Category Archives: Journal

New Journal article out in print

  • Champion, E. (2018). Computer Games, Heritage and Preservation. Preservation Education & Research, published by the National Council for Preservation Education, USA. URL: http://www.ncpe.us/about-ncpe/ Not yet online.

Abstract

The video game industry is a profitable one. Juniper Research predicted that worldwide it would pass 100 billion dollars in revenue in 2017 (Graham 2017). Virtual heritage (sometimes defined as the application of virtual reality to cultural heritage), has been an academic field of research for at least twenty years (Addison 2001). In recent years, there has been increasing synergies between video games and virtual reality, thanks to increasingly powerful computers and the development of consumer-priced head mounted displays (HMDs), see-through augmented reality HMDs (such as the Microsoft HoloLens or Meta’s Meta 2), and smart-phone based augmented reality systems. In archaeology there has been recent investigations of “archaeogaming”, defined as “the archaeology in and of video games” (J. Aycock & Reinhard 2017), while virtual heritage designers are moving away from the principle goal of photo-realism, towards the potential of interpretation and conceptual learning (Roussou 2005).

Cybermaps in 3D heritage

A journal asked that I respond to a paper that briefly mentions the above. Notes to self include these general questions that I seldom find answers to in virtual heritage papers and not mentioned in my response (the journal has a strict word limit):

  1. Interpretation: It is very hard to extrapolate from VH papers how various interpretations are fostered.
  2. Beginnings: Where do you place a visitor in a virtual site?
  3. Dynamic alterity: How should or could they navigate time, space and interpretation?
  4. Art Versus Scientific Imagination: How should they separate artistic from current reality from interpreted virtuality? What if the artistry is impressive but speculative?
  5. Projects: Where can the projects (that apparently relate to the questions posed in the text), be experienced or otherwise accessed? How will they be preserved?
  6. Interactive Navigation: How do we navigate time, space, interpretation, and task/goal?
  7.  Authenticity, accuracy and artistry: How does one balance all three?

CFP: PRESENCE Call for Papers – “VR/AR in Culture and Heritage” (deadline March 2017)

A new Call for Papers:

This special issue will be highly interdisciplinary in nature, and submissions which promote collaboration between science and engineering and arts and humanities will be welcomed. The Call is attached in .pdf fom, and is also accessible from the PRESENCE home page:

http://www.mitpressjournals.org/loi/pres

PRESENCE: Teleoperators and Virtual Environments
An MIT Press Science & Technology Journal
Visit us at mitpressjournals.org/loi/pres

==========
Scope and Topics
Virtual heritage is a testament to the impact of digital transformation in the arts and humanities, and a driving force for technological innovation generated through the arts and humanities’ increasing appetite for digital technology. In this special issue, we aim to examine present trends in culture and heritage within the context of virtual reality and augmented reality. The scope of the special issue includes the following topics:

• New approaches in culture and heritage applications and interpretations
• Responsive, adaptive and evolvable behaviors in immersive virtual environments that capture culture and tangible and intangible heritage
• Multiuser virtual environments
• Mixed reality and the experience of real and virtual environments
• Presence and phenomenology in culture and heritage applications
• High definition imaging, stereoscopic displays, interactive cinema
• Intelligent and High Performance Computing for Virtual Cultural Heritage
• Ubiquitous computing and new forms of culture and heritage representations via VR and AR
• VR and AR in Galleries, Libraries, Archives and Museums
• Interactive Exhibits in Public Spaces
• Digital Transformations of Museums with Immersive & Interactive Time Machines
• VR and AR as a narrative
• Education in culture and heritage via VR and AR
• Tools, techniques, frameworks and methodologies
• Virtual environments case studies

Schedule
• Manuscript submission deadline: March 1, 2017
• Final revisions: September 1, 2017
• Planned publication: PRESENCE 27-1 (Early 2018)

Submissions
Manuscripts should conform to the journal’s submission guidelines:
http://www.mitpressjournals.org/page/sub/pres

Authors, please note that audio and video files can be hosted as supplementary onlinematerial accompanying published articles. For more information about multimedia file formats and submission guidelines, please contact presence@mit.edu.

