Professorial Positions at King’s College London

I don’t normally circulate academic positions but Stuart Dunn asked me and quite frankly these positions sound awesome. I have only visiting Kings College London twice (I think)* and it was before their new offices but I know about their projects and partners and they really are doing interesting things.

Please contact Stuart (details in the URL below) if you want to know more.

Openings for Two New Professorships in “Digital Technology in Culture and Society” and “Critical Digital Practice”

*I used to work up the road on Oxford St. Those were the days.

CAA 2020 workshop submissions

Dear CAA member or ex-member, If you are interested in running a workshop on Tuesday, 14th April before the CAA 2020 conference starts, please email us at caa2020@arch.ox.ac.uk. Please provide us with the title of the workshop, a short (250 words or less) abstract of the workshop and what attendees will learn by attending it. Please also include a list of any equipment you might need (i.e. LCD projector, etc.) to successfully deliver your workshop. As the organisers will not provide computers for the attendees, please do remember to list all the items that will be required for participation (laptop, notepad, software). Please also indicate whether your workshop will be a full day or half day session, and whether you wished to set maximum numbers for attendees. Please submit your abstract by 12th February 2020 (midnight). Please contact the organisers at caa2020@arch.ox.ac.uk for clarification or further inquiries.

“Rethinking Virtual Places: Dwelling, Culture, Care” book to publishers

I have sent this off to Indiana University Press Spatial Humanities Series. There have been 3 reviews, by 2 reviewers, and probably there will be a fourth (internal?) one. And i would love to know how to automatically convert Chicago 17 Author-Date reference style to Chicago 17 Footnotes (but I don’t think it exists). Hopefully it will be published early 2021.

Chapter summaries currently read as:

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 a few key 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 10  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.

New ARC LIEF grant

Announcing a new Australian Research Council LIEF (Linkage Infrastructure, Equipment and Facilities 2020) grant: The Digitisation Centre of Western Australia (Phase 1).

https://dataportal.arc.gov.au/NCGP/Web/Grant/Grant/LE200100123

The Digitisation Centre of Western Australia (Phase 1). All five Western Australian Universities, the WA State Library and the WA Museum will collaborate to establish a world-class archival quality Digitisation Centre. There is no existing facility of this kind in WA. During this 12 month project all digitisation equipment will be acquired, installed and used to digitise a diverse range of cultural objects so as to ensure its ability to address the full spectrum of research needs. The Digitisation Centre will form a major piece of national research infrastructure with a prominent international profile and significance. The Centre will have the capacity to digitise all significant Humanities, Arts and Social Sciences (HASS) research collections held by participating institutions within a decade.

LE200100123 Grant: $1,100,000.00.

