Category Archives: digital heritage

book chapter out: Reflective Experiences with Immersive Heritage

Google told me I can buy my chapter today in this book out soon “Difficult Heritage and Immersive Experiences” my chapter is “Chapter 2. Reflective Experiences with Immersive Heritage#chapter #difficultheritage #darkheritage

In this chapter I will examine difficult and dark heritage. Others have articulated the overlap and potential different connotations and spheres of influence of dark heritage and difficult heritage (Thomas et al. 2019). For the sake of expediency, I will not attempt to distinguish between difficult heritage and dark heritage (a term imported from dark tourism) as I am particularly interested in the difficult interaction aspects of communicating dark heritage due to the technical challenges of virtual heritage, gaps or immaturity in virtual heritage as a distinct scholarly field, and the still to be fully explored role and impact of virtual heritage as an immersive and interactive medium capable of coaxing, encouraging and affording reflectivity.

Book ideas for other people to write

  • A monograph or edited book on fake or misleading heritage and history and the repercussions (and the complications of digital versions)
  • Clear and easy to follow exemplars of digital humanities collections using Linked Open Data with references to the power of GIS
  • Small and big things learnt by designers of virtual worlds and how the Metaverse could learn to avoid making the same mistakes
  • A meta review on architectural criticism and whether it has really progressed that much
  • Why game designers hate gamification (but with a few counter-examples they might actually like)

Screen Tourism and Affective Landscapes

If anyone would like a review/inspection copy of the edited book “Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic” (out 30.12.2022, cover to come) there is a link on the webpage.

  1. Introduction
  2. Screen Tourism: Marketing the Moods and Myths of Magic Places
  3. Windshield Tourism Goes Viral: On YouTube Scenic Drive Videos of U.S. National Parks
  4. “Forever Bali”: Surf Tourism and Morning of the Earth (1972)
  5. Locating Fellini: Affect, Cinecittà, and the Cinematic Pilgrimage
  6. Walking in Cary Grant’s footsteps: the Looking for Archie walking tour
  7. Vancouver Unmoored: Hollywood North as a Site of Spectres
  8. Always The Desert – Creating Affective Landscapes Through Visual Storytelling In Breaking Bad
  9. Nordic Noir and miserable landscape tourism
  10. Serial Killer Cinema and Dark Tourism: The Affective Contours of Genre and Place
  11. Down the Rabbit Hole: Disneyland Gangs, Affective Spaces, and Covid-19
  12. Immersive Worlds and Sites of Participatory Culture: The Evolution of Screen Tourism and Theme Parks
  13. Hobbiton 2.0, 20 years on: Authenticity and Immersive Themed Space
  14. Swords, Sandals, and Selfies: Videogame-induced Tourism

Escape Room Archaeology

Next project: edited collected chapters (free online): DIY archaeology (history, architectural/art history and heritage) escape rooms children/students can create at home or in class (written and illustrated like cookbook recipes). Now, just how to write up the proposal & find the right designers, writers, & experts! 

Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark?

I am very close to submitting to a publisher the edited book (with Dr Juan Hiriart, University of Salford, UK) “Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark?” with 18 writers from history, archaeology, architecture, art history, classics, game design, and education. Thanks to Maxime Durand and Ubisoft for helping getting the party started.

Immersive Challenges for Museums & Heritage Sites

I will give a talk tonight via Zoom to UniSA IVE colleagues on the above topic.

Time: 4PM

2022 IVE Research Seminar Series

Please join our next IVE Seminar.

Presenter:


Prof. Erik Champion

Enterprise Fellow, UniSA Creative


Title:

Immersive Challenges for Museums and Heritage Sites


Abstract:

This talk will cover recent and persistent challenges facing museums, practical issues with the implementation of virtual reality, games and gamification, and some case studies exploring potential solutions, particularly in the area of cultural heritage.

Bio:

Erik Champion is currently Enterprise Fellow (Architecture, Creative) at the University of South Australia; Emeritus Professor at Curtin University; Honorary Research Professor at ANU; and Honorary Research Fellow at UWA. He was recently a chief investigator on 4 Australian Research Council grants, Curtin University’s first UNESCO Chair (of Cultural Visualisation and Heritage) and Visualisation theme leader and Steering Committee member of the Curtin Institute for Computation. 

https://people.unisa.edu.au/Erik.Champion

Date & Time: 5 April 2022 (Tuesday) 4pm (Adelaide ACST — Australian Central Standard Time UMT +9 hours 30 minutes)

Where: Zoom

One Aspect of Place is Missing?

