanities: When The Motion Tracker is Mightier Than The Pen

How are scholars using surround displays, stereographics, gaming technologies and new peripherals to disseminate new ways of viewing, interacting with, and understanding humanities content, and in particular, cultural heritage? Which issues in cultural heritage and interacting with historical content need to be kept in mind by VR experts when working with humanities scholars? And are there key concepts and research developments in the VR field that humanities scholars should be more aware of? Or are the fields of interaction design and (digital) humanities converging?

NB Public talk but guests have to be pre-approved as it is at the Naval Postgraduate School.

CfP: Game History Annual Symposium in Montreal

Game History Annual Symposium

First Edition: Cultural History of Video Games

Montreal, Canada: June 27th-28th 2014

Submission deadline: January 24th 2014

Link to PDF document: http://www.sahj.ca/wp-content/uploads/2013/11/Game-History-Annual-Symposium-CFP.pdf

#——————————————————————————————–

 

CfP text:

 

In spite of preservation and accessibility issues, the history of video games has become a topic of interest for a growing community of scholars and museum curators around the world. In Digital Play (2003), Stephen Kline, Greig de Peuter and Nick Dyer-Witheford invited us to understand video games as a complex network of interactions between industrial structures, technological innovations and sociocultural exchanges. In doing so, they also provided us with a useful tool to map out which areas have been explored more thoroughly, and which have been left out.

We seek to expand our understanding of the communities that forged and continue to forge game culture. The conference will propose two tracks: design histories, and play histories. These communities can be inspected through the material traces such as games, promotional artefacts, manuals and other props, as well as through direct observation or interviews. Thus, scholars from a variety of disciplines, such as media history, communication studies, cultural studies and sociology should feel welcome to submit. In gathering specialists from many fields, we hope to create a dynamic research environment to study the multiple communities that define gaming culture throughout history.

Invited speakers

▫ Tristan Donovan (Replay, 2010)

▫ Mia Consalvo (Canada Research Chair in Game Studies & Design)

▫ John Szczepaniak (The Untold History of Japanese Game Developers, 2014)

▫ Philippe Ulrich (Captain Blood; Dune; founder of Cryo)

 

Cultural events

▫ Game exhibition (curator: Skot Deeming)

▫ Concert by L’orchestre de jeux vidéo (Pollack hall, Mcgill University)

 

Tourism

▫ Special hotel rates for conference participants

▫ Centrally located near the subway and Quartier des spectacles

▫ 35th Montreal International Jazz Festival

 

Abstract submission

▫ 800 words plus bibliography

▫ Please indicate which track you want to be part of: design histories / play histories

▫ Submissions will be anonymized and reviewed by the conference chairs for the 2014 edition (Maude Bonenfant, Jonathan Lessard, Martin Picard, Carl Therrien)

▫ Submission deadline: January 24th 2014

▫ Please send to GameHistoryMTL@gmail.com

“Cultural Heritage in Immersive Displays” talk at the HIVE

On Thursday Dr Jeffrey Jacobson of http://publicVR.org will give a talk at 1PM in the HIVE. A new visualisation facility at John Curtin Art Gallery, Curtin University, Perth

He is one of four visiting fellows who arrived last week to work with me on, projects grants and papers.

I’ll add a video link later of his work with game engines and archaeology and puppeteers.

Which hardware and software packages are vital for virtual reality and game display centres?

We have stereo and surround displays being built here at Curtin with typical Unity, AutoDesk and Adobe products.
But I feel we are missing a range of peripherals. So I made a quick list (I cannot find the Sony VR bike, would add that).
Which reminds me of PaperDude VR: http://techland.time.com/2013/08/02/paperdude-vr-paperboy-meets-virtual-reality-helmet-meets-motion-sensor-meets-connected-bike/

Anyway, the bike is a great natural interface for VR, especially for virtual simulations of large cites.

Suggested hardware
Virtual Reality bike interface http://www.computrainer.com.au/Buyonline.aspx

Biofeedback
http://emotiv.com/ especially the EEF head set http://emotiv.com/eeg/features.php
An alternative headgear set would be http://www.neurosky.com/Developer.aspx

3D
3D printer, possibly http://www.stratasys.com/3d-printers/design-series

Other Peripherals
In the past I mentioned siftables https://www.sifteo.com/ the product seems a shadow of their potential, wonder what happened.
This talk explains them here http://www.ted.com/talks/david_merrill_demos_siftables_the_smart_blocks.html
Only from USA stores I think http://www.marblesthebrainstore.com/locations

Nice to have: Arduino for prototyping simple peripherals http://techcrunch.com/2013/09/05/bitalino/