Lead CI: Professor Benjamin Smith, The University of Western Australia,

cfps for Conferences in 2020

*START*DUECONFERENCETHEMELOCATION
23-Mar-2030-Jan-20VAM-HRIWorkshop on Virtual, Augmented & MR for Human-Robot InteractionCambridge UK
31-Mar-2031-Dec-19MW20The 24th annual MuseWeb conference (31/3-4/4)LA USA
22-Apr-2010-Jan-20VRIC-ConVRgence 2020:22nd Virtual Reality International Conference – Laval VirtualLaval France
25-Apr-2010-Jan-20PlaybyPlayPlay by PlayWellington NZ
25-Apr-2006-Jan-20CHI2020CHI April 25-30:altchi submission + SocialVRHawaii USA
05-Jul-2021-Mar-20WAC#9World Archaeological Congress (sessions due 15 November 2019)Prague, Czech Republic
07-Jul-2001-Feb-20GIS FORUMplatform for dialogue among geospatial mindsSalzburg, Austria
03-Sep-2003-Feb-20ONM2020Inclusive Museum: historical Urban LandscapesLisbon Portugal
06-Sep-2031-Jan-20DRHADigital Research in the Humanities and Arts 2020Manchester UK
15-Sep-2013-Jan-20FDGFoundations of Digital Games (workshops 2/12; paper abstracts 13/1)Valetta Malta
27-Sep-2014-Feb-20SAHANZWHAT IF? WHAT NEXT? SPECULATIONS ON HISTORY’S FUTURESPerth Australia
05-Oct-2013-Jan-20ICOMOS2020Shared Cultures Shared Heritage Shared responsibilitySydney Australia
01-Nov-2007-Apr-20CHIPLAY1 to 4 NovOttawa Canada
02-Nov-20?VRSTOttawa Canada
01-Dec-20?GALAGames and Learning Alliance conference?
19-Apr-21?CAA2021Computer Applications and Quantitative Methods in ArchaeologyLimassol, Cyprus
08-May-2110-Sep-20CHI2021CHI2021Yokohama, Japan
26-Jul-21?DH2021Digital HumanitiesTokyo Japan
01-Sep-21?MW2021Museums on the WebWashington DC
11-Jul-22DH2022Digital HumanitiesGraz Austria
START*DUE*CONFERENCETHEMELOCATION
31-Mar-2031-Dec-19MW20The 24th annual MuseWeb conference (31/3-4/4)LA USA
25-Apr-2006-Jan-20CHI2020CHI April 25-30:altchi submission + SocialVRHawaii USA
22-Apr-2010-Jan-20VRIC-ConVRgence 2020:22nd Virtual Reality International Conference – Laval VirtualLaval France
25-Apr-2010-Jan-20PlaybyPlayPlay by PlayWellington NZ
15-Sep-2013-Jan-20FDGFoundations of Digital Games (workshops 2/12; paper abstracts 13/1)Valetta Malta
05-Oct-2013-Jan-20ICOMOS2020Shared Cultures Shared Heritage Shared responsibilitySydney Australia
23-Mar-2030-Jan-20VAM-HRIWorkshop on Virtual, Augmented & MR for Human-Robot InteractionCambridge UK
06-Sep-2031-Jan-20DRHADigital Research in the Humanities and Arts 2020Manchester UK
07-Jul-2001-Feb-20GIS FORUMplatform for dialogue among geospatial mindsSalzburg, Austria
03-Sep-2003-Feb-20ONM2020Inclusive Museum: historical Urban LandscapesLisbon Portugal
27-Sep-2014-Feb-20SAHANZWHAT IF? WHAT NEXT? SPECULATIONS ON HISTORY’S FUTURESPerth Australia
05-Jul-2021-Mar-20WAC#9World Archaeological Congress (sessions due 15 November 2019)Prague, Czech Republic
01-Nov-2007-Apr-20CHIPLAY1 to 4 NovOttawa Canada
08-May-2110-Sep-20CHI2021CHI2021Yokohama, Japan

ARC Indigenous Discovery

I am honoured to be part of the advisory group for this ARC Indigenous Discovery awarded project: news.curtin.edu.au/media-releases “Healing Land, Healing People: Novel Nyungar Perspectives”, a 5 year project led by Mr Darryl Kickett:

The project, titled ‘Healing Land, Healing People: Novel Nyungar Perspectives’, is being led by Mr Kickett in partnership with fellow Curtin researchers John Curtin Distinguished Professor Anna Haebich and Dr Carol Dowling, as well as Professor Stephen Hopper from The University of Western Australia and Dr Tiffany Shellam from Deakin University.

Challenges in funding Humanities Infrastructure

I was involved in two failed Humanities applications to the Australian Research Data Commons Platforms initiative so I am no doubt biased (and currently on holiday). But let me follow up this announcement with a remark to myself:

  • Many, if not all successful grants are clearly deserved, but some read like core government functions (not that the govt is already funding these services but they should be).
  • Labelled as part of HASS, it might seem that humanities is funded, but I don’t see any humanities-specific funding there (unless you count drones for archaeology, but frankly, that is funding for drones).
  • It is very difficult to gain Humanities RI funding in Australia but hopefully reading the successful grants may help us in the future.
  • We have a lot of work to do.

Digital Heritage: Presenting Futures Past

I gave a keynote Monday 9 December at Dhdownunder 2019, University of Newcastle, Newcastle, Australia. The title was Digital Heritage: Presenting Futures Past

The slides can be viewed and downloaded in the nzerik directory at slideshare.

