Category Archives: digital heritage

new project 2: 3D and GIS

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

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

The program/research plan:

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

Figure 1: Pelagios

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

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

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

Proposed engagement of external and community groups

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

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

new project 1: HMD Augmented Reality Heritage Trail study

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

The program/research plan:

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

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

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

Digra 2017 Workshop: Playtesting

This workshop proposal has only been provisionally accepted for Digra2017 international games conference in Melbourne Australia, on 3 July 2017, we need to convince the organisers on how it will run.

What do you suggest? It should be more generic, more hands on? More focused or more open and free-ranging? We’d love our CAA2017 participants to attend, but we’d also be more than happy if those who can’t attend Georgia Atlanta in March can attend this start of July, in Melbourne Australia (not Melbourne Florida!)

Playtesting, Prototyping & Pitching History & Heritage Games

This half-day workshop brings together history and heritage experts, interested game designers, and designers of game prototyping tools. The approach is to playtest each idea presented and provide an avenue for feedback by audience, organisers, and other presenters. It will follow on from a game mechanics workshop run at CAA2017 in Atlanta in March but will aim to extend and polish game prototypes.

Keywords

Playtesting, pitching, prototyping, archaeology, heritage, history, archaeogaming, serious games.

INTRODUCTION

In March 2017 in Georgia Atlanta for the Computer Applications and Quantitative Methods in Archaeology (http://caaconference.org/) conference, the two workshop organizers will run a session (Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists) on the initial topic, how to playtest pitch and present archaeology games. At DiGRA, with some of the initial presenters but also with new presenters, we will focus on how to pitch and prototype to and with game developers and potential clients, as well as how to perform game scenarios to reach new potential audiences and markets. The general field of research has become known as archaeogaming (Reinhard 2013), which “can include, but is in no means limited to: the physical excavation of video-game hardware, the use of archaeological methods within game worlds, the creation of video-games for or about archaeological practices and outcomes or the critical study of how archaeology is represented in video-games.(Wikipedia contributors 2016). There may be specific issues that distinguish heritage (Champion 2015) and history (Chapman 2016) games but there are also common themes, authenticity, accuracy, imagination and how interaction helps learning.

As it is for DiGRA, we are also interested in theoretical papers that examine and suggest answers for issues in converting history, heritage and general archaeology projects into potential games.

Relation to DiGRA themes: Game cultures; games and other cultural forms; communication in game worlds; games criticism; gaming in non-leisure settings; game studies in other domains; hybrid and non-digital games; history of games; game design.

The major objectives and expected outcomes of the workshop

Improved prototypes, enhanced critical discussion and feedback of prototypes, and potential open access book.

Justification for the workshop informed by current trends and research

Despite the increasing range of courses (Schreiber 2009), books (Fullerton 2014) and presentations (Lewis-Evans 2012) on game design prototyping, there is still a paucity of available game design prototype tools (Manker 2012) (Neil 2016, 2015) and a lack of venues for archaeogaming developers and related experts to present, pitch, playtest and perform their game prototypes (Ardito, Desolda, and Lanzilotti 2013, Unver and Taylor 2012, Ardito et al. 2009).

The format and activities planned for the workshop

Presentation and playtesting of games, feedback from audience and one of the other presenters.

Potential tools: Gameplay cards, game prototyping tools, scenes or videos from a 3D editor or game editor (Unity, Unreal, Blender), board games as prototypes, playing cards, physical artifacts that are role-played by the presenter, illustrations, slideshows, game editors (like the SIMS: https://www.thesims.com/en_GB) used to make films (Machinima), roleplaying videos, flowcharts, interactive fiction (like https://twinery.org/). We will provide a fuller list of tools and examples to potential attendees before the workshop.

The duration (half- or full-day) of the workshop

Half-day for 6 presenters.

The anticipated number of participants

Participants: 26 maximum (ideally) where 6 present. We require half an hour a presenter so three hours for 6 presenters, 6 hours a whole day if we want to go to 12 presenters. Ideally the non-presenting audience is not too large, preferably up to 20.

How participants will be recruited and selected

Via an online website we will create, and mailing to digital archaeology and heritage and serious games groups.

Publication plans arising from the workshop activities

We will approach a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.

Citations and References

Ardito, Carmelo, Paolo Buono, Maria Francesca Costabile, Rosa Lanzilotti, and Antonio Piccinno. 2009. “Enabling Interactive Exploration of Cultural Heritage: An Experience of Designing Systems for Mobile Devices.” Knowledge, Technology & Policy 22 (1):79-86. doi: 10.1007/s12130-009-9079-7.

Ardito, Carmelo, Giuseppe Desolda, and Rosa Lanzilotti. 2013. “Playing on large displays to foster children’s interest in archaeology.” DMS.

Champion, E. 2015. Critical Gaming: Interactive History and Virtual Heritage.

Chapman, A. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice.

