Category Archives: Digital Humanities

UNESCO Chair of Cultural Heritage and Visualisation

The 2016-2020 UNESCO Chair of Cultural Heritage and Visualisation has ended. First UNESCO Chair at Curtin. Less than 4 years, but various awards/prizes, media releases and press interviews, 3 Australian Research Council (+international) grants, some grant applications still pending.

The next big publication, in February 2021, will be an edited book on virtual heritage, published by Ubiquity Press, edited by Erik Champion. Online chapters will be open access, and suitable for university course reading lists.

Papers available at https://computation.curtin.edu.au/research/groups/unesco-chair-cultural-heritage-visualisation/ but needs updating.

I’d like to thank Hafizur Rahaman, our two PhD students Mafkereseb Bekele and Ikrom Nishanbaev, and the many collaborators and colleagues we met on the journey.

#CFP Culture and Computing C&C2021 Conference

I have been invited by Professor Matthias Rauterberg, Eindhoven University of Technology, onto the program board of C&C: 9th International Conference on Culture and Computing, part of HCI International, 24-29 July 2021, Washington DC, USA, http://2021.hci.international/c&c.html

Culture and Computing is an important research area which aims to address the human-centred design of interactive technologies for the production, curation, preservation and fruition of cultural heritage, as well as developing and shaping future cultures. There are various research directions in the relations between culture and computing: to preserve, disseminate and create cultural heritages via ICT (cf. digital archives), to empower humanities research via ICT (cf. digital humanities), to create art andexpressions via ICT (cf. media art), to support interactive cultural heritage experiences (cf. rituals), and to understand new cultures born in the Internet, Web and Entertainment (cf. net culture, social media, games). The International Conference on Culture and Computing provides an opportunity to share research issues and discuss the future of culture and computing

Submissions

Paper abstracts are due 16 October 2020. Full papers are due 29 January 2021.

Virtual Heritage in Focus

It is a working title (so will change, no doubt, any suggestions?) but here is the working chapter structure sent off for review today (hopefully) with an expected audience, undergraduate digital archaeology/museum studies/heritage students (open access version online):

 Foreword: Classrooms and ProjectsTo be advised
0Virtual Heritage: What is it?Professor Erik Champion
13D Archaeological Reconstructions: The Art of Reasoned SpeculationMr. Robert Barratt
2Photogrammetry: What, How and WhereDr Hafizur Rahaman
3Animating the PastDr Michael Carter
4Mapping Ancient Heritage With Digital ToolsAssoc. Prof Anna Foka, Dr David McMeekin / et al.. 
5Hybrid Interactions in Museums: Why Materiality Still MattersProf Luigina Ciolfi
6Video Games as concepts and experiences of the pastDr Aris Politopoulos, Dr Angus Mol
7Mixed Reality: A Bridge or a Fusion between Two Worlds?Mr. Mafkereseb Bekele
8Getting it Right and Getting it Wrong in Digital Archaeological EthicsDr L. Meghan Dennis (to be added)
9Evaluation in Virtual HeritageAssoc. Prof Panayiotis Koutsabasis
10Authenticity in PreservationProfessor Erik Champion

Perhaps Digital Humanities..

should be defined by its aims rather than any “essence” ..

Corso di dottorato di ricerca inSTUDI STORICO-ARTISTICI E AUDIOVISIVICiclo(XXX)Titolo della tesi “APPLICAZIONE DEL DIGITAL STORYTELLINGCOME RISORSA PER IL DIGITAL HERITAGE ITALIANO” Ph.D. thesis, 2018, Massimo Siardi, Udine.

Una delle riflessioni più efficacinel riunire le istanze diverse delle digitali humanities è quella di Erik Champion che sottolinea come la DH«at a fundamental level considers how to integrate computing with humanities & attempts to understand how both computing & humanities must change»

So a definition of DH by aims (what it looks for) rather than essence (what it looks like).

I don’t quite remember writing this in 2015 but I am glad I did.