MAIN POINTS

  1. Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
  2. Can gaming, AR or MR provide insight to the past?
  3. OR: Are they a waste of money, expensive new technology?
  4. Could, for example, digital heritage pose a threat to culture?
  5. Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
  6. Digital Heritage highlights and challenges (interactive + immersive examples).

To cut over 80 slides short, my answers to the initial questions are

  1. VR: “reality”: untapped potential, save the IxD!! (We should preserve and disseminate the interaction design and experience, academic papers are not the answer here).
  2. Gaming, AR, MR provides insight to the past-but learning more from designing.
  3. High-technology gets in the way.
  4. Digital Heritage poses a threat to culture, if we don’t clearly consider “culture”.
  5.  Sardar: Cyberspace a symptom not a cause, museumization a partially necessary evil, Western culture is a vague target.
  6. Digital Heritage communicates, seldom preserves, more end-user involvement required.

I suggest future research and potential solutions are

  • Flexible formats, agreed standards, sensory interfaces
  • New mechanics, cultural significance and care
  • Levels of resolution, access layers
  • 3D infrastructure links to data, research, community, XR
  • Encourage creative re-use by end-users

 

game prototyping workshop, Dhdownunder 2019

Today I ran a game prototyping workshop, at Dhdownunder 2019, University of Newcastle, Newcastle, Australia.

Prototyping and Pitching Playfully Serious Games

I gave a very quick slide presentation of basic game concepts, slides here: https://www.slideshare.net/nzerik/2019-dhdownunder-game-prototyping-workshop

There were 4 groups, a total of only 9 people, and not a single digital tool or device ussed (I know it was Dhdownunder!) but everyone seemed to enjoy themselves and in less than 4 hours developed the following prototypes:

Wheeling, Dealing & Stealing

David wanted to explore how games can communicate data privacy and ethics issues. His paper prototype was Monopoly-esque but also like a casino dealer’s wheel. Each player’s goal is to gain as much information about each other as they can while keeping their own profile and information unknown to the other players.

Burning Rubber

This group of four developed a collaborative  (Mad Max meets Inferno) drive across Australia board game, fighting and containing fires (and starting fires and fire breaks), depending on your character role. Entertainingly, when you finish fighting fires you take a plane to New Zealand!

I suggested it could also be called MAGA (Make Australia Green Again!) and everytime a fire took hold a tv personality on video would appear, shouting “You’re fired!”..

Heritage Road Tour

Hafiz and Bernadette (an archaeologist at the University of Newcastle) developed a game where your aim is to visit cultural heritage sites in Australia and gather local knowledge to progress further. You can be a hipster, German tourist, child, or grey nomad.

The Seven Seas of SQL (pron. Sequel)

 

Alan wanted to teach Structured Query Language using a game. These two developed a game with a strong pirate element, you have to move your boat across the board and answer questions, only some of which are SQL-related. There were various tactics like walk the plank, and stand on one leg, and I am still not sure how they all relate to SQL (not to mention the Kraken) but the players found it all very entertaining.

I briefly also wondered if it could be renamed Structured Quest Language, and whether the pirate theme would work better with R (Learning AARGH, me hearties!)

 

 

 

 

 

Tomorrow’s OZCHi2019 keynote

http://ozchi2019.visemex.org/wp/

Experiential Tourism and Virtual Heritage: the interaction design challenges.

Material heritage decays, intangible heritage disappears. But virtual heritage (virtual reality serving the aims of digital cultural heritage) has performed abysmally when attempting to preserve either, and whether virtual heritage communicates heritage values effectively, is up for debate.  Former UNESCO World Heritage expert Alonso Addison, warned (Addison, 2008) there is a “vanishing virtual.” And Hal Thwaites declared digital heritage projects disappear faster than the actual heritage sites, artefacts, and practices that they simulate (Thwaites, 2013). Yet there is a huge market opportunity. Australian tourism is predicted to recoup $143 billion this year (Ludlow & Housego, 2019) and nearly 30% of international visitors visit a museum or gallery (Ludlow, 2019).  Can gaming and XR (virtual reality, augmented reality and mixed reality) provide insight to the past and leverage the cultural tourism market? Or are the interaction design challenges underestimated?