Fullerton, Tracy. 2014. Game design workshop: a playcentric approach to creating innovative games: CRC press.

Lewis-Evans, Ben. 2012. “Introduction to Game Prototyping & research.” Slideshare, Last Modified 16 December 2012, accessed 24 January. http://www.slideshare.net/Gortag/game-prototyping-and-research.

Manker, Jon. 2012. “Designscape–A suggested game design prototyping process tool.” Eludamos. Journal for computer game culture 6 (1):85-98.

Neil, Katharine. 2015. “Game Design Tools: Can They Improve Game Design Practice?” PhD PhD, Signal and Image processing. Conservatoire national des arts et metiers, CNAM.

Neil, Katharine. 2016. How we design games now and why. Gamasutra. Accessed 24 January 2017.

Reinhard, A. 2013. “What is Archaeogaming?” archaeogaming, 24 January. https://archaeogaming.com/2013/06/09/what-is-archaeogaming/.

Schreiber, Ian. 2009. ““I just found this blog, what do I do?”.” Game Design Concepts – An experiment in game design and teaching, 9 September 2009. https://gamedesignconcepts.wordpress.com/2009/07/02/level-2-game-design-iteration-and-rapid-prototyping/.

Unver, Ertu, and Andrew Taylor. 2012. “Virtual Stonehenge Reconstruction.” In Progress in Cultural Heritage Preservation: 4th International Conference, EuroMed 2012, Limassol, Cyprus, October 29 – November 3, 2012. Proceedings, edited by Marinos Ioannides, Dieter Fritsch, Johanna Leissner, Rob Davies, Fabio Remondino and Rossella Caffo, 449-460. Berlin, Heidelberg: Springer Berlin Heidelberg.

Wikipedia contributors. 2016. “Archaeogaming.” Wikipedia, The Free Encyclopedia, 24 January. https://en.wikipedia.org/w/index.php?title=Archaeogaming&oldid=729472193.

CAA 2017 Mechanics, Mods and Mashups session

Our session of presentations, projects, play-testing, game pitches for CAA2017:
March 14-16, 2017: ATLANTA

Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists

“I Don’t Want to Set the World on Fire”: Ruin Interactions and Attitudes in Fallout-Emily Jean Booker

Video games are a popular form of media, with over 155 million gamers in America today, and they thus serve as a unique way to analyze how pop-culture can influence public perceptions of the past. The player’s ability to move through, interact with, and have an effect on virtual environments creates intimate, complicated relationships with virtual materials, including artifacts and ruins, that can have real-world effects. Although aspects of archaeology are often included in video games, the discipline is not always portrayed as scholars would like. However, as problematic as games like Tomb Raider or Uncharted might be, they are quickly becoming a key way in which the public learns about and interacts with archaeology.

This paper will explore the ways the popular 2015 game Fallout 4 shapes ruined landscapes (‘ruinscapes’) for specific thematic purposes that ultimately influence player interactions with ruins in both the virtual and real worlds. To do this, I will create a walkthrough exploring the ruinscapes of Fallout 4 and consider how the game’s strong themes of anti-capitalism and relative morality can create biases and preconceptions of Mid-Century Modern ruins.

Games like Fallout 4 are extremely popular and consumed by millions of gamers worldwide. Video game analysis is an essential element to understanding current public perceptions of ruins and, more generally, archaeology. By considering the representation of virtual ruinscapes and how their thematic underpinnings can affect popular attitudes towards ruins, archaeologists can become better equipped to engage with public audiences.

Sailing with the Gods: Argonauts and Samothracians in an Ancient Sea-Robert C Bryant, Sandra Blakely, Joanna Mundy, Cole Furrh

The goal of the Samothracian sailing simulation is to recreate the ancient social networks of Greece through the lens of the maritime infrastructure as a video game. How did maritime trade affect the societies of the Mediterranean and their interaction? By reconstructing the physical landscape of the ancient Mediterranean in the Unity3D game engine, we can study the behavioral patterns and decision making of contemporary human beings as players when placed under the same stressors and variables as their ancient Greek mariner counterparts. With this data we hope to bolster the existing social network analysis of the area with quantitative human behavior. This data is gleaned by tracking all player interactions of sailing and trading through the simulated environment to search for patterns that help explain ancient analogs. The game also serves as a ludic and pedagogical experience for the players through attached myth and literature that act as the narrative for the world. Currently, we have a working and very functional prototype already tested in a classroom of 60+ students. By the time of this conference, the prototype will be finished with plans for expansion.

Reference:
https://scholarblogs.emory.edu/samothraciannetworks/the-game/play-the-game/

How Waterloo was Won-Stuart Eve

The Battle of Waterloo (1815) as well as being the turning point in a huge European struggle has been the subject of a number of computer games. These range from the innovative turn-based mechanics of Mirrorsoft’s Amiga game – Waterloo (1989) to the sophisticated and highly graphically appealing Napoleon: Total War with a vast number in between. However, none of these games allow for a detailed examination of the individual parts of the highly complex battle, mostly focusing on the wider strategy of the day.