A drone http://ardrone2.parrot.com/ even archaeologists use them

Haptics
http://www.immersion.com/markets/gaming/
Probably the http://www.immersion.com/markets/gaming/products/index.html#tab=logitech if we are going to do urban vis in the dome
There is even a fishing pole with feedback! http://www.immersion.com/markets/gaming/products/index.html#tab=griffin (no have no use for this, don’t buy it!)
http://tngames.com/ 3rd space vest http://tngames.com/products
Kickstarter vest http://games.on.net/2013/06/araig-is-a-force-feedback-suit-for-gaming-and-they-want-your-kickstarter-dollars/
Or joystick http://www.thrustmaster.com/products/force-feedback-joystick

An excellent camera (DSLR) or even panorama camera, I know iVEC has them at UWA but I don’t think Curtin does?
http://www.ptgrey.com/PRODUCTS/ladybug2/ladybug2_360_video_camera.asp
I am not sure if we need a gigapixel camera or will borrow from iVEC@UWA

Software
For urban vis http://www.esri.com/software/cityengine
(Warning Sambit thinks it is clunky but I know of no decent competitors)
PS Wesley might find some good google earth data here https://earthengine.google.org/#intro

cycle trainer
http://www.tacx.com/en/products/software
review of above http://djconnel.blogspot.com.au/2012/10/interbike-2012-virtual-reality-trainers.html

motion capture http://organicmotion.com/products/openstage

3D modelling http://pixologic.com/zbrush/ esp http://store.pixologic.com/

3D modelling for landscapes http://www.e-onsoftware.com/
3D extras (software etc) for Unity https://www.assetstore.unity3d.com/

Adobe after effects, I am not sure Curtin has a license for this but it is great for video editing.

Panorama stitching software eg www.autopano.net or www.easypano.com/virtual-tour-studio.html or any of
www.ptgui.com/
software.bergmark.com/enfuseGUI/Main.html
gardengnomesoftware.com/pano2vr.php
krpano.com/
flashificator.com/

Leipzig eHumanities Slides, and Visualisation Links

If anyone is interested in my 23/10/2013 Leipzig eHumanities presentation, which is mostly on virtual environments/games (and heritage),
I have just uploaded my presentation to
http://www.slideshare.net/nzerik/leipzig-ehumanities-23-october-2013-talk

But for ease of reference, for links to interesting Digital Humanities/Visualisation tools there is this:
http://www.slideshare.net/nzerik/visualization-notes-most-links-on-last-2-slides
Actually most links on slides 40 and 41.

modding games for AI related research, bots, and portraying character behaviours

Here is an abridged answer I just gave to an architectural academic who is interested in using games and game modding and AI (bots) in consideration was something like 3DVIDIA/Virtools, Unity or Unreal.
I hope this is of use to others or if my sourced information is out of date or inaccurate please comment below the post!

I am no AI expert although I too have an AI project I wish to develop: I don’t know 3DVIDIA, I do know Unreal (UT) used to have AI research projects, I don’t know if UDK has easily available AI projects but UDK does look good.
Overall Unity is probably the easiest and their  asset store has many content packs and scripts and avatars for purchase (including for AI) and it runs on Mac and PC and quite well on older machines.
You may not need the Professional version, I am not sure.

An introductory summary of difference for level design: http://www.worldofleveldesign.com/categories/level_design_tutorials/what-level-editor-game-engine-should-you-use-how-to-choose.php
A game engine comparison is here: http://fragileearthstudios.com/2011/10/24/comparing-cryengine-and-unreal-and-unity-too/

For heritage settings I have been told UDK (http://www.worldofleveldesign.com/categories/udk/ue3-vs-udk-vs-ut3.php) is very good but I have yet to use it.
Of interest to you: there are tutorials for UDK bots
http://www.worldofleveldesign.com/categories/wold-members-tutorials/petebottomley/udk-01-how-to-spawn-bots-in-kismet.php
https://sites.google.com/site/tessaleetutorials/home/udk-custom-enemy
UDK AI Director:

and project at http://draxov.com/design/ai-director-research/
Free tool: http://www.moddb.com/forum/thread/create-bot-ai-with-pogamut-in-udk-ut2004-ue2-or-defcon
http://www.blackfootstudios.com/forums/index.php?showtopic=5898

UNITY AI research
Wandering AI http://answers.unity3d.com/questions/432027/wandering-ai.html
Robot AI from Mecanim example http://forum.unity3d.com/threads/166633-Mecanim-quot-AI-quot-Free-Sources
AI programming


AI applications (basic overview) http://unitygems.com/ai-applications/
Tutorials in Unity and Basic AI http://devsbuild.it/resources/type/article/unity-basic-artificial-intelligence-part-1

Alternative:
A side project might be to review the new SIMS4 and Sims Societies.
http://tesalliance.org/forums/index.php?/topic/6547-new-artificial-intelligence-mod/

