Category Archives: Conference

Image Recognition / Search Applications

I was asked yesterday if there are applications that can recognise and catalogue images, particularly of buildings.

Years ago I proposed a simpler (ontology reductive) system for tourism so I have an interest in uses for this technology but I am not in this field.
Nevertheless, a quick search found these links. No guarantees but some of the tools look very interesting indeed:

Firstly, an overview:
List of 14+ Image Recognition APIs

Most famous applications that as far as I know only search (and don’t categorise) from your photograph to what may match on the Web:
Google Goggles

More details:
https://en.wikipedia.org/wiki/Google_Goggles
Of course the way forward for entire scenes courtesy of Google + Stanford:
NB https://en.wikipedia.org/wiki/Bing_Vision does not appear suitable here

For general purposes this looks promising

If you wish the app to automatically sort and tag images (so that adatabase can automatically order them) do you have a developer?

Besides http://www.recognize.im/ you can also check out (and thanks to Quora):


NB Diego Jiménez-Badillo, Mario Canul Ku, Salvador Ruíz-Correa, Rogelio Hashimoto-Beltrán have created a 3D version: “A machine learning approach for 3D shape analysis and recognition of archaeological objects

Interactive Fiction, Cultural Tourism, Archaeology and Gaming

 Interactive Fiction

Over 4-5 April I attended the Interactive Pasts conference in Leiden, the Netherlands. It was organised by Archaeology PhD students, and they also created a gamified kickstarter project to get the funding required for an open access book publication of the proceedings. If you missed the conference (which was also on twitch), the presentations are on YouTube.

How does this relate to Interactive Fiction? Tara Copplestone and Angus Mol ran a workshop in the last session on interactive fiction.

Figure 1: #TIPC Interactive Pasts Conference Summary-Erik and Lennie photo by Tara Copplestone

Four of us (myself, Lennart Linde, Catherine Flick, B. Tyr Fothergill) used Twine (Mac version 1.42, PC is version 2.0), to develop the beginnings of an Interactive Fiction (IF) game, called A Career In Ruins, which is an archaeology conference simulator, where the student or junior researcher has to attempt to maximise their reputation while maintaining other important functions (such as phone battery and regular toilet breaks) without missing important sessions.

twine a career in ruins

FIGURE 2: IF PROTOTYPE DEVELOPED WITH TWINE 1.4.2-A CAREER IN RUINS

Like many in the digital humanities, I was a fan of Steve Jackson Adventure Books in the 1980s (yes I was young then) and I had developed my own interactive fiction/D n D game on a 1628 byte CASIO FX-702P Programmable Calculator (around 1982?) I was very keen on expanding my knowledge of what these interactive writing tools can do.

Firstly there is a wide range of these tools: Google Docs.

Secondly, open source HTML-based TWINE and application INFORM are perhaps two of the most widely known tools (and TWINE is perhaps best to start with for beginners), but Squiffy (Mac, PC, Linux) looks most to interesting to me, and I was happy to discover that Adobe’s Phone Gap Application can port the Squiffy interactive fiction / games to mobile phones. I think HTML is a big advantage over those formats that require readers to download a specialised executable and HTML 5 also has other possibilities such as extending to JavaScript (three.JS, Angular.js Node.js or WebGL exported UNITY etc.). There are a variety of ways to create the 3D model for JavaScript and there are good tutorials online, the main challenge is how to incorporate 3D with interactive fiction.

There have even been IF-isometric driving games! The other possible advantages of the JavaScript that I mentioned are that they can offer videos, panoramas, and possibly 3D models.

About 10-15 years ago a program called RealViz allowed you to create 3D layers to panoramas, allowing movies and 3D objects to co-exist (would love to refind the Embarcadero example). Some exciting work and examples was done (via Shockwave 3D) with the imagemodeler but RealViz was bought out by Adobe and no longer exists. I don’t know of a comparable software application today.

However, using the above software I mentioned, I think we can link interactive fiction, panoramas, 3D models, and possibly even 3D panoramas with JavaScripted riddles (there are similar existing applications, like Pannellum).

It would be even more interesting to create these interactive-fiction panoramas for the new head mounted displays like the HTC Vive.

htc vive

FIGURE 3: HTC VIVE, DEMO, LETS MAKE GAMES, PERTH

The possibilities for creative writing and also for archaeological story-making and cultural tourism really interests me and with European partners I hope we can propose a summer workshop. Possibly we would propose two workshops, one for creative writers and cultural tourism (using people’s own holiday snaps and other media, or drawing from digital archives of local heritage) and a second for archaeologists to create interactive fiction/fact/riddles/hypotheses. The first might combine lectures on Nordic Noir and its influence on cultural tourism. If the workshops actually take place, I think they would probably be in Denmark or Greece, or both. Best to start working on the proposal, then!

UPDATE: Inklewriter also looks promising according to this post of its use in a Choose Your Own Witchcraft Trial course.