The charity Waterloo Uncovered is currently excavating at the battlefield in Belgium and uncovering new information every year about the minute details of the day of the battle. Our current focus is the struggle for Hougoumont Farm and we are discovering how the micro-topography, architectural structures and even the types of plants in the gardens would have affected the soldiers and how they moved and fought on the day. We would like to see how a gaming engine and game mechanics could be used to investigate this – charting the fall of musketballs (and comparing them with the recovered remains), simulating the visual and physical impact of hedges and ditches, and even modelling the build-up of dead bodies on the field and how they would have affected movement, morale and the will to continue the fight.

Blur the lines – Games as tools for archaeological research-Lennart Linde

In the past decade, Agent Based Models (ABM’s) have become a functional part of the archaeologist’s toolbox. Many ABM’s include elements of game theory in their ruleset, which is the foundation of a working model. The line between a purely scientific ABM and a video game from the simulation genre is already thin, but why not blur the line further and blend an ABM into a full-blown game experience?
The use of games as tools of research is the next logical step. Instead of formalizing our theories in a ruleset for an ABM, we could design a game based on them. Where the player makes choices through gameplay and be monitored exploring various strategies!
This talk will investigate the potential of the given approach, based on a fictive open-world game, set in the European Bronze Age. The players will have to manage resources and tackle the spatial organization of a village. They are also bound to make decisions on the social organization of their village. There is no direct interaction with the inhabitants of the game world as they act as agents. The collected datasets will be analyzed with emphasis on the correlation between certain forms of social organization and the rise of warfare, as well as on connections between wealth distribution and tensions within the tribe.
Archaeogaming does not need to be limited to the research of games anymore; we can try to take a step forward and do research through games.

Arpilleras and Ayni: Roleplaying Reciprocity-Natalie Underberg-Goode and Peter Smith

The project is based on the work of Peruvian arpillera (appliqué) artist Flora Zárate, whose three dimensional “story cloths” narrate cultural stories both of people from her native Peru and of immigrants in the United States. Although not created in the ancient past, these works illustrate very old and persistent themes found in Quechua-language (the language of the Incas) mythology and folktales such as the concept of ayni, or reciprocity, expressed in such activities as cooperative labor. In addition to identifying key themes in Andean mythology, we consider how elements of mythic thinking and Andean worldview that figure in Quechua folktales—such as the presence of religious syncretism, the relation between time and space in Andean thought, and the conception of gender complementarity and dependence—could be integrated into the design of the interactive experience based on exploration of an arpillera reimagined as board game prototype. Throughout the game, the main character will have to make choices that relate to Andean culture, including understanding and demonstrating the importance of reciprocity or, “today for me, tomorrow for you.” We will present a paper prototype using materials including paper, blocks, dice, and index cards, identifying the presence of these recurring Andean cultural themes in the arpilleras, addressing how the design is intended to present characters whose roles relate to corresponding knowledge and tasks, and how objects are linked to culturally-relevant potential uses. Participants will be invited to play through the prototype, giving feedback and making design suggestions.

Designing and Using Game Environments as Historical Learning Contexts-Juan Francisco Hiriart

The virtual presentation of landscapes in games, thanks to the exponential increase of representational power of digital technologies, has been progressively challenging the capacity of gaming audiences to distinguish virtual environments from real-world referents. This spectacular growth, however, has not been mirrored by a comparable progress in the simulation of the natural and social processes from real environments. Although highly realistic, game landscapes in most commercial titles still remain as inert theatrical scenery, devoid of any capacity to reflect the effects of human life agency and the inextricable nature of social and natural processes.
In this presentation, I would like to demonstrate a historical game prototype that I have been developing as part of a PhD research, with the purpose of investigating possible design solutions to the problem of creating game environments capable of transmitting the inherent complexity of historical landscapes. The game reconstructs Early Medieval Britain, focusing on the micro-histories of everyday life instead of more stereotypical forms of gameplay centred on the simulation of violent conflicts. Currently in its final version, the game has been iteratively produced in cycles of development and play-testing sessions with the participation of archaeologists, historians, and educators who have given valuable feedback about its design, direction, and potential use.

Curtin Cultural Makathon

Thanks to a Curtin MCCA Strategic Grant six reseachers and Library staff at Curtin University bought Virtual Reality and Augmented Reality equipment and ran two events to help staff develop digital prototypes and experiences using cultural data resources and digital humanities tools and techniques

  1. 26/08/2016 (AM) GLAM VR: talks on Digital heritage, scholarly making & experiential media (26/08/2016 (AM) 49 registrations-twitter: #GLAMVR16
    THEN Cultural Datasets In a Game Engine (UNITY) & Augmented Reality Workshop 6/08/2016 (PM) 34 registrations
  2. Curtin Cultural Makathon (11/11/2016) 20 registrations-twitter: #ccmak16 OH and before the Makathon, there was a TROVE API workshop! Or read Kathyrn Greenhill’s notes.

