The Royal Library of Denmark, Den Sorte Diamant – Kulturarvssalen Søren Kierkegaards Plads 1, København
#hack4dk date and venue: The Royal Library, The National Museum and The Danish Agency for Culture invite YOU to participate in Denmark’s first cultural heritage hackathon.
What’s in it for you? A chance to play with open cultural data such as maps, aerial photos, listed buildings, films and artworks and spend some fun hours with fellow developers. There will be free food and drinks and a cool afterparty somewhere in town.
What’s in it for us? We want to show the value of open, free and accessible data with cool prototypes and educate the cultural world about the power of APIs, webservices and mashups.
On Monday 10 September 2012 we had our official launch and I would like to thank all who attended and the invited speakers and it appeared yesterday and today on the Aarhus University website.
Would like to have more time for questions and answers session, but the delay was probably caused by the audience networking over good coffee, which is just further proof of the need for a more collaborative and communal organization to help promote and disseminare digital humanities!
There will be two new PhD positions advertised soon, and Aalborg may also be introducing new possibilities so keep eyes tuned to the dighumlab.dk website.
I will be giving a talk on Monday on playful touchscreen interfaces and although built in Flash, Li Wang’s touch screen taoist games may now also work in html 5, and across PC, touch screen PC and mobile touch screens! Great progress seems to have been made.
http://www.mediaarchitecture.org/wp-content/uploads/MAB_2012-Call_for_papers.pdf MEDIA ARCHITECTURE BIENNALE 2012 November 15-17, 2012 Aarhus, Denmark Building on the successful event in Vienna 2010, Media Architecture Biennale 2012 brings together artists, practitioners and researchers from academia and industry in the ongoing exploration of the meeting between architecture and digital media. The 2012 Biennale comprises an academic conference track, exhibitions, and industry sessions, as well as a full day of workshops. Our vision is to provide an excellent forum for debate and knowledge exchange; to offer a unique opportunity that brings together the best minds and organizations; and to highlight state-of-the-art and experimental research in media architecture.
Important Dates for Papers Papers submission deadline: July 20, 2012 Notification of acceptance: Sept 5 Camera-ready submission: Sept 25 Conference: Nov 15-17 2012
It is clunky on my current non dedicated graphics workstation so I cannot vouch for speed. But if it has reasonable performance on better multimedia desktops, I see a great deal of upside to this framework http://virtualworldframework.com/web/catalog.html I especially like the google earth demo, shuffleboard and physics
http://virtualworldframework.com/web/faq.html The Virtual World Framework (VWF) is a means to connect robust 3D, immersive, entities with other entities, worlds, content and users via web browsers. It provides the ability for client-server programs to be delivered in a lightweight manner via web browsers, provides synchronization for multiple users to interact with common objects and environments. For example, using the VWF, a developer can take video lesson plans, objects and avatars and successfully insert them into an existing virtual or created landscape (such as EDGE or Open Sim), interacting with the native objects and users via the VWF interface.
Could this be used to find things in an audio archive after selecting their visual equivalent in a phone? Could this be used with Google apps such as http://www.google.com/insidesearch/
In earlier academic literature there has been some previous research I know of in the area such as talkminer TalkMiner: A Search Engine for Online Lecture Video” url: http://talkminer.com/
a. HTML video editing, what functions can be done with audio mixing? For example, you have different radio tracks that can be mixed via a webpage, see http://evelyn-interactive.searchingforabby.com/
5. Spatial audio and virtual environments eg OPEN SIM, Wonderland, Unity, Blender, procedural audio.
a. http://www.presciencelab.org/VA/ The goal of virtualized audio is to permit listeners and performers to inject themselves into a shared virtual acoustic space-to let a listener hear what a performer would sound like in his room or in a virtual performance space of his choosing. The listener(s) and performers, recorded or live, are able to move about the shared space at will, the system maintaining the illusion that the performers are in shared performance venue-a guitarist appears to be sitting at your conference table strumming softly.
b. Open Wonderland and Open Sim promised to be virtual worlds with spatialized audio that could work as virtual conferencing tools, Combine with 3D virtual worlds for teleconferencing, providing streaming located radio in VEs for teleconferencing, http://elearnmag.acm.org/archive.cfm?aid=2206888
a. Is there research being done on what examples can best showcase LARM to a wider audience? What new research tools are required for net radio, etc? Example: http://www.audiencedialogue.net/pmlr3.html
b. Crowd tagging to increase profile and to study user behaviour (could be applied to radio archives?) Indianapolis Museum of Art Tag tours http://www.imamuseum.org/page/collection-tags
a. For our contribution to DARIAH we need indexing tools and search tools ways of creating interactive video and audio content.