I enjoyed reading through the recent “Geographies of Place in Digital Art History” written by people I know (and one I have worked with and written papers with). But as an intellectual exercise, do you see anything missing from the concept of place as stated in the article?

Geographies of Place in Digital Art History

Sarah Middle, Ryan Horne, David A. McMeekin, Chiara Zuanni, and Alex Butterworth International Journal of Humanities and Arts Computing 2022 16:1, 94-109

Ph.D. finally added to the University repository

I deposited my PhD thesis (Evaluating Cultural Learning in Virtual Environments, 2006) at the University of Melbourne but they only just now added it to their new system, here it is:

https://minerva-access.unimelb.edu.au/handle/11343/294933

There is still a great deal of opportunity for research on contextual interactive immersion in virtual heritage environments. The general failure of virtual environment technology to create engaging and educational experiences may be attributable not just to deficiencies in technology or in visual fidelity, but also to a lack of contextual and performative-based interaction, such as that found in games. This thesis will suggest improvements will result from more research on the below issues:

1. Place versus Cyberspace: What creates a sensation of place (as a cultural site) in a virtual environment in contradistinction to a sensation of a virtual environment as a collection of objects and spaces?

2. Cultural Presence versus Social Presence and Presence: Which factors help immerse people spatially and thematically into a cultural learning experience?

3. Realism versus Interpretation: Does an attempt to perfect fidelity to sources and to realism improve or hinder the cultural learning experience?

4. Education versus Entertainment: Does an attempt to make the experience engaging improve or hinder the cultural learning experience?

This doctoral thesis outlines a theoretical definition of place, culture, and presence that may become a matrix for virtual environment design as well as a discussion of the advantages and disadvantages of appropriating game-style interaction to enhance engagement. A virtual environment was built using Adobe Atmosphere to test whether cultural understanding and engagement can be linked to the type of interaction offered. The thesis also includes a survey of evaluation mechanisms that may be specifically suitable for virtual heritage environments. In its review of appropriate methodology, the thesis suggests new terms and criteria to assess the contextual appropriateness of various evaluation methods, and provides seven schematic examples of game-style plot devices that lend themselves to evaluation. The test-bed is the evaluation of a virtual archaeology project in Palenqué Mexico using theories of cultural immersion as well as computer game technology and techniques. The case study of Palenqué involved five types of evaluation specifically chosen to assess cultural awareness and understanding gained from different forms of interaction in a virtual heritage environment.

Keywords

virtual reality in architecture; imaging systems in archaeology; computers and civilization


Living Digital Heritage 2021

I was given the honour of opening Living Digital Heritage conference with a keynote today and full congratulations to Frederik Hardtke and the other organizers at Macquarie University’s Centre for Ancient Cultural Heritage & Environment (twitter @cachemq) in Sydney, a great range of papers, all presented on Zoom. Finishing Sunday 7 November (when I fly to South Australia to take on a new role so I may miss a little of it).

If you are interested you may be able to follow via the above twitter links, I don’t know if they still accept registration but it was free.

update: ‘Rethinking Virtual Places’ Proof Approved

I mentioned in the below post that I was on the home stretch with this book (in the Indiana University Press Spatial Humanities series), final proof was approved by me this week. I also noticed it was over 107,000 words. Thanks to Dean and Professor Marc Aurel Schnabel for the comments on the back.

“An essential contribution to a very current topic.” —Marc Aurel Schnabel, Victoria University of Wellington

If anyone wishes to review or consider ‘Rethinking Virtual Places‘ for courses please contact Indiana University Press or email me.