Our Curtin Cultural Makathon, great fun, four finished projects, excellent judges and data mentors, fabulous colleagues and atmosphere, plus pizza! Must do again but with more 3D and entertainment technology! Slides: http://slides.com/erikchampion/deck-4#/

There are also GLAMVR16 slides: http://slides.com/erikchampion/glamvr16-26-08-2016#/

Yes you can control the slides.com slides from your phone! if you like the slides.com technology, check out http://lab.hakim.se/reveal-js/

Want Western Australian / Australian datasets for your own hackathon? http://catalogue.beta.data.wa.gov.au/group/about/curtin-cultural-makathon

 

Curtin Cultural Makathon 11 Nov 2016

Hack/slash/cut/bash/scrape/mod/mash – it’s a culture thing
Join the School of Media, Culture and Creative Arts and Curtin Library Makerspace to hack cultural datasets and heritage information.

Use government, institutional research data portal, gallery, library, archive and museum information as data sources. Experiment with data for a research project or proposal; create something accessible, beautiful and/or useful using craft, games, virtual reality, apps or something else: it’s up to you.

Date:
Thursday 10 November 2016  (5pm – 7pm launch / team registration) &
Friday 11 November 2016 (8.30am – 6pm)

Location:
Lounge @ your Library, Level 2
Robertson Library (Building 105)
Curtin University
Kent Street, Bentley

Registration: Free via eventbrite

For more information visit the Curtin Cultural Makathon website.

What are the Big (not only Grand) Challenges in Virtual Heritage?

Seems to me we leave this sort of topic to keynote speakers who almost accidentally argue for a field/issue/method/tool that they themselves (research centre, department) and associates are currently working on.
Human nature. But if people who are currently not working on defined projects/tools/applications/sites met and discussed the issues what would they say? I’ll stick my neck out and say

1 Impossible to find, access and use/re-use the models, tools, paradata.
2 No consistant, standard framework.
3 No best practices, prizes*, competitions (but plenty of surveys and state of the art papers-only they read to me more as literature reviews).
4 Interaction is not saved ( not just user data but the game mechanics and interactive tools and techniques).

How would this lead to challenges?

  • Are there tools or portals that can scrape the web and auto-retrieve not just 3D models but 3D heritage models?
  • Are the aims, objectives, paradata clearly available and could we create metadata wizards that coax this into the project?
  • What incentives are needed to convince content creators to link to, record or even deposit their models and related assets?
  • Can grant agencies (with their increased focus on data management) convince applications to deposit the models and provide ranked, hierarchical, freemium levels of access and reuse?
  • Can community tools and web portals (Mediawiki, Sketchfab, Archivematica) be sharpened as kit sets for communities?

*Best of heritage? I had high hopes but I met an organiser who told me this is not primarily what Best of heritage does. It isn’t a ranking/rating/critical appraisal system but a communication of what is happening in the (museum) field.

Curtin Cultural Makathon

Hack/slash/cut/bash/scrape/mod/mash – it’s a culture thing

Join the School of Media, Culture and Creative Arts and Curtin Library Makerspace to hack cultural datasets and heritage information.

Use government and institutional research data, gallery, library, archive and museum information as data sources. Experiment with data for a research project or proposal; create something accessible, beautiful and/or useful using craft, games, augmented or virtual reality, apps or something else: it’s up to you.

Date:    Thursday 10 November 2016 (afternoon) & Friday 11 November 2016 (9am – 5pm)

Location: Makerspace, level two, Robertson Library (building 105), Curtin University,  Kent Street, Bentley

Registration: Free via Eventbrite

For more information visit the Curtin Cultural Makathon website.

To volunteer to assist with data or to sponsor a prize please contact Dr Lise Summers or Dr Karen Miller.

Curtin Cultural Makathon is funded by a MCCA strategic grant. For more details on the project contact Professor Erik Champion.

talk in Malta tomorrow: ‘Role of computer games in national heritage’

if you are in Valetta, stop by at 6PM, I am talking about computer games and history/archaeology.

http://www.timesofmalta.com/articles/view/20161011/social/Role-of-computer-games-in-national-heritage.627610

Role of computer games in national heritage

A talk linking computer games and culture and heritage is being held tomorrow at St James Cavalier in Valletta, Malta.

Part of Spazju Kreattiv’s programme, the talk will discuss the fundamental challenges and promises of computer game design and interactive media when created to assist the communication and preservation of digital heritage.

Delivered by Erik Champion, a professor at Curtin University, Australia, the lecture will examine serious games designed for history and heritage, definitions and challenges of ‘virtual heritage’ and possible technical and imaginative solutions. It will focus particularly on examples of built heritage.