  • Addison, A. C. (2008). The Vanishing Virtual: Safeguarding Heritage’s Endangered Digital Record. In Y. E. Kalay, T. Kvan, & J. Affleck (Eds.), New Heritage: New Media and Cultural Heritage. (pp. 27-39). Oxfordshire UK: Routledge.
  • Ludlow, M. (2019). Cultural attractions used to lure tourists. Financial Review, 2019(16 November 2019).
  • Ludlow, M., & Housego, L. (2019). Tourism now employs one in 13 Australians. Financial Review, 2019(16 November 2019).
  • Thwaites, H. (2013). Digital Heritage: What Happens When We Digitize Everything? In E. Ch’ng, V. Gaffney, & H. Chapman (Eds.), Visual Heritage in the Digital Age (pp. 327-348). London: Springer.

CFP: Playable Theory & Critical History in Archaeological Games (CAA 2020)

Robert Houghton, Juan Hiriart and I are running a session at CAA 2020, 14-17 April, Oxford, on playable theory in archeological games. Come and join us with presentations and demonstrations of your games and game ideas! Extended deadline Thu 14 Nov. Submit proposals here: 2020.caaconference.org/call-for-paper

eTourism, Immersive GLAM and Virtual Heritage

“Local and international speakers talk about their research and synergies between heritage, tourism and GLAM via digital technology”
Free event at Curtin Friday 8 November 12.30-3.30 https://lnkd.in/g4nYst8

Add to Calendar

[Image care of Ian Brodie, HIDDEN and below supplied by Barbara Bollard]

Galleries Libraries Archives and Museums, meet eTourism and Digital Heritage!!

Speakers:

  1. Mr Alec Coles, OBE FRSA, CEO of Western Australian Museum
  2. Associate Professor Barbara Bollard (AUT NZ), will talk about her research on modelling environments such as 3D Antarctica huts via drone-based photogrammetry (see also ideolog article: up, up and away).
  3. Mr Ian Brodie, award winning photographer and film tourism author, will engage us with his AR projects as part of HIDDEN.
  4. Archaeologist and Senior Research Librarian, Alexandra Angeletaki, (NTNU Trondheim Norway), will talk about her use of immersive VR and related technology projects to bring historical texts and artefacts alive in the Gunnerus Library, Trondheim (founded 1768) via projects like MUBIL.
  5. Dr David McMeekin will explain the Getty Foundation funded Ancient Itineraries-Exploring Digital Art History project.
  6. Professor Ear Zow Digital will discuss exciting new futures between games, VR/ XR, and the GLAM sector.

Dr Christina Lee will MC the event.

New OA Book Chapter

Champion, Erik. “From Historical Models to Virtual Heritage Simulations”. Chap. 4 In Der Modelle Tugend 2.0 Digitale 3d-Rekonstruktion Als Virtueller Raum Der Architekturhistorischen Forschung Computing in Art and Architecture, edited by Piotr Kuroczyński, Mieke Pfarr-Harfst and Sander Münster, 337-51. Heidelberg, Germany: arthistoricum.net, 2019. https://books.ub.uni-heidelberg.de/arthistoricum/catalog/book/515

eTourism, Immersive GLAM & Virtual Heritage

Free event at Curtin University Friday 8 November 12.30-3 PM

Register at eventbrite. [Above image care of Alexandra Angeletaki NTNU Trondheim]

Local and international speakers talk about their research and synergies between heritage, tourism and GLAM via digital technology

Speakers:

  1. Mr Alec Coles, OBE FRSA, CEO of Western Australian Museum (tbc)
  2. Associate Professor Barbara Bollard (AUT NZ), will talk about her research on modelling environments such as 3D Antarctica huts via drone-based photogrammetry (see also ideolog article: up, up and away).
  3. Mr Ian Brodie, award winning photographer and film tourism author, will engage us with his AR projects as part of HIDDEN.
  4. Archaeologist and Senior Research Librarian, Alexandra Angeletaki, (NTNU Trondheim Norway), will talk about her use of immersive VR and related technology projects to bring historical texts and artefacts alive in the Gunnerus Library, Trondheim (founded 1768) via projects like MUBIL.
  5. Dr David McMeekin will explain the Getty Foundation funded Ancient Itineraries-Exploring Digital Art History project.
  6. Professor Ear Zow Digital will discuss exciting new futures between games, VR/ XR, and the GLAM sector.