Contact
Dr. Eugene Ch’ng, Director, NVIDIA Joint-Lab on Mixed Reality, University of Nottingham (China Campus). Email: eugene.chng@nottingham.edu.cn

Further information: http://www.mitpressjournals.org/loi/pres
==========

Digra2015 paper in TODIGRA journal

Free online at http://todigra.org/index.php/todigra

Worldfulness, Role-enrichment & Moving Rituals:

ABSTRACT

Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more needs to be done in order to create worldfulness, moving rituals and role enrichment. I will provide examples from The Elder Scrolls IV: Oblivion andThe ElderScrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.

Full Text: PDF

 

New Journal Article Published

I have a new article out online:

Digital humanities is text heavy, visualization light, and simulation poor, Digital Scholarship in the Humanities, Oxford Journals, http://dsh.oxfordjournals.org/content/early/2016/11/07/llc.fqw053 DOI: http://dx.doi.org/10.1093/llc/fqw053 First published online: 11 November 2016. Issue , 7 November 2016.

Abstract
This article examines the question of whether Digital Humanities has given too much focus to text over non-text media and provides four major reasons to encourage more non-text-focused research under the umbrella of Digital Humanities. How could Digital Humanities engage in more humanities-oriented rhetorical and critical visualization, and not only in the development of scientific visualization and information visualization?

How many journals should you review for?

If like me you are asked every week or so to review for a journal, then I have the following suggestion (for both of us).

  1. Write to the best journal in your field that you wish to support (after all, you are contributing your time and risking your academic reputation by association so considering the accessibility of the journal is important).
  2. Offer your services.
  3. Stick with them as long as the arrangement is mutually beneficial.
  4. Quality not quantity.

NB Ensure you know whether the journal will republish your material without informing you – this has happpened to me.

Taylor and Francis offer the following helpful guide: http://editorresources.taylorandfrancisgroup.com/reviewers-guidelines-and-best-practice/

If you are writing an article there are various suggestions on the web:

Sorry, I had intially titled this post inaccurately, I’ll blame it on jetlag.

Publications Available for Download

Fo those interested, many of my publications are available for download at

https://curtin.academia.edu/ErikChampion

Also, the following paper passed its embargo period so feel free to download that one as well.

Defining Cultural Agents for Virtual Heritage Environments

(Presence, Vol. 24, No. 3, Summer 2015, 179–186, doi:10.1162/PRES_a_00234, 2015, Massachusetts Institute of Technology)

Abstract
This article describes the primary ways in which intelligent agents have been employed in virtual heritage projects and explains how the special requirements of virtual heritage environments necessitate the development of cultural agents. How do we distinguish between social agents and cultural agents? Can cultural agents meet these specific heritage objectives?

What has pushed me towards Open Access, or at least, more open and scholar friendly publications

I was asked to help manage a special session of Entertainment Computing on Entertainment in Serious Games and Entertaining Serious Purposes, UTS, Sydney 2014.
Then I was asked to help edit a special issue of Entertainment Computing on Serious Games. I accepted, nice people.
My paper “Entertaining The Similarities And Distinctions Between Serious Games and Virtual Heritage Projects” also went through review (by reviewers unknown) and after some serious defense of my essay which I think is relevant to virtual heritage people in general, it was accepted.
And now today Elsevier the publisher asked me to sign online forms.
This is what dumbfounded me:

Open Access: No, I do not want to publish my article gold open access, and would like my final published article to be immediately available to all subscribers.

I have to sign this and agree to this, OR pay. No alternatives.
I do want my journal article to be open access but as I helped edit the special issue FOR FREE, wrote the article FOR FREE, and have to sign away all my rights to a journal publisher that did nothing except create a huge amount of work for me, I am rather UPSET that I am forced to sign that I DON’T WANT OPEN ACCESS. I do, I JUST DON”T WANT TO PAY FOR IT.

So if you are reading this Elsevier, I suggest you change your dictatorial and deliberately misconstruing forms. I suggest you give people more options AT THE START.

With a profit from 2014 of 955 million pounds ($1.27 billion) and 1.18 billion pounds the year before, I think you can afford to!