PhD Scholarships at Curtin University

The call for PhD scholarships (UNESCO Cultural Heritage and Visualisation) at Humanities, Curtin University, has now been extended to 17 October 2016. See https://scholarships.curtin.edu.au/scholarships/scholarship.cfm?id=2782.0

I can be contacted for enquiries or submission but I am away from 1-16 October so email replies may be slow.

 

UNESCO Chair in Cultural Heritage & Visualisation at Curtin University of Technology

Just received this by email, last night:

Establishment of a UNESCO Chair in Cultural Heritage and Visualisation at Curtin University of Technology. Third Parties: United Nations Educational, Scientific and Cultural Organization.

So the agreement is signed and I will hear from Human Resources regards the provision of two PhD students and a contracted Research Fellow. The majority of their work will be in providing workflows and tutorials and repository guidelines for the storage and deployment and educational use of 3D heritage models/site simulations. I will have to find other avenues of funding for my major line of research, game-like simulation design of heritage sites and historical events and processes.

The specific objectives of this Chair are to:

  • create a Cultural Heritage and Visualisation network to use and advise on 3D models of World Heritage Sites, as well as to show how 3D models can be employed in teaching and research;
  • build capacity through community workshops and learning materials and distribute the teaching resources digitally at no cost to the end user, as well as train research students, post-doctorate scholars and visiting fellows;
  • recommend long-term archive guidelines and ways of linking 30 models to scholarly publications and related scholarly resources and infrastructures;
  • disseminate the results of research activities at conferences and workshops, via online papers, applications and learning materials; and,
  • cooperate closely with UNESCO on relevant programmes and activities, as well as with other relevant UNESCO Chairs.

CAA 2017 Other session “Mechanics, Mods and Mashups” ACCEPTED!

My proposal to the 2017 Computer Applications and Quantitive Methods in Archaeology (CAA) international conference, March 14th and 16th, 2017 at Georgia State University, Atlanta, GA, USA) has been accepted.The below will be updated when I speak to the co-organisers but we are thinking of a morning presentation and (possible) game pitch, and an aftertoon work on key ideas..

CAA2017 Atlanta: Other Session

Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists
Organizers: Erik Champion, Michael Nitsche, Natalie Underberg-Goode

Are you a fan of Assassin’s Creed but upset over how it could have made history exciting without having to employ and manipulate central historical characters? Love Lara Croft: Tomb Raider if only the tomb-raiding (stealing) mechanics could be replaced by something more meaningful? Wish that the Total War Series allowed you to employ agent modeling to test competing archaeological theories of migration, colonization and invasion or just to improve its historical accuracy? Dream you could use the language, graphic vision and immersion of Far Cry Primal in the classroom to explain (through engaging interaction) the Mesolithic rather than primarily use it as a backstage to fight semi- believable creatures? Then this workshop is for you. Correction. This workshop is BY you.

Archaeologists and people of a historical persuasion:

  • Either take a game with an inspiring concept, technique or mechanic..
  • OR extrapolate a current or past game to a game or simulation of the future
  • OR they share their vision of a game or simulation that reveals, expresses or augments their own research.At the workshop the writers will either:
  • Bring their own designs, video cut-scenes, and illustrations and media depicting what this new vision would look like
  • OR have some form of play-testing demonstration, cards, or illustrations or physical play-throughs (preferably involving the CAA workshop audience) revealing how this new level, mod or gameplay episode COULD be experienced or how it could be revealed.The writers will:
    Ask the audience to play through or role-play the actions that would be in the creative piece.

    The audience will:
    Give the writers feedback ideas and nominate the best presentation in terms of fun and engagement, imaginative ideas, and archaeological relevance (in promoting archaeology, teaching archaeology or extending archaeological scholarship).

    Potential tools:
    Gameplay cards, game prototyping tools, scenes or videos from a 3D editor or game editor (Unity, Unreal, Blender), board games as prototypes, playing cards, physical artifacts that are role-played by the presenter, illustrations, slideshows, game editors (like the SIMS: https://www.thesims.com/en_GB) used to make films (Machinima), roleplaying videos, flowcharts, interactive fiction (like https://twinery.org/). We will provide a fuller list of tools and examples to potential attendees before the workshop.

    Equipment:
    PC with sound and display, some floor space to move around in for physical re-enactments. Tables or some form of desk to provide written or graphical feedback.

    Length:
    Participants: 26 maximum (ideally) where 6 present. We require half an hour a presenter so three hours for 6 presenters, 6 hours a whole day if we want to go to 12 presenters.
    Ideally the non-presenting audience is not too large, preferably up to 20.

    Outcome:
    We will approach a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.
    We would also like to invite presenters – if they can make it – to a workshop at DIGRA2017 Melbourne Australia to test out their demonstrations and play-throughs to game academics.

    References
    Champion, E. (2012) Game Mods: Design, Theory and Criticism. Entertainment Technology Centre Press.