Dr Christina Lee will MC the event.

nb below are photos of the venue (direct drive in from Manning Road, east of Waterford Plaza). Theatre “Exhibition Space” is on the ground floor directly ahead, after entering the door in the photo (to the left of the vertical Visitor Reception sign).

conference CFPs

*START*DUECONFERENCETHEMELOCATION
23-Nov-19invitedITCF4th Boao International Tourism Communication Forum (ITCF)Hainan China
03-Dec-1918-Oct-19ozchi2019Experience Design (short papers)Perth Australia
09-Dec-19acceptedDHdownunderCall for workshopsNewcastle Australia
14-Jan-2008-Dec-19GO GLAMGenerous and Open: Galleries, Libraries, Archives, MuseumsGold Coast Australia
29-Jan-2030-Nov-19MSIVISM 2020Multimedia, Sci Info & Visualization for Info Systems & MetricsCanary Islands Spain
10-Feb-2018-Oct-19Digraa2020DiGRA Australia 2020 National ConferenceBrisbane Australia
27-Feb-2024-Oct-19GRAPPComputer Graphics and ApplicationsValletta Malta
17-Mar-2014-Oct-19DHN2020Digital Humanities in the Nordic CountriesRiga, Latvia
26-Mar-2001-Nov-19ArchivesArchives UnleashedNew York USA
14-Apr-2031-Oct-19CAA2020Computer Applications & Quantitative Methods in ArchaeologyOxford UK
25-Apr-2006-Jan-20CHI2020CHI April 25-30:altchi submissionHawaii USA
03-Jun-2029-Nov-19DIGRA2020Play EverywhereTampere Finland
05-Jul-2021-Mar-20WAC#9World Archaeological Congress (sessions due 15 October 2019)Prague, Czech Republic
22-Jul-2015-Oct-20DH2020Digital Humanities: carrefours/intersectionsOttawa Canada
18-Aug-2015-Oct-20IFPH6th World Conference of the International Federation for Public HistoryBerlin Germany
26-Aug-2031-Oct-19Critical HeritageFutures (subtheme Digital Heritage)London UK
15-Sep-2002-Dec-19FDGFoundations of Digital Games (workshops 2/12; paper abstracts 13/1)Valetta Malta
05-Oct-2002-Oct-19ICOMOS2020ICOMOS WORLD 2020Sydney, Australia
19-Apr-21?CAA2021Computer Applications and Quantitative Methods in ArchaeologyLimassol, Cyprus
08-May-2110-Sep-20CHI2021CHI2021Yokohama, Japan
26-Jul-21?DH2021Digital HumanitiesTokyo Japan
START*DUE*CONFERENCETHEMELOCATION
17-Mar-2014-Oct-19DHN2020Digital Humanities in the Nordic CountriesRiga, Latvia
03-Dec-1918-Oct-19ozchi2019Experience Design (short papers)Perth Australia
10-Feb-2018-Oct-19Digraa2020DiGRA Australia 2020 National ConferenceBrisbane Australia
27-Feb-2024-Oct-19GRAPPComputer Graphics and ApplicationsValletta Malta
14-Apr-2031-Oct-19CAA2020Computer Applications & Quantitative Methods in ArchaeologyOxford UK
26-Aug-2031-Oct-19Critical HeritageFutures (subtheme Digital Heritage)London UK
26-Mar-2001-Nov-19ArchivesArchives UnleashedNew York USA
03-Jun-2029-Nov-19DIGRA2020Play EverywhereTampere Finland
29-Jan-2030-Nov-19MSIVISM 2020Multimedia, Sci Info & Visualization for Info Systems & MetricsCanary Islands Spain
15-Sep-2002-Dec-19FDGFoundations of Digital Games (workshops 2/12; paper abstracts 13/1)Valetta Malta
14-Jan-2008-Dec-19GO GLAMGenerous and Open: Galleries, Libraries, Archives, MuseumsGold Coast Australia
25-Apr-2006-Jan-20CHI2020CHI April 25-30:altchi submissionHawaii USA
05-Jul-2021-Mar-20WAC#9World Archaeological Congress (sessions due 15 October 2019)Prague, Czech Republic
08-May-2110-Sep-20CHI2021CHI2021Yokohama, Japan
22-Jul-2015-Oct-20DH2020Digital Humanities: carrefours/intersectionsOttawa Canada
18-Aug-2015-Oct-20IFPH6th World Conference of the International Federation for Public HistoryBerlin Germany