9. RADIO and GEOVISUALIZATION
a. Could audio detection tools reveal recording location?
b. Pronunciation database retrieval, idiolects (CLARIN_NeDiMAH, DARIAH?). Update apparently already done. Hmm, but with ORBIS like data? (http://orbis.stanford.edu/)
· Note to self: where is that French video showing accurate 3D recording of sound that they added to virtual objects?
· Retrieving sounds via voice and movement detection (“Skyrim voice detection” the game engine can be used to create free standing levels). Medieval and pseudo Viking content is already built into the game.
Alison Gazzard and Alan Peacock, Repetition and Ritual Logic in Video Games Games and Culture November 2011 6: 499-512, doi:10.1177/1555412011431359
Shannon Kennedy-Clark and Kate Thompson, What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why? Games and Culture November 2011 6: 513-537, first published on December 7, 2011 doi:10.1177/1555412011431361
Lori C. Walters,Darin E. Hughes, and Charles E. Hughes,Interconnections: Revisiting the Future Games and Culture November 2011 6: 538-559, doi:10.1177/1555412011431360
There is hopefully an editorial / introduction (by Dr Jeffrey Jacobson, Director of http://publicVR.org, and myself) in the November 2011 6(6) issue. And Jeffrey’s name should have appeared first, sorry Jeffrey!
I will take up a new role in Aarhus Denmark, project leader/manager of DIGHUMLAB, (or DigHumLab), the new Digital Humanities Lab, to “to spearhead the structuring of the national research infrastructure DIGHUMLAB”. It is hosted by Aarhus University, but part of a consortium including Aarhus University, Aalborg University, the University of Copenhagen and the University of Southern Denmark.
It has been published: Erik Champion and Andrew Dekker, Biofeedback And Virtual Environments, International Journal of Architectural Computing, Multi Science Publishing, ISSN 1478-0771 (Print), Volume 9, Number 4 / December 2011. Full Text PDF (481.5 KB), DOI 10.1260/1478-0771.9.4.377, Pages 377-396. Online Date: Friday, February 03, 2012.
Computing / games students, academics and industry professionals are invited to submit the following:
– Research papers (including review papers; progress papers; surveys; lab and QA testing studies); – Essays and commentary on current games industry issues; – Computer games degree dissertations.
The Computer Games Journal will be a technical publication with a business focus. It will be focussed on new developments in computer games design, development and marketing; and on the economic and technical issues facing the games industry.
Two book chapters should also appear in 2012 or maybe even 2013:
Travels in Intermedia[lity]: ReBlurring the Boundaries, Bernd Herzogenrath, ed. Interfaces: Studies in Visual Culture Series, Dartmouth College Press, 2012. NB Not in stock or not yet published, expected: June 2012. URL: http://www.upne.com/1611682595.html
Champion, Erik. “History and Heritage in Virtual Worlds” in Grimshaw, M. (Ed.). (Pending). The Oxford Handbook of Virtuality. New York: Oxford University Press.
Current state of abstract: The potential of virtual reality technology applied to history and to cultural heritage appears to be rich and promising. Teaching history through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of culture and place. However many issues await to confront us: potential confusion between what is the past and what is history; the issue of realism when applied to the simulated portrayal of history and heritage; effective and meaningful interaction; the ownership of cultural knowledge before during and after it is digitally transmitted across the world; and how we can evaluate the successes and failures of this field.
There are also two edited journal special issues (for Games and Culture, and Virtual Reality), that are either at the publishers or waiting with me.
And also an edited book project, on game mod design and theory, which I promise is still likely to be published this year.
Hope I have not forgotten anything!
EDIT: I did forget an article for the International Journal of Architectural Computing, with Andrew Dekker, on biofeedback, should be published (when it arrives) here: http://multi-science.metapress.com/content/121497/
Digitality is the condition of living in a world where ubiquitous information and communication technology is embedded in the physical world. Although it is possible to point out what is “digital” and what is “real,” the distinction has become pointless, and it has no more explanatory power for our environment, buildings, and behaviour. Material objects are invested with communication means, teams are communicating even when not together, and buildings can sense and respond to the environment, each other, and to inhabitants.
