Category Archives: publication

Conferences, Journals: h-index, Impact

Cultural heritage journals, especially digital heritage journals (and a few related conferences) don’t fare well at SJR-Journal Search. Compare their H-index and Quartiles to games journals and conferences. In the more VR side of things, Presence still does quite well but Virtual Reality journal is not doing as well as I expected.*

*CAVEAT: In many cases the latest figures seem to be from 2017 or 2018.

“Rethinking Virtual Places” on track

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

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

Chapter Summaries

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

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

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

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

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

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

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

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

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

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

Game Workshop, Turin, September 2019

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

Introduction

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

2018 Workshop

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

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

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

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

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

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

The Game Prototyping Schedule

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

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

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

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

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

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

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

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

2018 Summer School Game Design Groups

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

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

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

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

2019 Summer School Game Design Groups

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

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

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

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

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

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

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

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

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

Outcomes and observations

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

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

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

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

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

-Erik Champion

 

REFERENCES

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

Uncertain Realms

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

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

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

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

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

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

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

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

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

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

Upcoming 2020-21 Publications

Books in press/pending

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

Book chapters in press/pending

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

Conferences (pending/postponed/cancelled)

Upcoming Invitations

Upcoming Visiting Scientist/Professorship

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

 

2020: Upcoming presentations and talks

Book

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

Edited book

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

Book Chapters

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

Journal Article

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

Talks

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

Workshop / paper session

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

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

new article: A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage

A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage

by Mafkereseb Kassahun Bekele and Ear Zow Digital

Open access article in Frontiers in Robotics and AI, 24 September 2019 | https://doi.org/10.3389/frobt.2019.00091

In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed Reality (MxR) have become popular immersive reality technologies for cultural knowledge dissemination in Virtual Heritage (VH). These technologies have been utilized for enriching museums with a personalized visiting experience and digital content tailored to the historical and cultural context of the museums and heritage sites. Various interaction methods, such as sensor-based, device-based, tangible, collaborative, multimodal, and hybrid interaction methods, have also been employed by these immersive reality technologies to enable interaction with the virtual environments. However, the utilization of these technologies and interaction methods isn’t often supported by a guideline that can assist Cultural Heritage Professionals (CHP) to predetermine their relevance to attain the intended objectives of the VH applications. In this regard, our paper attempts to compare the existing immersive reality technologies and interaction methods against their potential to enhance cultural learning in VH applications. To objectify the comparison, three factors have been borrowed from existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the technology’s or the interaction method’s potential and/or demonstrated capability to: (1) establish a contextual relationship between users, virtual content, and cultural context, (2) allow collaboration between users, and (3) enable engagement with the cultural context in the virtual environments and the virtual environment itself. Following the comparison, we have also proposed a specific integration of collaborative and multimodal interaction methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that aim at enhancing cultural learning in situ.

To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups

To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups, Heritage journal article by Dr Hafizur Rahaman and myself is out:

Rahaman, H., & Champion, E. (2019). To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups. Heritage, 2(3), 1835-1851. Retrieved from https://www.mdpi.com/2571-9408/2/3/112

The 3D reconstruction of real-world heritage objects using either a laser scanner or 3D modelling software is typically expensive and requires a high level of expertise. Image-based 3D modelling software, on the other hand, offers a cheaper alternative, which can handle this task with relative ease. There also exists free and open source (FOSS) software, with the potential to deliver quality data for heritage documentation purposes. However, contemporary academic discourse seldom presents survey-based feature lists or a critical inspection of potential production pipelines, nor typically provides direction and guidance for non-experts who are interested in learning, developing and sharing 3D content on a restricted budget. To address the above issues, a set of FOSS were studied based on their offered features, workflow, 3D processing time and accuracy. Two datasets have been used to compare and evaluate the FOSS applications based on the point clouds they produced. The average deviation to ground truth data produced by a commercial software application (Metashape, formerly called PhotoScan) was used and measured with CloudCompare software. 3D reconstructions generated from FOSS produce promising results, with significant accuracy, and are easy to use. We believe this investigation will help non-expert users to understand the photogrammetry and select the most suitable software for producing image-based 3D models at low cost for visualisation and presentation purposes.