It saddens me that there are no established open access journals in my research area of virtual heritage (well, unless the author pays for it).
But I will keep looking.

new Journal article in draft

DiGRA2015 conference are publishing a selection of the full conference papers in their new ToDiGRA journal. They asked me if I would submit my paper below.
I will but first I have to seriously revise it as I published part of it in my Critical Gaming book and as a very DH tailored paper for Digital Humanities Congress, Sheffield 2014.
Any suggestions on what I have missed or what needs improving?

Quite a bit I think! Plus I should probably have been more polemical and addressed more games.

Roleplaying and Rituals For Cultural Heritage-Orientated Games
URL: http://www.digra.org/digital-library/publications/roleplaying-and-rituals-for-cultural-heritage-orientated-games/

Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more work needs to be done to create more moving rituals, role enrichment and worldfulness. I will provide examples from The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.

new Journal article: Experiential realism and digital place-making

This article will be published next month in Metaverse Creativity

Abstract

Despite originating as practical aides for the design of real-world architecture, Computer Aided Design and Draughting (CADD) software tools initially encountered a great deal of resistance, in part because of their initial expense and apparent technical complexity, but also because they were seen as blunt tools, crude instrumentation inadequate for the artistic expression of place. In March 2004, at an informal seminar hosted at the University of Melbourne in Australia, the eminent scholar Professor Marco Frascari argued that computer reconstructions of architecture were far too exact and thus too limited in conveying the mood and atmosphere of architecture. With all due respect to Professor Frascari, this article will argue the converse: that recent developments in interactive technology offer new and exciting ways of conveying ‘lived’ and experientially deepened notions of architectural place-making.

Conclusion

While we may have initially praised virtual reality for not being constrained by limitations, the continued success of games based on challenges and thematic constraints have shown us that limitations may be desirable rather than a necessary evil. Technology can create artificial freedom, but it is a shallow type of freedom if there is nothing to escape from. Therefore, embodying and socially embedding a visitor in a virtual world may at first seem more confining than does the liquid freedom proposed over a decade ago for virtually built environments (Novak 1991), but it may actually improve the user experience rather than detract from it.

While clear and cohesive evaluations of why certain places appear to be rich and meaningful may elude us – for how do you test the experience of a city in a laboratory – virtual worlds and other types of digital environments still require places if they are to be memorable, rich experiences and returned to.

Place-making is experiential, the success of organically developed historic towns versus the criticism of modern architecturally designed urban spaces should remind us that uniform design frameworks may look aesthetically pleasing but are not necessarily experientially fulfilling. While architects can create wonderfully evocative and atmospheric sketches, the built environment seldom conveys the spirit of their doodles and visualizations, precisely because the imagination is not required to look past the lines and the dots; the experience is already filled in. Thus, my response to Professor Fascari is not so much a negation of his criticisms as is a request for reflection. To suggest that digital technology cannot be evocative or memorable is to avoid the real issue: how do we digitally design or otherwise afford a sense of place? That said, I do not suggest there is any one concrete and clear definition and prescription of place. I have suggested five aspects of place that my students and I have attempted to evoke in our projects in order to break down the spatial monotony and shallowness of many digital environments. I am sure there are many more aspects of digital place-making to explore.

Archaeology and Games-draft article

Impressed with Shawn Graham’s decision to blog a draft of his paper I decided to do the same … here is a draft of a more informal paper/article for <name of journal omitted to protect the innocent>, for a special issue/forum on games and archaeology.

Any issues, queries, suggestions, please let me know! Please remember, this is only a draft.

-Erik

Title: Bringing Your A-Game To Digital Archaeology: Why Serious Games And Virtual Heritage Have Let The Side Down And What We Can Do About It

Author: Ear Zow Digital

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

Early virtual heritage environments were low resolution, unreliable or required specialist equipment, with limited interaction. Games were and still are far more interactive and are arguably the most successful form of virtual environment, so it would seem to be a masterstroke to use game engines for virtual heritage.

Why have games succeeded where virtual reality has failed? In terms of consumer technology there is virtually no competition. Games are typically highly polished, focused products. Large and loyal audiences follow them and if they allow modding (modification of their content) then the community of fans will produce an enviable amount of content, useful feedback and grassroots marketing for the game companies. Virtual reality companies don’t have the loyal audience base, the dedicated and copyrighted content and technology pipeline, or the free advertising.