#GLAMVR16

Well #GLAMVR16 was the twitter hashtag for Friday 26 August’s event held at the HIVE Curtin university, Perth. In the morning two invited speakers (Assistant Professor Elaine Sullivan and Mr Conal Tuohy) gave talks on Digital Karnak and Linked Open Data. They were followed by myself and my colleagues at the School of Media, Culture and Creative Arts, then a workshop on Trove data feed into UNITY game engine dynamically (Mr Michael Wiebrands) and Augmented Reality, Vueforia>Unity (Mr Dominic Manley).

There were three themes/reasons for the morning talks and afternoon workshops.

1.Digital Heritage: Workflows & issues in preserving, exporting & linking digital collections (especially heritage collections for GLAM.

2.Scholarly Making: Encourage makerspaces & other activities in tandem with academic research.

3.Experiential Media: Develop AR/VR & other new media technology & projects esp. for humanities.

The event was part of a strategic grant received from the School of Media Culture and Creative Arts, so thanks very much to MCCA!

Schedule and links to slides

Session title and links to slidesharePRESENTER
IntroductionsEar Zow Digital
Digital KarnakElaine Sullivan, UCSC USA
Linked Open Data VisualisationConal Tuohy, Brisbane
MORNING TEAmorning TEA
Making collections accessible in an online environmentLise Summers
Digital scholarship, makerspaces and the libraryKaren Miller
Digital Heritage Interfaces and Experiential MediaEar Zow Digital
Simple Biometric Devices for Audience EngagementStuart Bender
Usability of interactive digital multimedia in the GLAM sectorBeata Dawson
Emotive Media – Visualisation and Analysis of Human Bio-Feedback DataArtur Lugmayr
Visualising information with RAM iSquaresPauline Joseph
LUNCH
digital workflows (UNITY) Michael Wiebrands
Introduction to Augmented RealityDominic Manley
final questions/social networking/ SUNDOWNERCentre for Aboriginal Studies Foyer

Digital Heritage, Scholarly Making & Experiential Media

Our internal small grant (School of Media Culture and Creative Arts, Curtin University) was successful!

Here is a synopsis of the application (redacted):

Digital Heritage, Scholarly Making & Experiential Media

We propose

  • A one-day workshop [Friday 26 August 2016, HIVE] with 3D, Digital APIs, UNITY and Augmented Reality workshops.
  • We will present our projects at that workshop and a month later meet to review progress and each other’s publications and grants.
  • Then we will organize with the Library and other GLAM partners a cultural hackathon in Perth where programmers and other parties spend a day creating software prototypes based on our ideas from the workshop. The best project will win a prize but the IP will be open source and contestants may be invited into the research projects or related grant applications.
  • Equipment to build prototypes and showcases for future grants. Part of the money will also go into Virtual Reality headsets, and Augmented Reality equipment that can be loaned out from the MCCA store to postgraduates and students.

The above would help progress the below research projects:

  • Another need is to develop the maker-space and digital literacy skills in information studies and the Library Makerspace, to develop a research area in scholarly making.
  • Another project is to integrate archives and records with real-time visualisation such as in the area of digital humanities scholarship, software training in digital humanities, and hands on workshops and crafting projects at the Curtin University Library.
  • Another project is to explore how SCALAR can integrate 3D and Augmented Reality and create a framework for cloud-based media assets that could dynamically relate to an online scholarly publication and whether that journal in printed form, with augmented reality trackers and head mounted displays could create multimedia scholarly journals where the multimedia is dynamically downloaded from the Internet so can be continually updated. Can this work inform future developments of eSPACE and interest in ‘scholarly making’ and makerspaces?
  • There is potential to create an experiential media research cluster with the new staff of SODA, to explore immersive and interactive media that can capture emotions and affects of participants or players. This requires suitable equipment.

Curtin Research Fellowship scheme open

Applications for the Curtin Research Fellowship scheme are now open. Early career, senior researcher and Indigenous researcher fellowships are available, but please note that applications require a well-developed research proposal, support from a mentor in the relevant School, and support from the School. The Fellowships are highly competitive.

Please forward this message to researchers who may be eligible and interested in applying for a Fellowship. The attached flyer has more information, as does the webpage:research.curtin.edu.au/guides/fellowships.cfm. Applications close at 9am on Monday 8th August.

-I am happy to give feedback and or mentorship in the area of serious games, digital humanities research infrastructures (preferably 3D) and virtual heritage).

UNESCO “Cultural Heritage and Visualisation” AIMS

As it draws closer here is what I need to work on for four years (create a network, build community capacity, recommend archival guidelines, disseminate research, cooperate with UNESCO):

The purpose of the Chair shall be to promote an integrated system of research, training, information and documentation on virtual heritage sites, science, sustainable development, social and ethical challenges, cultural diversity, intercultural dialogue, culture of peace, information and communication. It will facilitate collaboration between high-level, internationally-recognized researchers and teaching staff of the University and other institutions in Australia, Europe and North America and in other regions of the world.