Sustainability of 3D models-the hidden criticism

I mentioned last month Hafizur and I had an open access journal article out, “3D Digital Heritage Models as Sustainable Scholarly Resources” at MDPI Sustainability journal.

Champion, E.; Rahaman, H. 3D Digital Heritage Models as Sustainable Scholarly Resources. Sustainability 2019, 11, 2425.

We were invited at very short notice to write this article, with a strict word limit, but a month before the invitation we had an earlier, sort of similar article reviewed very critically (apparently) by the first reviewer of another journal. Rather than wait for review 2 we pulled that article. So this article was built on the ruins of that article. However I never saw the reviewer 1 comments!

I write this as this article has been very well received (and downloaded) so far (well in 3 or so weeks). If there are negative comments out there I am happy to hear them. The article was merely to document what was missing from virtual heritage conference papers and direct access to 3D models, it was not meant to say there are no major 3D repositories or to blame conferences for not having many links to 3D contents. Rather it was meant to say, here is the data, you can cite or use it if you like (from the MDPI website), improve or critique it, but let us next try to solve these problems.

latest article out: From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience

Open Access for 50 days! Check out at https://www.sciencedirect.com/science/article/pii/S2212054819300153?dgcid=author

Rahaman, H., Champion, E., & Bekele, M. (2019). From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience. Digital Applications in Archaeology and Cultural Heritage, 13, e00102. Retrieved from http://www.sciencedirect.com/science/article/pii/S2212054819300153. doi:https://doi.org/10.1016/j.daach.2019.e00102

Abstract

The domain of cultural heritage is on the verge of adopting immersive technologies; not only to enhance user experience and interpretation but also to satisfy the more enthusiastic and tech-savvy visitors and audiences. However, contemporary academic discourse seldom provides any clearly defined and versatile workflows for digitising 3D assets from photographs and deploying them to a scalable 3D mixed reality (MxR) environment; especially considering non-experts with limited budgets. In this paper, a collection of open access and proprietary software and services are identified and combined via a practical workflow which can be used for 3D reconstruction to MxR visualisation of cultural heritage assets. Practical implementations of the methodology has been substantiated through workshops and participants’ feedback. This paper aims to be helpful to non-expert but enthusiastic users (and the GLAM sector) to produce image-based 3D models, share them online, and allow audiences to experience 3D content in a MxR environment.

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.

CFP: Personal and Ubiquitous Computing

Personal and Ubiquitous Computing (Springer Science)

Special Issue on Virtual and Mixed Reality in Culture and Heritage:

Details:

This special issue solicits research related to Virtual and Mixed Reality in Culture and
Heritage. Authors are encouraged to submit articles presenting original and
innovative studies that address new challenges and implications and explore the
potential of immersive technologies in museums, galleries, heritage sites and
art/cultural institutions.

Guest Editors:
Damianos Gavalas, University of the Aegean, Greece dgavalas@aegean.gr
Stella Sylaiou, Hellenic Open University, Greece, sylaiou@gmail.com
Vlasios Kasapakis, University of the Aegean, Greece, v.kasapakis@aegean.gr
Elena Dzardanova, University of the Aegean, Greece, lena@aegean.gr

Important Dates:
Submission: July 31, 2019
1st round notification: Sept 30, 2019
Revision deadline: Nov 15, 2019
Final notification: Dec 31, 2019
Expected publication: 4nd Q 2020

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

Screen Tourism and Affective Landscapes (edited book)

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

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

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

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

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

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

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

Chapters are expected to be approximately 6000–7500 words.

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

Contributors, please address all inquiries and proposals to:

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

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

Publications & presentations to finish off

Phew!