Game consoles are now the entertainment centers of so many living rooms, the game consoles and related games can last and be viable for ten years or more and in many countries the game industry makes more money than the film industry. Virtual Reality, by contrast, seems to move from hype cycle to hype cycle. The recent media blitz of head mounted displays is exciting and no doubt I will also buy one, but just like the earlier pretenders the technology has great promise but the inspiring long-term content only appears to exist in videos and artists’ impressions.

As interactive entertainment most computer games follow obvious genres and feature affordances (well-known themes, rewards and feedback on performance), they challenge people to find out more rather than telling them everything (a sometimes annoying and overloading aspect of virtual environments) and in most games learning through failure is acceptable (and required). And here lies another advantage for games over virtual environments: games offer procedural knowledge rather than the descriptive and prescriptive knowledge) found in virtual learning environments.

Most definitions and explanations of games include the following three features: a game has some goal in mind that the player works to achieve; systematic or emergent rules; and is considered a form of play or competition. Above all else, games are possibility spaces, they offer different ways of approaching the same problems and because they are played in the “magical circle” failure does not lead to actual harm, which allows people to test out new strategies. That is why, unlike other academics, I don’t view a game as primarily a rules-based system. I think of a game as an engaging (not frustrating) challenge that offers up the possibility of temporary or permanent tactical resolution without harmful outcomes to the real world situation of the participant.

Despite the comparative success of computer games, successful serious games and education-focused virtual heritage games are few and far between. The following preconceptions about games (and game-based learning) could explain why more interactive and game-like heritage environments have not emerged as both engaging entertainment and as successful educational applications.

The first and I think most common preconception of games is that they are puerile wastes of time. For an academic argument against this view, any publication on game-based learning by James Gee will provide some interesting insights, while Steve Johnson in Everything Bad is Good for You writes in a similar if humorous way on how games help hone skills.

Many critics believe games are only for children. Such a view would conveniently ignore the adult enjoyment of sports, but it also neglects the question of how we learn about culture. In the vast majority of societies around the world people learn about culture as children through play, games and roleplaying. Games are also an integral method for transmitting cultural mores and social knowledge. In “The Operational Guidelines for the Implementation of the World Heritage Convention (http://w hc.unesco.org/en/guidelines/) UNESCO specifically state they may provide assistance for informational material such as multimedia to promote the Convention and World Heritage “especially for young people.”

A related criticism of computer games is that they are only about fantasy. While it is true that some human computer interaction (HCI) experts see fantasy as a key component of games, fantasy is also a popular component of literature and fantasy provides a series of perceived affordances, the player is asked to let their imagination fill in the gaps. So perhaps thematic imagination is a more appropriate term. Fantasy creates imaginative affordances, we have a greater idea of what to expect and how to behave when we see fantasy genres and we are more willing to suspend disbelief. Fantasy helps induce narrative coherence and is a feasible vehicle to convey mythology connected to archaeology sites.

Games are not only about fantasy for many are also highly dependent on simulating violence. Yet some of the biggest selling games are not violent, for example Minecraft, Mario and the Sims series: the Sims. A more serious problem for my research has been when the real-world historical context to simulate is itself both horrific and hard to grasp. My objection to violent computer games is not so much that they simulate violence but that they don’t provide situations for the player to question the ubiquitous and gratuitous use of violence. Be definition computer games are good at computing options quickly so it is easier to cater for reflex-based challenges, stopping the player from thinking, from having time to reflect, but challenging them to both move and aim (coordinate) at the same time. And when mainstream game interaction is applied to virtual heritage and digital archaeology, the information learnt is not meaningful or clearly applicable to the real world and the skills developed are not easily transferrable.

Marshall McLuhan apparently once said “Anyone who thinks there is a difference between education and entertainment doesn’t know the first thing about either.” I have not found the origin for this quote but this saying is popular for a reason: many automatically assume entertainment is not educational or that to be meaningful, education cannot be entertaining. In the area of history this is a very worrying point, a recent survey of the American public found that while they were charmed and inspired by the word “past”, the word “history” reminded them of a school-time subject that they dreaded (Rosenzweig and Thelen, 2000).