Australian Cultural Data Engine-2 year LIEF

Just been given the green light to be officially on the following #ARC #LIEF grant: “Australian Cultural Data Engine for Research, Industry and Government” (announced in December but took this long):

“…Australian Cultural Data Engine for Research, Industry and Government. The project aims to develop an Australian Cultural Data Engine (ACD-Engine), which will be an open software engineering facility that interacts with leading existing cultural databases in architecture, visual and performing arts, humanities, and heritage to build a bridge to information and social sciences. The ACD-Engine will unify and expand these disparate and previously unconnected systems to allow advanced analysis techniques to be performed. It will deliver innovative and searchable formats that ensure interoperability, improved search, interactive design and interpretation aids that will benefit the policy and planning for national and international alignments between researchers, industry and government.”

This will be my fourth Australian Research Council grant (Chief Investigator)* since 2018. The University of Melbourne leads this grant, it runs for two years.

*Also an expert advisor on 5-year ARC Indigenous Discovery grant.

Virtual Heritage: A Guide

Virtual Heritage: A Guide” is published and open access!

Why did we write it? For all those interested in an introduction to virtual heritage, but facing steep purchase costs for academic books, so it is especially suitable for university undergraduate courses. Download what you need, for free.

And given it was written from go to whoa in less than a year and to a tight word limit, I am very grateful to the authors for their time…

Cite: Champion, E. M. (ed.) 2021. Virtual Heritage: A Guide. London: Ubiquity Press. DOI: https://lnkd.in/gNkNWiB. License: CC-BY-NC.

digital games and intangible heritage

If you have or know of digital games that helped in the “regeneration” of intangible heritage, as well as related organizations, projects and websites or organizations, please let me know…I have been asked to present on this topic on Monday 5 July to overseas gaming companies and academics..

Here was my initial beginning list (woefully incomplete but will soon expand):

Heritage organisations

  • UNESCO Chairs … I am investigating, most lists of Chairs and Networks are a little out of date and a few seem to have changed or expanded their remit.
  • Historic Urban Landscapes [UNESCO-associated]-none I know of use digital games but I think that would be useful…
  • ICOMOS none I know of but it is a huge association.
  • Europeana/CARARE/ARIADNE are more into digital archives/preservation?

Game organisations

Universities Research or Courses

Games

I am going to include Never Alone. There are at least 6-12 in my head that I need to review to see if they really were “regenerating” intangible heritage..

cfp soon: Living Digital Heritage

Macquarie University in Sydney, NSW, Australia, plan to hold the above conference 5-7 November 2021 in Sydney Australia (and remotely). I imagine the CFP will be out soon, website is at:

https://www.mq.edu.au/research/research-centres-groups-and-facilities/resilient-societies/centres/cache/news-and-events4/living-digital-heritage-conference-october-2020

The Macquarie University Simulation Hub

Integrating the Past into the Present and Future”

Modern, innovative data collection and digital visualisation capabilities are able to capture ancient artefacts and structures, contexts, and traditions faster and in greater detail than ever before. Their sophistication and multi-dimensionality promise engagement with the past at many levels offering opportunities for deeper analyses and experiences to increasingly broader audiences.

This conference will be organised and hosted by the Centre for Ancient Cultural Heritage and Environment (CACHE). CACHE is a multi-disciplinary research centre focused on research on cross-cultural interaction in ancient cultures from Western Europe to China. Concentrating not only on the history of the societies concerned, but on the languages used, with a special focus on the close study of physical artefacts from antiquity. CACHE engenders transdisciplinary research into ancient knowledge by gathering leading MQ researchers across several disciplines (archaeological science, ancient history and literature, bioarchaeology, biology, environmental sciences) and departments (Human Sciences, International Studies, Biological Sciences, Environmental Sciences, Ancient History, Geography and Planning). CACHE particularly welcomes contributions reflecting the Indigenous Australian context – submissions concerned with Indigenous issues are especially relevant to the symposium and will be warmly welcomed.

“Rethinking Virtual Places” can be ordered in September

Out in November, purchasable in September. Contact IUP for reviewer copies “Rethinking Virtual Places” (in the IUP Spatial Humanities series) https://iupress.org/9780253058355/rethinking-virtual-places

update: “Virtual Heritage: A Guide”

Dear Rosa and Andrea (and Michael)

Thanks to the colleagues and co-authors who helped inspired me to edit a concise book for students that will be open access (i.e. free PDF downloads).

Virtual Heritage: A Guide will be available on Thursday 22 July 2021 at https://www.ubiquitypress.com

I’d appreciate any feedback from staff or students for future editions.