Books

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

Book chapters

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

Journal

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

Conference Presentations (probably enough!)

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

The Phenomenology of Real and Virtual Places

New edited book out 8 November:

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

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

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

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

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

4. Postphenomenology and “Places” by Don Ihde

5. Virtual Place and Virtualized Place by Bruce Janz

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

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

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

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

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

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

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

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

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


Microsoft Academic Search

LSE has written positively about the “bibliometric super power” potential of https://academic.microsoft.com/

It took me a while to collate papers and it is not quite as exhaustive in finding citations as Google Scholar (for me, at least) but it lists conferences etc you have published in and direct links to papers that have recently cited you (Google Scholar does not, directly). So, all in all, quite good I thought.

https://academic.microsoft.com/#/profile/ErikChampion is my initial test.

 

new Book Chapter (Arqueología Computacional)

My new chapter, A Schematic Division of Game-Learning Strategies Relevant to Digital Archaeology and Digital Cultural Heritage (in Spanish) is out. Diego the editor informed me he will see if all chapters can be available via PDF.

Champion, E. (2017). Una división esquemática de estrategias de aprendizaje relevantes para el patrimonio cultural basadas en juegos digitales (A Schematic Division of Game-Learning Strategies Relevant to Digital Archaeology and Digital Cultural Heritage). In D. Jiménez-Badillo (Ed.), Arqueología Computacional. Nuevos enfoques para el análisis y la difusión del patrimonio cultural (pp. 217-224). México: Instituto Nacional de Antropología e Historia, RedTDPC, CONACYT. Chapter 14_Champion_PDF

 

Digital Humanities, Libraries, and Partnerships FREE preprint chapters

Preprint versions of chapters appearing in Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community. Eds. Robin Kear and Kate Joranson. Chandos, 2018.

Final versions of all chapters appear in the published version of the book, available here:

Introduction, Robin Kear and Kate Joranson: http://d-scholarship.pitt.edu/33818/

Chapter 2: “Our Marathon: The Role of Graduate Student and Library Labor In Making The Boston Bombing Digital Archive” by Jim McGrath and Alicia Peaker. http://dx.doi.org/10.17613/M62Z8Fht

Chapter 3: “Digital Humanities as Public Humanities: Transformative Collaboration in Graduate Education.” by Laurie N. Taylor, Poushali Bhadury, Elizabeth Dale, Randi K. Gill-Sadler, Leah Rosenberg, Brian W. Keith, Prea Persaud: http://ufdc.ufl.edu/AA00048267/00001

Chapter 4: “Exploring the Moving Image: The Role of Audiovisual Archives as Partners for Digital Humanities and Cultural Heritage Institutions” by Adelheid Heftberger. In Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community, edited by Robin Kear and Kate Joranson, Chandos, 2018, 45-57. http://dx.doi.org/10.17613/M66S19

Chapter 6: Glass, E. R. (2018). Engaging the knowledge commons: setting up virtual participatory spaces for academic collaboration and community. In Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community. UC San Diego. Retrieved from https://escholarship.org/uc/item/6zp934sm

Chapter 7: Miller, Karen, Erik Champion, Lise Summers, Artur Lugmayr, and Marie Clarke. 2018. “Chapter 7 – The Role of Responsive Library Makerspaces in Supporting Informal Learning in the Digital Humanities.” In Digital Humanities, Libraries, and Partnerships, 91-105. Chandos Publishing. Retrieved from https://maker.library.curtin.edu.au/book-chapter-published/

Chapter 10: “Digital Humanities as Community Engagement: The Digital Watts Project” by Melanie Hubbard and Demrot Ryan: http://digitalcommons.lmu.edu/librarian_pubs/93/

Chapter 11: Russell, Beth. “The Collaborative Project Management Model: Akkasah, an Arab Photography Project.” Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community, edited by Robin Kear and Kate Joranson, Chandos, 2018. http://hdl.handle.net/2451/41680