New OA article: “A Comparative Evaluation of Geospatial Semantic Web Frameworks for Cultural Heritage”

“A Comparative Evaluation of Geospatial Semantic Web Frameworks for Cultural Heritage” has been published in Heritage and is available online.

by Ikrom Nishanbaev 1,*, Ear Zow Digital 1,2,3 and David A. McMeekin 4,5

Abstract:

Recently, many Resource Description Framework (RDF) data generation tools have been developed to convert geospatial and non-geospatial data into RDF data. Furthermore, there are several interlinking frameworks that find semantically equivalent geospatial resources in related RDF data sources. However, many existing Linked Open Data sources are currently sparsely interlinked. Also, many RDF generation and interlinking frameworks require a solid knowledge of Semantic Web and Geospatial Semantic Web concepts to successfully deploy them. This article comparatively evaluates features and functionality of the current state-of-the-art geospatial RDF generation tools and interlinking frameworks. This evaluation is specifically performed for cultural heritage researchers and professionals who have limited expertise in computer programming. Hence, a set of criteria has been defined to facilitate the selection of tools and frameworks. In addition, the article provides a methodology to generate geospatial cultural heritage RDF data and to interlink it with the related RDF data. This methodology uses a CIDOC Conceptual Reference Model (CRM) ontology and interlinks the RDF data with DBpedia. Although this methodology has been developed for cultural heritage researchers and professionals, it may also be used by other domain professionals.

View Full-Text

PDF Version: https://www.mdpi.com/2571-9408/3/3/48/pdf

Not actually published yet, but accepted

I’m very happy that my rather large article “Culturally Significant Presence
In Single-Player Computer Games” has been accepted for the ACM Journal on Computing and Cultural Heritage. This is despite its 12,587 words covering 4 major games, and attempting to be more conceptual and provocative than normal in a traditional ACM IT-oriented journal..

Very good reviewers too, actually. They made me work hard. I think my abstract is a bit over JOCCH length so that may change but at moment it is:

Cultural presence is a term that researchers have used to explain and evaluate cultural learning in virtual heritage projects, but less frequently in video games. Given the increasing importance of video games to cultural heritage, this paper investigates explanations of cultural presence that could be communicated by games, especially concerning UNESCO and ICOMOS definitions of cultural significance. The aim is to determine if cultural presence can be communicated via video games and across a range of game genres.

Observations derived from game prototyping workshops for history and heritage were incorporated to help develop a teachable list of desirable game elements. To distinguish itself from the vagueness surrounding theories of cultural presence, a theory of culturally significant presence is proposed. Culturally significant presence requires three components: culturally significant artifacts and practices; an overarching framework of a singular, identifiable cultural viewpoint; and awareness by the participant of both the culturally significant and the overarching cultural framework and perspective (which gives cultural heritage sites, artifacts and practices their cultural significance and relational value).

As awareness of cultural presence requires time to reflect upon, single-player games were chosen that were not completely dependent on time-based challenges. Another criterion was cultural heritage content, the games must simulate aspects of cultural heritage and history, communicate a specific cultural framework, or explore and reconstruct a past culture. Four games were chosen that simulate a culture, explain archaeological methods, portray indigenous intangible heritage, or explain historical-based ecosystems of the past based on educational guidelines. The games are Assassin’s Creed: Origins (and its Discovery Tour); Heaven’s Vault; Never Alone; and a Ph.D. game project: Saxon. Their genres could be described as first-person shooter/open world/virtual tour; dialogue-based puzzle game; 2D platform game; and turn-based strategy game.

The aim is not to evaluate the entire range of interactive and immersive virtual environments and games, but to examine the applicability and relevance of the new theory, and to ascertain whether the four games provided useful feedback on the concept and usefulness of culturally significant presence. A more clearly demarcated theory of cultural presence may not only help focus evaluation studies but also encourage game developers to modify or allow the modification of commercial games for classroom teaching of digital heritage. Game content, core gameplay, secondary gameplay, and game mechanics could be modified to engagingly compel players to consider cultural heritage values and perspectives that are not their own.

teaching one more semester

looks like I am teaching again, at very, very short notice.

Will be on the lookout for interesting digital humanities and GLAM datasets that are fairly robust, not too big or small, and would make for interesting visualisation data sets.

Will post some links here when I compile them later this week.