Gamification could be the commercial savior for many educational designers but it has many critics. Fuchs ( 2013) explained gamification as the use of game-based rules structures and interfaces by corporations “to manage and control brand-communities and to create value”, this definition reveals both the attraction of gamification to business and the derision it has received from game designers and academics.

A more technical objection to using games for digital archaeology projects is that they can only provide low-resolution quality for images, movies and real-time interaction. With all due respect, game engines (such as Crysis and Unreal 4) and archaeological environments created in game engines (such as http://www.westergrenart.com/ or http://www.byzantium1200.com/) would challenge many CADD (computer-aided design and drafting) showcases. In 2015 the Guardian newspaper released an article declaring we are entering the era of photorealistic rendering (Stuart, 2015). Autodesk (the company behind the biggest CADD programs) have recognized the threat and now sell their own game engine. Even if CADD did produce higher-resolution and more accurate 3D models, what advantage would this offer over game-based real-time interactive environments where the general public is free to explore?

The last preconception or rather I should say concern about games is that they are not suitable for preservation due to software and hardware obsolescence. Game-based virtual heritage environments are not great as digital heritage, the technology does not last and the content is not maintained and updated. I agree this is a major problem, but the problem is more a lack of suitably maintained infrastructure than technology. In terms of usability research, there are very few surveys and tangible results that have helped improve the field but the biggest issue is preservation of the research data and 3D models. We still lack a systematic pipeline featuring open source software, a well-organized online archive of 3D models in a robust open format, globally accepted metadata and a community who reviews, critiques, augments and maintains suitable content.

Definitions vary but virtual heritage is not an effective communication medium and is certainly not a great exponent of digital heritage. Many of the great virtual heritage showcases such as Rome Reborn, or Beyond Space and Time (IBM) have been taken offline, use proprietary software, or have simply disappeared due to a lack of long-term maintenance. So there are very few existing exemplars and accessible showcases to learn from, (CINECA’s Blender pipeline: https://www.blendernetwork.org/cineca is an exception to the rule).

Many game engines can now export to a variety of 3D formats and run across a variety of platforms and devices. They can export VRML and now also WebGL so interactive 3D models can run in an Internet browser without requiring the end user to download a web-based plugin. Some game engines can dynamically import media assets at runtime; others can run off a database.

UNESCO recently accepted my proposal to build a chair in cultural heritage and visualization to look at these issues from an Australian perspective. We intend to survey and collate existing world heritage models, unify the metadata schemas, determine the best and most robust 3D format for online archives and web-based displays, provide training material on free open source software such as Blender and demonstrate ways to link 3D models and subcomponents to relevant online resources.

Conclusion: Archaeologists and Games Do Not Mix?

Archaeologists and suitable games could mix if games existed that leverage game mechanics to help teach archaeological methods, approaches and interpretations. As far as I know, archaeologists don’t have easy to translate mechanics for their process of discovery and understanding that we can transform into game mechanics to engage and educate the public with the methods and approaches of archaeology and heritage studies. And yet virtual heritage environments should be interactive because data changes and technologies change. Interaction can provide for different types of learning preferences and interaction will draw in the younger generations.

My solution is to suggest that rather than concentrate on the technology archaeologists should focus on the expected audience. What do we want to show with digital technology, for what purpose, for which audience and how will we know when we have succeeded?

References

Fuchs, M. 2013. CfP: Rethinking Gamification Workshop [Online]. Germany: Art and Civic Media Lab at the Centre for Digital Cultures, Leuphana University Germany. Available: http://projects.digital-cultures.net/gamification/2013/02/07/118/ [Accessed 15 October 2015].

Rosenzweig, R. & Thelen, D. 2000. The Presence of the Past: Popular Uses of History in American Life, New York, Columbia University Press.

Stuart, K. 2015. Photorealism – the future of video game visuals. The Guardian [Online]. Available: http://www.theguardian.com/technology/2015/feb/12/future-of-video-gaming-visuals-nvidia-rendering [Accessed 31 October 2015].

upcoming article for MIT Presence (2015? 2016?)