The specific objectives of this Chair are to:

  1. create a Cultural Heritage and Visualisation network to use and advise on 3D models of World Heritage Sites as well as to show how 3D models can be employed in teaching and research etc.;
  2. build capacity through community workshops, learning materials including distributing the teaching resources digitally at no cost for the end user, training of research students and post-doctorate scholars and visiting fellows;
  3. recommend long-term archive guidelines and ways of linking 3D models to scholarly publications and related scholarly resources and infrastructures;
  4. disseminate the results of research activities at conferences and workshops, via online papers, applications and learning materials; and,
  5. cooperate closely with UNESCO on relevant programmes and activities.

3D models: Advanced challenges, UCLA

Daisy-O’lice I. Williams, University of Oregon, presents to the insitute on day 1, 20 June 2016, UCLA.

I was very fortunate to be invited to the NEH-funded Advanced Challenges in Theory and Practice in 3D Modeling of Cultural Heritage Sites Institute, hosted at University of Massachusetts in 2015 and University of California Los Angeles (UCLA) 20-23 June 2016.
Some points I noticed reoccurring over the four days (and which I also added to the #neh3D twitter stream) were:

  1. People are still inventing the wheel when it comes to interaction in virtual environments. But you all knew that anyway.
  2. There is still a gap between educators and libraries who just want to get projects made, students engaged, and assets saved and those who talk about the big metadata / ontology questions. Nobody apart from Piotr used CIDOC-CRM for example and as he and I agreed, there needs to be more useful examples for archaeologists and architects.
  3. We still need an open source augmented reality platform: Content providers will try to lock you in to their own devices (http://www.pcworld.idg.com.au/article/602484/google-building-its-own-smartphone-report-says/) and AR software is commercial, risky and when the AR company disappears so does your augmented reality project! To add insult to injury many AR software apps store you models offline or in a secure cloud so you cannot directly access them even though you made them.[I have just heard of ARGON, will have to investigate].
  4. There is no suitable 3D model+scholarly journal, the editor in chief of Digital Applications in Archaeology and Cultural Heritage, Bernard Frischer, admitted their 3D solution was not yet a fully usable solution plus Elsevier say they own the model. Actually, I think the ownership of the scholarly content is as much an issue as the lack of a suitable 3D viewer. Other journals that may offer similar issues but 3D model potential are http://intarch.ac.uk/ (“All our content is open access”) and ACM Journal on Computing and Cultural Heritage (JOCCH). However at the workshop one of the founders of SCALAR expressed interest in exploring 3D for SCALAR so hopefully something eventuates with this working party.

Many thanks to Alyson Gill (UMass) and Lisa Snyder (UCLA) for the opportunity to hear about US developments and the really cool CULTURAL HERITAGE MARKUP LANGUAGE CIDOC_CRM project that Piotr Kuroczyński (Herder Institute Germany) presented.

3D popups and scholarly books

Scholarly publishers want to produce quality longterm-durable books. I get that. But some of us young digital guerilla turks want to combine 3D and augmented technologies so 3D models can be shared and experimented (played) with.
And 3D models should be able to change over time, to link to different scholarly resources and models and links and linked resources should be able to be maintained and modified.

So how do we have stable print materials and changing, dynamic 3D models?

Easy peasy.
Consider the magic book. You put on these special see through glasses. Open a book. The camera recognises the augmented reality tracker (marker) on an open page and on your see-through glasses is projected a virtual 3D object. It can move, it can have animations. But typically the AR 3D object relates to a point on the page. Now I believe the original marker and related augmented 3D shape was stored on the magic book glasses/goggles.
But this won’t do for scholarly preservation.
Say you open a book, You hold your camera phone over a mark (tag, tracker) on the page of the book. On your phone lens appears a 3D playable object. But the phone does not natively hold the 3D virtual object.
Instead, the tracker/marker on the book induces the phone to search through an online library and retrieve the current 3D virtual object that links to that augmented reality tracker.marker/barcode on the book.
And downloads the most recent virtual model.
Why is this useful? The scholarly publisher only has to produce a normal book but with augmented reality markers (as an image).
The library or academic organisation supplies the links (perhaps the 3D virtual object has its own URI). The phone retrieves the most recent 3D AR object from a database (online) maintained by a library or scholarly community.
And as you open/read the book, augmented reality models dance/float/appear on your book (or iPad or Android tablet).
Perhaps the way you move the tablet/eReader changes the appearance or animation of the AR object (for example: lift it up and the model changes forwards in time,lower the tablet and earlier versions of the model appear)..
And theoretically the book will still be useful even 10 years from now if someone maintains the digital assets available at the URI that the book markers point to.

Still don’t understand? Perhaps I need a diagram!

NB below photos are not mine but from http://masters.donntu.org/2012/iii/akchurin/library/article9.htm in “Collaborative Augmented Reality” written by Mark Billinghurst, Hirokazu Kato, Communications of the ACM – How the virtual inspires the real, Volume 45 Issue 7, ACM New York, NY, USA – July 2002, p. 64–70.