Philosophy in VR

I was intending to propose the following book proposal to a major publisher. I think, with recent events, I will wait until the end of 2020 before I revisit the project/proposal, but any feedback would be useful (too simplistic, not relevant, missing important key ideas etc)..

Below is an abridged extract:

At various conferences over the years, in game studies, virtual worlds, or philosophy of place, I am continually reminded how easily philosophy has been haphazardly inserted into presentations by game, VR, and media studies scholars. But I have also been surprised at the low level of engagement in VR concepts (in terms of computer science and user experience design) by philosophers.

For example, the famous philosopher Hubert Dreyfus conflated the Internet with the World Wide Web in his book On the Internet. The public may not see a distinction between an international organization of servers, and the software that links the webpages that runs on these servers but it is a crucial distinction to make when you are building and deploying VR. However, Professor Dreyfus also made a philosophical and historical error: using Kierkegaard’s and Nietzsche’s criticisms of the 19th century press to extrapolate that they would have hated the Internet (Dreyfus probably meant webpages, not the Internet).

The Internet is now merging, in fits and starts, with VR. There are massive gaps between the popular concept of VR, the development of VR “in the trenches” and the contextual soundness of the philosophers who talk to the public about VR. And very little literature bridging these communities at an accessible and useful level for university students.

This book aims to clarify conflicting interpretations of virtual reality (VR) in a way that would allow beginning scholars to quickly find key philosophers or methods and apply them appropriately to conceptual problems in the development and evaluation of VR projects. It is not a manual to design VR environments, nor a treatise on philosophy to philosophers, but a guide to explaining how even traditional philosophical questions can be re-examined using current and future VR technologies.

Rethinking Virtual Places

I mentioned this before (it went through 3 years of reviews) but the (updated) Rethinking Virtual Places book (97,000 words, approx 30 images) will be published by Indiana University Press in The Spatial Humanities series. Probably in 2021.

1-A Potted History of Virtual Reality
2-Dead, Dying, Failed Worlds
3-Architecture: Places Without People
4-Theories of Place & Cyberspace
5-Rats & Goosebumps-Mind, Body & Embodiment
6-Games are not Interactive Places
7-Do Serious Gamers Learn From Place?
8-Cultural Places
9-Evaluating Sense of Place, Virtual Places & Virtual Worlds
10-Place-Making Interfaces & Platforms
11-Conclusion

Assassin’s Creed: What is it doing in the history class?

I’ve been thinking of asking historians, art historians and archaeologists, if they would like to contribute to a new edited book, primarily (or only) on Assassin’s Creed. How do they or could they use it for teaching and research. What new features would they love to see? Could we get some of the professional historians who advised on the series to write their thoughts, advice, and experiences? Perhaps even one of the game designers who worked on the series?

What would be a good title?

  • Assassin’s Creed for Academics: What We Wrote in the Shadows? (What We Taught in the Shadows?)
  • Assassin’s Creed: Academics Take Aim
  • Assassin’s Creed: An Educated Stab in the Dark
  • Assassin’s Creed in the Classroom: Have Eagle, Will Travel
  • update: Alex Butterworth suggested Under the Hood

References

Association with ANU

CDHRE-ANU Centre for Digital Humanities Research today offered me a 5 year honorary professorship. I’d just like to thank them for their support (and thanks to my referees). It is a formal process but not at all painful.

PS No I am not authorised to speak on behalf of ANU. But I get library membership and maybe office space when I visit (The Australian National University in Canberra is a mere 3,718 km from Perth by car). I have been to CDHR and they are great people with verve, it will be a pleasure to collaborate and to promote CDHR.

Oh and Canberra has platypuses in Lake Burley Griffin. Seriously, I think I saw some on my last trip. Maybe it was a puggle.

Virtual Heritage book

Hello, with eight authors for eight chapters I am proposing a concise guide on virtual heritage to publishers. I believe I have been allowed UNESCO chair/Curtin funding to pay publishing open access fees (so the book can be free as online PDFs) and hopefully reasonably priced to purchase.

I believer we now have two recommendations for external reviewers but we still need to get all author chapter abstracts ready and the proposal to the publisher for approval. Each chapter will be a taut 3500 words with 1-3 images.