This article may provoke some responses..

Title:
Defining Cultural Agents for Virtual Heritage Environments

For:
Presence: Teleoperators and Virtual Environments-Special Issue on “Immersive and Living Virtual Heritage: Agents and Enhanced Environments”

Keywords:
Cultural agents, virtual heritage, computational archaeology, visualization, virtual environments, immersion.

Abstract
This article describes the primary ways in which intelligent agents have been employed in virtual heritage projects and explains how the special requirements of virtual heritage environments necessitate the development of cultural agents. How do we distinguish between social agents and cultural agents? Can cultural agents meet these specific heritage objectives?

Introduction
As the call to papers for this special issue has noted, “Most heritage applications lacked a sense of immersion in terms of ‘livingness’, life, behaviour and intelligent agents in the virtual environments, and there has not been any progression in such developments since a decade ago. This criticism of “lifeless” and “sterile” digital environments (and virtual heritage environments in particular) is shared by various scholars (Papagiannakis et al., 2002; Roussou, 2008) but a simple directive to ‘populate’ a virtual environment with intelligent agents masquerading as walk-on characters will not necessarily communicate cultural significance (Bogdanovych, Rodriguez, Simoff, & Cohen, 2009). And communicating cultural significance is an objective of virtual heritage environments even if it is not a requirement of all virtual environments.

Summary
Virtual heritage environments have special needs that create more criteria than those required by mainstream digital environments and too many agent-virtual heritage projects have not communicated the significance and value of the heritage content) due to their focus on perfecting the technology. In their attempt to create more engagement, virtual environment researchers and designers have conflated social presence with cultural presence (Champion, 2005, 2011; Flynn, 2007). A solution is to develop agents who help interpret cultural cues and transmit to the human participant a sense of situated cultural presence and an awareness through place-specific and time-specific interaction of the cultural local significance of the simulated sites, artefacts and events. Such agents would be cultural agents, not merely social agents, as they would convey accummulated and place-specific cultural knowledge that would outlast or extend beyond their own individual ‘lives’

.

are there open access virtual heritage/digital archaeology journals?

Not so many virtual heritage open access journals (help me here!) but there are various open access archaeology journals:

  • The open access archaeology journal I first knew of (around 2004 I think I first heard of it?) http://intarch.ac.uk/ does have Author Processing Charges (APC) and I don’t know the cost of APC (I assume it varies based on page count) but it does also include 3D media asset. Now “All our content is Open Access”.
  • Now there is also Open Archaeology which only issues once per year, and accepts many graphic formats (but not 3D?) but what interested me was this request:It is important that authors include a cover letter with their manuscript. Please explain why you consider your manuscript as suitable for publication in the Journal, why will your paper inspire the other members of your field, and how will it drive research forward. However, there is a pricing paragraph on the right. Most confusing, is it open access and authors pay? In passing, there is an interesting issue entitled Topical Issue on Challenging Digital Archaeology.
  • There is also a wider ranging series of open access journals in ancient studies. I note also the open access and free articles in the JOURNAL OF ANCIENT HISTORY AND ARCHAEOLOGY.
  • Frontiers in Digital Humanities is not archaeology-specific but does have a digital archaeology section so deserves a mention.As it includes experimental work I am not sure how it is rated as a quality journal output by educational institutes (Indexed in: Google Scholar, CrossRef) but in Australia very few open access journals in any field (especially Digital Humanities!) seem to receive the Excellence in Research for Australia (ERA) rating anyway! Frontiers have a tiered reader-decided impact-led publication system which I find rather interesting if puzzling.
  • There is also Mediterranean Archaeology and Archaeometry Journal, which is a little more wide ranging, I believe, than the title suggests (although there is obviously an emphasis on the Mediterranean region) . It has been free open access PDF articles since 2014, and is issued three times a year.
  • American Journal of Archaeology is open access but only for book reviews, review articles, editorials etc. Eprint articles can be stored in an institutional repository.
  • There is also the Open Access Journal: Virtual Archaeology Review.
  • Doug’s archaeology blog lists archaeology journals and open access journals.
  • Please also consider the Journal of Contemporary Archaeology – looks interesting! “Journal of Contemporary Archaeology is the first dedicated, international, peer-reviewed journal to explore archaeology’s specific contribution to understanding the present and recent past.” It features both open access and subscription access.
  • For more general publishing outlets in archaeology please consider these resources http://researchguides.uoregon.edu/anthropology/openaccess
  • Finally, I’d like to mention The Cotsen Institute of Archaeology Press including Digital Archaeology such as open access issue/proceedings (?) Archaeology 2.0. Open Access in general? I hope so!