On a more urban design and cinematographic level, one used to be able to link Simcities and the SIMS2 avatars but I have not heard of related urban design or BIM research.
We are also going to look into Skyrim the Crysis/CryTek engine, which may be too powerful / complex for your needs.
I personally will also look into, the earlier version, Oblivion, had very simple scripting tools for avatar interaction and also had good modding tools (but it was not multiplayer, at least not officially).
Skyrim (Creation kit) has built in habits for NPCs, which I believe can be modded/affected, new buildings/settings can be added relatively easily.
http://tesalliance.org/forums/index.php?/topic/6547-new-artificial-intelligence-mod/

SUMMARY
For ease of use, most designers and researchers seem to be using Unity, but UDK (free download for PC) may have some benefits if you find similar AI projects.
If you want to show behaviours and don’t mind or can replace medieval settings, Skyrim may suffice.
For path finding UDK may be good, Unity can do all of it but if you can’t find prebuilt software in the Unity story, you may need to build it from scratch.
Overall, Unity is probably easiest, there plenty of presets/modules, and scripting can be in JavaScript or Python or C# etc. And MiddleVR seems a good for fit for connecting Unity to VR devices and for stereo projection (a video tutorial is here).

The future of games in museums: what should we be doing?

very articulate post! Now to play those games!

martha henson: blog

A confluence of related projects and talks has got me thinking about where games in museums should be going in the future. There have been some notable successes in museum games to date, and some failures. Where to go from here? Here are some assembled thoughts on the types of games and game design practices I would love to see more museums exploring.

Collaborative games

Now, I love competitive games, but not everyone does, and competition can be off putting and disruptive in, say, family situations (I’m sure you all have stories about the game of Monopoly that ended in tears). Collaborative games are perhaps more suited to the mixed audiences and interests that are represented by museum visitors.

For example, Spaceteam is absolutely one of my favourite games of the last few years. It manages to be ridiculous, hilarious, breathlessly exciting, social and visually striking, all at the same…

View original post 2,039 more words

Visiting Fellows to work with me at Curtin University in Visualisation, 2013

I am very happy to announce that two Visting Fellows and two Early Career Visiting Fellows will work with me in October and November on various projects.

They are (and please note, dates are provisional):

Visiting Fellows

 

Nov 4-27: Dr Jeffrey Jacobson, http://www.publicvr.org

To provide examples of interactive and immersive environments featuring architecture and archaeology of the ancient world, to run inside Curtin’s new visualisation facility, iDome, Stereo Wall, and/or possibly the Wedge. Upload and run public VR 3D models inside UNITY on the iDome. These are the Virtual Egyptian Temple, Living Forest, Theater District of Pompeii. Prototype ancient heritage sites to run on the 0.5 CAVE (actually it is a Wedge). Design and pilot evaluation environment for potential use in humanities subjects, including history, and the visualisation undergraduate degree.

Nov 16-Dec 16: Dr Rob H. Warren, Canada, http://blog.muninn-project.org
Link 3D models in virtual environments (Unity real-time engine) to the archival databases to create a specific pilot of a World War 1 simulation using accurate historic geo-data, weather data, astronomical data, and historical records. Design and pilot evaluation environment for potential use in humanities subjects, including history, and the visualisation undergraduate degree. Link to colleagues in New Zealand and Canada to discuss potential research collaborations

Early Career Visiting Fellows

Nov 4-11: Andrew Dekker, University of Queensland http://itee.uq.edu.au/~dekker/ OR http://uq.academia.edu/AndrewDekker

We will work together on the following project: Camera tracking and biofeedback for indirect interaction with virtual environments. This project will connect biofeedback devices and camera tracking devices with equipment in the Curtin Data Visualisation Facility (CDVF) and provide a research platform to evaluate how biofeedback can be a meaningful interaction component for virtual environments, especially for augmenting socially believable agents, and to enrich the apparent “life” and “atmosphere” of digitally created architectural environments.

Nov 18-25: Dr Hafizur Rahman, Bangladesh http://bdheritage.info and http://ttclc.net

Create a streamlined 3D model data and 3D virtual environment workflow, analyse and comparing different image modelling tools, and explain how their optimal deployment for community web portals of digitalised cultural heritage.

Acquiring 3D models for artifacts is always expensive, as it typically requires a 3D laser scanner and relevant training. However, 3D modeling of small artifacts is possible to produce with photographs using low cost software such as 3D Som Pro (http://www.3dsom.com/). This software can produce 3D wire mesh and baked images for rendering, which can later be use as a source for augmented reality application for interactive public display. Free AR Toolkit /BuildAR can be used here for making this interactive display for museums/heritage institutes and interested community groups who currently lack high end technological resources and related skills.

We will also compare the above to insight 3D (http://insight3d.sourceforge.net/), which is free and open source. We will produce schematic workflows, incorporating Blender 3D for modeling and we will consider alternatives such as Google SketchUp.