Given the book is aimed at graduate or senior undergraduate students who may not be familiar with an overview or specific topics of virtual heritage, what title is best?

Virtual Heritage in Focus?

Virtual Heritage: A Concise Guide?

Also, are we missing an important chapter/theme subject?

Foreword: Classrooms and Projects

Preamble

  1. Past Worlds: Creating and Animating
  2. Gaming Heritage: archaeology and Minecraft
  3. Mixed Reality
  4. Mapping Meaningful Journeys From Ancient Pasts
  5. Photogrammetry at Scale
  6. Photogrammetry for the People: Towards VR
  7. Hybrid Interactions in Museums
  8. Evaluation in Virtual Heritage

Glossary

Art History, Heritage Games, and Virtual Reality chapter

According to Routledge’s online article “Publishing Open Access Books: Chapters” I am allowed to archive a preprint copy on my own site or the site of my institute (but not the published version). Please remember there may be slight variations to the published chapter. My thanks to Associate Professor Anna Foka, (Humlab and Uppsala University) for being such a wonderful co-author and collaborator.

To cite the article (in APA format):

Champion, E., & Foka, A. (2020). Art History, Heritage Games, and Virtual Reality. In K. J. Brown (Ed.), The Routledge Companion to Digital Humanities and Art History, (pp. 238-253). Oxford, UK: Routledge.

DOI is: https://doi.org/10.4324/9780429505188

Preprint chapter:

Figure 17.2 The Virtual Reality environment and avatar in 2D, digitizing ancient dance 2016, Humlab.

Rethinking Virtual Places

I have written a book on the above which looks like (touch wood) will go into production.

I have about 30 images in the planned book but am wondering if I can or should place there an image (8×11 inches, landscape orientation or portrait if there is an area for the cover page text). Do any of the below look ok? Or should I ask a game company for screenshot permission?

Chapter titles are:

1 A Potted History of Virtual Reality
2 Dead, Dying, Failed Worlds
3 Architecture: Places Without People
4 Theories of Place & Cyberspace
5 Rats & Goosebumps-Mind, Body & Embodiment
6 Games are not Interactive Places
7 Do Serious Gamers Learn From Place?
8 Cultural Places
9 Evaluating Sense of Place, Virtual Places & Virtual Worlds
10 Place-Making Interfaces & Platforms
11 Conclusion

Initial image: Microsoft HoloLens in the Duyfken showing mixed reality maps and 3D models (Mafkereseb Bekele PhD project); Ikrom Nishanbaev and Susan at Ballarat Heritage Weekend, Ballarat Town Hall; Ikrom and public member, Ballarat; the HoloLens demo’d at the WA State Archives..

“Cultural Heritage Infrastructures in Digital Humanities” free for 7 days

Cultural Heritage Infrastructures in Digital Humanities (2017) is free to access for one week, get free access to the book (via this link) for 7 days.

After this 7-day period, you can buy a copy for £10/$15!

You can also visit the official Routledge History, Heritage Studies etc. Twitter page

and thanks to Routledge editor Heidi Lowther.

free Critical Gaming eBook for 7 days

Critical Gaming: Interactive History and Virtual Heritage  (2015 edition) is in a Routledge campaign for May (2020), which allows anyone to register and get free access to the book (via this link) for 7 days. After this 7-day period, they can buy a copy for £10/$15!  *Trust me this is a lot cheaper than before!

Also check out the official Routledge History, Heritage Studies etc. Twitter page

Is there a catch? I honestly don’t know but don’t think so!

Virtual Heritage Book Proposal Reviewers

If you’d like to be suggested as a reviewer for an edited book proposal we will send to a publisher on virtual heritage (a concise guide) please let me know and I will tell the editor (I won’t know who the final chosen reviewers will be and I’d rather not re-bother the usual suspects) … with the authors, we are deciding whether to write a very concise 30,000 words or a normal 80,000-word book proposal (but the latter would be more expensive for university students, the primary audience).