travel

In his book Critical Gaming (2015), Erik Champion argued that virtual realities should express ‘cultural presence,’ the meaning and significance of a time, place, or object to people of the past. Hyper-reality, photogrammetry, and ever-increasing levels of ‘accuracy’ in 3D models do not inherently convey aspects of cultural significance and meaning, and many VR/AR/XR experiences fall dramatically short of the goal of expressing the importance of past places and things to their original communities. Emphasis on technological and (especially) hardware innovation often deflects attention from critically engaging with questions of meaning-making.

 

You can’t have virtual places

I am now, in note form, going to argue against so much of what I have written, and it may not be clear what I am trying to capture, but I guess that is what blogging is for.

Places in themselves don’t exist, we act as if they do, so they have an effect on us as if they virtually are substances, environments, spatial identities etc.

But really the notion of place is so vague and ephemeral and confusing that it is fascinating how we can be affected by the place (rather than directly what it is made from) as if virtually it was a causal power.

Now philosophers, Duns Scotus, Peirce, Bergson, Deleuze, etc, may have different notions of virtuality. So I will have to address that. But be that as it may, what is important here is if place itself is a kind of virtuality, then how can we have virtual places? That would be a virtually virtual collection of phenomena experienced as a phenomenon..

When we say virtual places we conflate 3D digital environments with “virtual place”, with the implication that it is also immersive. So we conflate the technological requirements (digital, 3D, persistent, quasi-interactive) with the experientially immersive (the successful experience of ‘being there’).

 

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.

CAA2020 Session: From Spade to Joystick

Juan Robert and I were fortunate to have our session proposal accepted for Computer Applications and Quantitative Methods in Archaeology conference (CAA2020), 14-17 April, 2020, Oxford UK. Here it is below. We will work on a session call for papers in the next few weeks.

CAA2020 session proposal (format: other)

From Spade to Joystick: Playable Theory and Critical History in Archaeological Games

Themes and issues addressed by the session

Over the last decade, gaming technologies have been incorporated into many aspects of archaeological practice (Mol, Ariese-Vandemeulebroucke, Boom, & Politopoulos, 2017; Reinhard, 2018) and related heritage and historical fields (A. Chapman, 2016; Adam Chapman, Foka, & Westin, 2017; McCall, 2013). In many ways, the particular affordances of this new media offer new ways of examining archaeological data and communicating findings in museums, online websites, and formal educational environments. As the use of gaming technologies in this context have become more widespread, however, many questions in regard to the representational appropriateness of the medium and the theoretical and practical problems involved in designing and using them remain still largely unanswered.

We invite submissions addressing the historical questions related to digital archaeology and related computer applications when applied to and experienced in the medium of computer games and playable interactive experiences. Which issues could be better tackled in archaeology and heritage games? Which central related issues have writers raised but not resolved and can we resolve them?

In particular, we are interested in answers to the following questions:

  1. How can historical methods and interpretations be transferred and evaluated in archaeology and heritage-related interactive, playable media?
  2. How can specific historic periods or historically distinctive sites and cultures be experienced and conveyed through interactive, playable media?