Digital Heritage/Virtual Heritage Open Access Journals? A work-on! I wonder if there is enough of a market to push for a virtual heritage open access journal or if it is more realistic to dock such an idea under the arm of a more general archaeology or heritage open access journal.

For more game-related articles there is the Journal of Virtual Worlds Research (but I don’t know if they still have APC); Game Studies and Eludamos. Journal for Computer Game Culture, and so on.

The fictional use of reality

The above could be the title of my next writing on virtual heritage..

Over their lifetime should every academic write at least one thing that threatens their very career? Just a (Wittgensteinian?) thought!
In digital heritage there is a great deal of talk about authenticity and how to maintain it. What if that approach is completely mistaken?

Ok I think I have the start of a very controversial journal article but writing the article may be easier than finding the appropriate journal to publish it in..

How many Digital Humanities Journals would be in the Quality Tier in Australia?

Possibly only two!

Although I am on the board of Journal of Interactive Humanities (ISSN: 2165-7564) there is no SJR as of yet.
http://scholarworks.rit.edu/jih/

For future reference: a Berkeley list of DH journals is here (I was briefly on the board of JITP but I don’t all the listed journals that well)
http://digitalhumanities.berkeley.edu/resources/digital-humanities-journals
Only Digital Humanities Quarterly would I argue for from that list but SJR of DHQ not listed at http://www.scimagojr.com/
Although it sems to have an SJR rank at http://www.coolcite.com/journal/20117 but I cannot vouch for this quality pro or con of this website!
So a note to DH journal editors, please try to reach a reasonable SJR ranking as I think this metric will become more and more popular with research organisations!

Publishing in digital heritage and related areas

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

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

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

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

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

introducing Journal of Media Critiques

I have just joined the Advisory Board and Scientific Committee Board of the Journal of Media Critiques: http://mediacritiques.net/index.php/jmc/user/register

[JMC] is an international peer-reviewed publication in which various critical approaches on media and mass communication come together plus developments in cultural, social and political sphere are discussed. The publisher of JMC is University of Lincoln from UK and now indexed by Advanced Science Index and International Association for Media and Communication Research Open Access Journal Index. JMC also will have DOI numbers to each articles in the next issue to all articles has been published until now. We are going to publish a new special issue by selected papers from an international conference Digital Communication Impact in Istanbul October 2014. And also another special issue will be published with Communication Institute of Greece. JMC is open for guest editors, special issue collaborations and conferences.

I am also on the board of the following:

Yes the list is too long, yes I have to start pruning!

Open Access Journals – the debate continues

This short but well written article reminded me we need to have a list of open access accessible and affordable journals in our area

Vice-Chancellor of Cambridge University speaks out on Elsevier and Open Access

by Sal Robinson

One of the most significant indications that academic publishing is a broken system is the fact that, periodically, major institutions and academics—secure and well-funded and with nothing in particular to gain from it—corroborate that it is really and truly a broken system.

update on Journals : SCR Journal Ranking for Heritage and Digital Heritage

I don’t know what you make of these results and your view of SJR rankings (which my university apparently use and consider), but some of these journal rankings surprise me! I am especially surprised at the current standings of Presence, Virtual Reality, and Digital Creativity.

Cultural Digital Heritage / Virtual Heritage

The current frontrunner in specialist digital cultural heritage appears to be Journal of Computing and Cultural Heritage

In multimedia it appears to be User modelling and user-adapted interaction

In HCI the International Journal of Human Computer Studies is doing well but there are also several well ranked alternatives

Alternatives

Heritage alternatives

Philosophical

Journal of Aesthetics and Art Criticism 0.25

Gaming and VR