Calls for articles in 2020

ETC press: Well Played

Special Issue Call for Proposals: Well Played: Playable Theatre: For this special issue we invite experiential play-throughs, theoretical papers, critical analyses, and post-mortems by practitioners, across domains from around the world, that explore the many facets of live, interactive experiences. As an interdisciplinary issue, we welcome researchers and creators from theatre, digital and analog game studies, performance studies and related disciplines.

All submissions are 31 May 2020. All submissions and questions should be sent to: well-played (at) lists (dot) andrew (dot) cmu (dot) edu

Change over time Journal

The concept of “integrity” is central to the organizing principles and values of heritage conservation and is frequently evoked in international charters, conventions, and official recommendations. Generally speaking, integrity refers to the wholeness or intactness of a tangible object, place, or property and is a measure by which UNESCO determines the Outstanding Universal Value of a site.1 As a guiding principle of conservation practice, the concept of integrity has evolved from 19th century ideas of the artist’s intent, which located integrity in a moment in time (Viollet le Duc), to 21st century framings of integrity as an emergent condition as proposed by the 2005 Faro Framework Convention which suggests that integrity is neither fixed nor static but is understood through a process of interpreting, respecting, and negotiating complex, and at times, contentious values. Abstracts of 200-300 words are due 5 June 2020. Authors will be notified of provisional paper acceptance by early July 2017. Final manuscript submissions will be due 3 January 2021.

MIT Presence

Guest Editors: GunasekaranManogaran, Hassan Qudrat-Ulla, Ching-Hsien Hsu, Qin Xin Paper Submission Deadline 25-08-2020; Author notification 15-11-2020; Revised papers submission 25-01-2021; Final Acceptance 30-03-2021

JOCCH

ACM Journal on Computing and Cultural Heritage – emerging computational and analytical methods and technologies with archival practice (including record keeping), and their consequences for historical, social, scientific, and cultural research engagement with archives. We want to identify potential in these areas and examine the new questions that they can provoke. At the same time, we aim to address the questions and concerns scholarship is raising about issues of interpretation raised by such methods, and in particular the challenges of producing quality – meaning, knowledge and value – from quantity, tracing data and analytic provenance across complex knowledge production ecosystems, and addressing data privacy and other ethical issues.

World History Connected

World History Connected is seeking papers for its next three issues 17.2 ( June 2020), 17. 3  (October, 2020) and 18.1, (February 2021), for special sections that will address new research on, and fresh approaches to, the teaching of 1) the place of the Classical World in World History, from the militarization of Roman elephants to the concept of the Axial Age (deadline for submissions is April  6, 2020); (2) themes in Southeast Asia in World History from Lidar to maritime subjects (deadline for submissions is August 3, 2020) and 3) Games and Simulations in World History, from the use of historical content, to the process of construction and marketing, to use in the classroom (deadline for submissions is November 2, 2020).

 

 

 

 

Open Access publications

I am often asked to mail commercial books, sorry I normally have to refuse. However, there are recent-ish publications that are open access. allowed via institutional repositories or were free to download, that I have written down here:

Open access or available articles, chapters, etc

Books

  1. Champion, E. (2012). (). Game Mods: Design, Theory and Criticism, Pittsburgh: Entertainment Technology Center Press. 978-1-300-54061-8. URL: http://www.etc.cmu.edu/etcpress/content/game-mods

Book Chapters

  1. Champion, E. (2020). Games People Dig: Are They Archaeological Experiences, Systems, or Arguments? In S. Hageneuer (Ed.), Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13 October 2018) (pp. 13-25). London: Ubiquity. https://www.ubiquitypress.com/site/chapters/10.5334/bch.b/
  2. Champion, E. (2019). From Historical Models to Virtual Heritage Simulations. In P. Kuroczyński, M. Pfarr-Harfst, & S. Münster (Eds.), Der Modelle Tugend 2.0 Digitale 3D-Rekonstruktion als virtueller Raum der architekturhistorischen Forschung Computing in Art and Architecture (pp. 337-351). Heidelberg, Germany: arthistoricum.net. https://doi.org/10.11588/arthistoricum.515
  3. Champion, E. (2017). “Single White Looter: Have Whip, Will Travel” in Angus A.A. Mol; Csilla E. Ariese-Vandemeulebroucke; Krijn H.J. Boom; Aris Politopoulos, (Eds.)., The Interactive Past: Archaeology, Heritage, and Video Games, Sidestone Press, pp.107-122. URL: http://www.oxbowbooks.com/oxbow/the-interactive-past-50944.html ISBN: 9789088904370.