A description of the proposed format for the session

We envisage a half-day 3 to 4-hour session of 30-minute presentation, featuring a theoretical issue, and if possible, a practical demonstration or testing session of a history/heritage game project, prototype, or proof-of-concept. Ideas to actively involve the audience and to seek feedback are encouraged. Links to resources for proof of concept, prototyping and play-testing game ideas will be provided to participants before the session.

The importance and potential contributions of research in the field

In recent years, a growing community of scholars have focused their attention to the study of the intersections between history, archaeology and games, joining efforts in a field now established as historical game studies; “the study of those games that in some way represent the past or relate to discourses about it” (Chapman, 2016, p. 16). The scope of this strand can be positioned within this field of inquiry, as well within the more recently proposed research area of archaeogaming, the “archaeology both in and of digital games” (Reinhard, 2018, p. 2).

There are very few workshops and interactive sessions at digital archaeology conferences in the area of game design and game theory. We ran a workshop on game prototyping at CAA Atlanta, and we believe that session was highly successful, but we did not clearly explain how historical problems in game design can be tackled, this session aims to address that.

Focal questions:

  • Problems of using gaming interactions in archaeological context (ethics, trivialisation of history…)
  • Translation of historical / archaeological data into game form
  • Narrative and drama versus freedom and autonomy of the player
  • Historical accuracy versus immersion and engagement
  • Conveying historically situated events, places and perspectives through games

Likely audiences for proposed session

We invite all those interested in solving game-related problems in conveying digital archaeology: archaeologists, historians, researchers, game designers/developers, students and gamers. Possible topics to explore may include, but are by no means limited to:

  • Reconstruction of ancient spaces using gaming technology
  • Playful media in museums
  • Interdisciplinary projects involving games and archaeology
  • Participatory design methods to develop heritage games
  • Rapid prototyping
  • Teaching history and archaeology with games
  • Mobile apps and online platforms using playful interactions with history
  • Play and material culture
  • Game modding
  • Serious gaming
  • Board games and physical historical games
  • Evaluation of heritage games

An overview of the expected outcome of the session

After the conference we will pursue publishing opportunities and innovative ways of including prototypes and related game pitch media.

Organizers

Erik Champion is Professor and UNESCO Chair of Cultural Visualisation and Heritage at Curtin University. He has written Critical Gaming: Interactive History and Virtual Heritage, (Routledge, 2016), and Playing with the Past (Springer, 2011), and edited Phenomenology of Real and Virtual Places (Routledge, 2018), and Game Mods: Design, Theory and Criticism (ETC Press, 2012) as well as co-editing Cultural Heritage Infrastructures in Digital Humanities (Routledge, 2017). He has taught or organized game workshops in Qatar, Turin, and Atlanta.

Juan Hiriart is a digital designer and senior lecturer in Interactive Media Arts and Design at the University of Salford, in Greater Manchester. His doctoral thesis, ‘Gaming the Past: Designing and Using Digital Games as Historical Learning Context’ was completed in May 2019 at the University of Salford. He has developed and taught game design and digital media programmes in the UK, Malaysia and China.

Robert Houghton is a Senior Lecturer in Early Medieval European History at the University of Winchester. Outside the University he works as a researcher for Mouseion Ltd and with Paradox Interactive and as an editor for The Public Medievalist. His teaching interests include the Italian city communes and proto-communes, Church and Empire during the Investiture Contest, and representations of the Middle Ages in modern games.

References

  • Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice.
  • Chapman, A., Foka, A., & Westin, J. (2017). Introduction: what is historical game studies? The Journal of Theory and Practice: Special section: Challenge the Past – Historical Games, 21(3), 358-371.
  • McCall, J. (2013). Gaming the past: Using video games to teach secondary history: Routledge.
  • Mol, A. A. A., Ariese-Vandemeulebroucke, C. E., Boom, K. H., & Politopoulos, A. (2017). The Interactive Past: Archaeology, Heritage & Video Games: Sidestone Press.
  • Reinhard, A. (2018). Archaeogaming: An introduction to archaeology in and of video games: Berghahn Books.