Proceedings of the Digital Humanities Congress 2014 NOW online

The Proceedings of 2014 are now live!! Finally!!

http://www.hrionline.ac.uk/openbook/book/dhc2014

My article:Ludic Literature: Evaluating Skyrim for Humanities Modding
Related slides of presentation are on slideshare.net

This article evaluates the practical limitations and dramatic possibilities of modding (which means modifying) the commercial role-playing game Elder Scrolls V: Skyrim for the visualization and exploration of literature. The latest version of a 20 year-old game franchise, Skyrim has inspired various writings and musings on its relation to Digital Humanities. Digital Humanities has moved to a more immersive, participative, tool-making medium, a recent report on digital archives has proposed digital tools integrate with history curricula (Sampo, 2014) and that “digital history may narrow the gap between academic and popular history”. Can games also be used to promote traditional literary mediums as well as experiential and immersive archives?

EDIT: They have the wrong version uploaded on the Sheffield website. I will add the correct version here:

This is an open access publication with a Creative Commons Attribution-NoDerivatives 4.0 International License. As such, PDF versions can be deposited in institutional repositories. Our specific copyright statement is as follows:
“Copyright of all content is retained by the individual authors who are permitted to re-publish their work elsewhere. Likewise, other sites and media are permitted to re-use the works of authors on condition that they include a citation that references the content’s original publication by HRI OpenBook and an accurate attribution of the author’s IP and copyright.”
Finally, there is a new Call for Papers out for DHC2016, available here: http://hridigital.shef.ac.uk/dhc2016

Increasing the Life & Usage of Virtual Heritage Models

Following on rather nicely from my last blog, the below abstract was accepted yesterday so hopefully will be in Beijing at Tsinghua University 7-10 August (then invited to NUS, Singapore 12-14 August).

Initial abstract for the 4th International Symposium on Cultural Heritage Conservation and Digitization (CHCD 2016), entitled “Re-vive: Heritage Coming Back to Life”.

TITLE: Increasing the Life and Usage of Virtual Heritage Models

KEY WORDS: Virtual heritage, infrastructure, models, mechanics, interaction, preservation, evaluation, simulations, digital scholarly ecosystem.

ABSTRACT:

For many years academics have argued that a major issue in the development of high quality and effective virtual heritage projects has been a corresponding lack of evaluation methods (Economou and Pujol, 2008, Champion, 2006, Tost and Economou, 2009, Karoulis et al., 2006, Tan and Rahaman, 2009). Despite two decades of research and advancing technological sophistication, and the widespread proliferation of virtual heritage conferences, the same problems are still evident.

While the issue of meaningful evaluation is no doubt a serious problem, this paper proposes that a more fundamental issue has been with the design and circulation of the digital models themselves. The problem is at least sixfold. Firstly, digital heritage models are typically frozen products, they do not easily scale, they aren’t typically component-based, they are difficult to add to and otherwise edit. There is a problem of standards (of authenticity, software and hardware standards, operating guidelines, and adherence to charters that dictate best practice in virtual heritage). Digital heritage model formats are not standardised nor created specifically for preservation (let alone separate their archival function from presentation purposes). Digital heritage models are typically models rather than simulations, they are not predicative tools, they don’t create, convey or question hypothetical. The interaction design patterns (and mechanics) are not standardised, and not preserved, let alone separated from the 2D and 3D media assets. Finally, these projects typically do not link to digital scholarly resources (publications, image databases, online maps and so forth).

I propose that virtual heritage community needs to debate and adopt a scholarly ecology, an overall system and community that provide feedback, management and impact for virtual heritage research. This requires political coordination and social organisation beyond the scope of this paper but I will also review some more technical proposals that may help address the above problems.

For theme C: Cultural heritage exhibition and interpretation of digital technology: virtual reality, augmented reality, digital museum

References

CHAMPION, E. M. 2006. Evaluating Cultural Learning in Virtual Environments. PhD, University of Melbourne.

ECONOMOU, M. & PUJOL, L. 2008. Educational tool or expensive toy? Evaluating VR evaluation and its relevance for virtual heritage. New Heritage: New Media and Cultural Heritage, London, Routledge, 242-260.

KAROULIS, A., SYLAIOU, S. & WHITE, M. 2006. Usability evaluation of a virtual museum interface. Informatica, 17, 363-380.

TAN, B.-K. & RAHAMAN, H. 2009. Virtual heritage: Reality and criticism. Tidafi, T. et Dorta, T., éditeurs: Joining Languages, Cultures and Visions: CAAD Futures, 130.

TOST, L. P. & ECONOMOU, M. 2009. Worth a thousand words? The usefulness of immersive virtual reality for learning in cultural heritage settings. International Journal of Architectural Computing, 7, 157-176.