Digital is no longer an add-on, extra, or separate software. Reality is partly digital and partly physical. The implication of this condition is not clear however, and we need to investigate its potential. We have to search for new strategies that acknowledge the synergetic qualities of the physical and the digital. This is not limited to artifacts or what we design, but it also influences the process, methods, and what or how we teach. For the conference therefore, we are looking for contributions that explore this synergy.
Authors are encouraged to submit their work on the conference theme.
Subjects may be, but are not limited to: CAAD curriculum. Modes of production. New design concepts and strategies. Mass customization. Collaborative design. Digital aids to design creativity. User participation in design. Generative design. Virtual architecture. Shape studies. Virtual reality. Precedence and prototypes. Web-based design. Design tool development. Human-Computer Interaction. Simulation, prediction, and evaluation. City modelling. Digital applications in construction.
IMPORTANT DATES Extended abstracts – – – – – – – – – – -4 February 2012 For extended abstracts, use the template on the website: http://ecaade2012.molab.eu/submission.htm Abstracts must be uploaded via the eCAADe 2012 OpenConf website (start by the end of January). Acceptance of papers – – – – – – – – – 26 March 2012 Submission of full papers – – – – – – -3 June 2012 Deadline early registration- – – – – – -3 June 2012 eCAADe workshops – – – – – – – – – -10-11 September 2012 eCAADe conference – – – – – – – – -12-14 September 2012 Contact email: ecaade2012@fa.cvut.cz Conference organizers: Henri Achten and Dana Matejovska Cabinet of Architectural Modelling Faculty of Architecture Czech Technical University in Prague Czech Republic
The below will be out next year, a new collection of essays on Intermedia, my chapter is on intermedia, games and the magic circle. Looking forward to finally seeing this in print!
Travels in Intermedia[lity]: ReBlurring the Boundaries, Bernd Herzogenrath, ed. Interfaces: Studies in Visual Culture Series, Dartmouth College Press, 2012. NB Not in stock or not yet published, expected: June 2012. URL: http://www.upne.com/1611682595.html
Location: University of São Paulo • Mackenzie Presbyterian University, São Paulo, Brazil Website: www.fau.usp.br/icdhs2012 Deadline for proposals: 29 Feb 2012
8th Conference of the International Committee for Design History and Design Studies
History marks territories that in some way or another are reflected in design. Since the first ICDHS conference, held in Barcelona in 1999, significant steps were taken to draw attention to the nature of design studies, practice and history in a wider world context. Parallel to that, the configuration of design landscapes has been significantly altered by education, technology and national state policies intended to promote local industries and sites by means of design.
The 8th ICDHS conference, “Design Frontiers: territories, concepts, technologies”, aims to discuss how design history and design studies may push the limits of design knowledge. The frontiers of design may be challenged by the exploration of new territories, by the establishment of new concepts, by the emergence of new technologies, as well as by rediscovering the past and by finding new ways of applying current wisdom.
KEY DATES
Deadline for paper proposals: 29 February 2012 Notification of acceptance: 1 May 2012 Deadline for author registration: 1 July 2012
I am landing in the Nordic region to finish a book project on organic design theories in early modern Nordic Architecture (Aalto, Asplund, Lewerentz, Fehn, Utzon and also some less well known architects like Kampmann and Knutsen). The main writing is based on a 90,000 word thesis, (plus a 30,000 word subthesis on pastmodern architecture), but I need to update the references, develop a more critical and philosophical approach, and take a great many photos! Rough itinerary so far is below.
BTW: I’d appreciate knowing of cultural heritage and digital media research centres that are open to visitors.
Neil Wang, a Master of Design student at the Auckland School of Design, was awarded the best student paper at the CHINZ2011 conference in Hamilton yesterday. He presented his pilot study results, (final results will hopefully appear later). Neil received NZ$300 and a certificate from the 12th ACM SIGCHI-NZ Conference on Human-Computer Interaction, held at the University of Waikato, New Zealand, over 4-5 July 2011.
Title: A Pilot Study of Four Cultural Touch-Screen Games
Abstract:Four simple single-player games (based on the “Four Arts” of traditional Chinese culture) have been designed in Flash for a touch-screen display. The aim is to allow players to experience a digital interactive recreation of traditional Chinese culture, in order to understand features of traditional Chinese culture and related philosophical concepts such as Daoism. To evaluate the effectiveness of the design, a pilot study was conducted with twelve participants, six were Chinese speaking and six were not. The pilot study suggest that there are differences between Chinese and non-Chinese users in perceived notions of authenticity and ease of use and it has provided us with ideas on how to improve both the games and the evaluation.