Journal articles

  1. Rahaman, H., & Champion, E. (2019). To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups. Heritage, 2(3), 1835-1851. Retrieved from https://www.mdpi.com/2571-9408/2/3/112
  2. Champion, E., & Rahaman, H. (2019). 3D Digital Heritage Models as Sustainable Scholarly Resources, Sustainability: Natural Sciences in Archaeology & Cultural Heritage, 11(8). MDPI. Editor, Ioannis Liritzis. Open Access. Invited article. https://www.mdpi.com/2071-1050/11/8/2425
  3. Nishanbaev, I., Champion, E., & McMeekin, D. A. (2019). A Survey of Geospatial Semantic Web for Cultural Heritage. Heritage, 2(2), 1471-1498. https://doi.org/10.3390/heritage2020093
  4. Bekele, M., & Champion, E. (2019). A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage. Frontiers in Robotics and AI | Virtual Environments: Emergent Technologies for Cultural Heritage and Tourism Innovation. doi:10.3389/frobt.2019.00091
  5. Champion, E. (2017). Bringing Your A-Game to Digital Archaeology: Issues with Serious Games and Virtual Heritage and What We Can Do About It. SAA Archaeological Record: Forum on Digital Games & Archaeology, 17 No.2 (special section: Video Games and Archaeology: part two issue), pp. 24-27. March issue. URL: http://www.saa.org/Portals/0/Record_March_2017.pdf
  6. Champion, E. (2016). A 3D PEDAGOGICAL HERITAGE TOOL USING GAME TECHNOLOGY. International Journal of Mediterranean Archaeology & Archaeometry, (special issue, selection of VAMCT2015 conference papers). International Journal MAA (ISI Arts & Humanities Citation Index, Thomson Reuters, USA; Scopus) Vol.16, No.5, pp. 63-72.URL: http://maajournal.com/Issues2016e.php DOI: 10.5281/zenodo.204967
  7. Champion, E. (2016). Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs. Transactions of the Digital Games Research Association (ToDIGRA), Volume 2 Issue 3 (special issue, “Diversity of play: Games – Cultures – Identities” selected DiGRA2015 conference papers). URL: http://todigra.org/index.php/todigra/index
  8. Champion, E. M. (2016). Digital humanities is text heavy, visualization light, and simulation poor. Digital Scholarship in the Humanities (DH2015 Special issue). DOI: http://dx.doi.org/10.1093/llc/fqw053 URL: http://dsh.oxfordjournals.org/content/early/2016/11/07/llc.fqw053
  9. Champion, E. (2016). Entertaining the Similarities and Distinctions between Serious Games and Virtual Heritage Projects. Special Issue in the Journal of Entertainment Computing on the theme of Entertainment in Serious Games. Vol. 14, May: 67–74. Elsevier. Online. DOI: 1016/j.entcom.2015.11.003. PDF available at Research Gate: https://www.researchgate.net/publication/284930065_Entertaining_The_Similarities_And_Distinctions_Between_Serious_Games_and_Virtual_Heritage_Projects
  10. Champion, E. (2015). Defining Cultural Agents for Virtual Heritage Environments. Presence: Teleoperators and Virtual Environments-Special Issue on “Immersive and Living Virtual Heritage: Agents and Enhanced Environments,” Summer 2015, Vol. 24, No. 3: 179–186, MIT Press. URL: http://www.mitpressjournals.org/toc/pres/24/3 PDF available at Research Gate: https://www.researchgate.net/publication/284930065_Entertaining_The_Similarities_And_Distinctions_Between_Serious_Games_and_Virtual_Heritage_Projects

Conference paper

  1. Champion, E. (2016). Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs. Transactions of the Digital Games Research Association (ToDIGRA), Volume 2 Issue 3 (special issue, “Diversity of play: Games – Cultures – Identities” selected DiGRA2015 conference papers). URL: http://todigra.org/index.php/todigra/index