CFP: Conferences for 2016-2017

START*DUE*CONFERENCETHEMELOCATION
05-Sep-1615-Mar-16TPDL2016Theory and Practice of Digital Libraries (TPDL)Hannover Germany
06-Oct-1617-Mar-16ecgbl2016Games-Based LearningUni WS Scotland
07-Sep-1625-Mar-16VS-GAMESVirtual Worlds and Games for Serious ApplicationsBarcelona Spain
18-Oct-1618-Apr-16Chiplay2016Austin Texas
31-Oct-1602-May-16euromeddigital heritageLemossos Cyprus
05-Oct-1602-May-16GCH2016Graphics and Cultural Heritage (tbc)Genoa Italy
28-Sep-1610-May-16ICECEntertainment ComputingVienna Austria
26-Sep-1616-May-16JCSGJoint Conference on Serious GamesBrisbane Australia
10-Oct-1619-May-16DCDCCollections, connections, collaborations:from potential to impactManchester UK
17-Oct-1601-Jun-16VSMM2016Virtual Systems and Multimedia (tbc)Kuala Lumpa Malaysia
03-Apr-17?www2017World Wide Web 2017Perth Australia
30-Jul-17?SIGGRAPH 2017SIGGRAPH 2017LA USA

CFP VSMM 2016 Kuala Lumpur October 2016

vsmm2016.org “Transdisciplinary – Transmedia – Transformations”
The 22nd International Conference on Virtual Systems & Multimedia VSMM 2016, will be held at Sunway University (SU), Kuala Lumpur, hosted by the Faculty of Arts, the Centre for Research Creation in Digital Media (CRCDM) and the Faculty of Science and Technology, in October 2016. Abstracts due: 16 May 2016.

VSMM2016_CFP.pdf

CFP: JVRB Special Issue: Trackless virtual studio via actor reconstruction

The Journal of Virtual Reality and Broadcasting JVRB will dedicate volume 13.2016 to the topic of Trackless virtual studio via actor reconstruction.

Virtual sets without camera tracking offer a great degree of freedom concerning camera moves: A virtual camera is not limited by physical constraints and visual effect (e. g. “bullet time”) or unusual camera positions can easily be produced. It is possible to achieve full interaction between the real and the virtual domain, including lighting, shadows and collision. Furthermore, a complete actor reconstruction results in easy actor modification (e. g. exchanging body parts with virtual parts).
The JVRB Special Issue 2016 focusses on how these new techniques influence entertainment, filmmaking and visual storytelling. It presents state-of-the-art approaches to trackless virtual studio via actor reconstruction and which technologies are necessary to achieve this. Topics include, but are not limited to:
– 3D object acquisition
– Volumetric surface reconstruction
– Image-based modelling
– Structure from motion
– Sensor Fusion
– Multi-view stereo
– 6dof-Tracking
– Depth camera
– Relighting
– Software approaches
– Mobile approaches

All submissions will undergo a peer-review process with at least three independent experts from the appropriate field of research.

Guest Editor: Graham Thomas, BBC Research and Development, UK

Submission:
Submission deadline: March 31st, 2016
Submission via: https://easychair.org/conferences/?conf=jvrb2016 LaTeX-Template: http://www.jvrb.org/submission/tex-template/

More information about the Journal at: http://www.jvrb.org

Virtual Heritage Article free to download until 21 April 2016

Elsevier have kindly let me and others download the below article from the Journal Entertainment Computing, (Volume 14, May 2016, Pages 67–74) up until 21 April 2016. From 22 April it will be behind the Elsevier paywall again.

http://authors.elsevier.com/a/1Se406gYiZRYG4
No sign up or registration is needed – just click and read!

Title: Entertaining The Similarities & Distinctions Between Serious Games & Virtual Heritage Projects

Abstract:
This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage, typical game-style entertainment poses particular ethical problems, especially around the simulation of historic violence and the possible trivialization of culturally sensitive and significant material. While virtual heritage can be considered to share some features of serious games, there are significantly different emphases on objectives. Despite these distinctions, virtual heritage projects could still meet serious games-style objectives while entertaining participants.

Why Learning Can’t Be “Like a Video Game”

I think this is a thought-provoking article but it is hamstrung by its implicit definition of “immersive”

Hapgood

One of the projects I’m working on with French colonial history scholar Susan Peabody this semester at WSU is building a virtual, wiki-based museum with her students in a history course. We’re using a Wikity-based WordPress template to do it, and while we’re not utilizing the forking elements in it, we’re actually finding the Markdown + card-based layout combo to be super easy for the students to master. It’s honestly been encouraging to see that while I still don’t have the forking and subscription in Wikity quite where I want it, it actually makes a kick-ass WordPress wiki. I should probably write about that at some point.

But what I wanted to talk about today was an excellent article Sue shared with me. It’s one she had her students read, and it helped crystallize some of my ambivalence around virtual reality.

The 2004 article, Forum: history and the Web: From the…

View original post 695 more words

The problems with game-based history

The problem I have with the entire game revolving around the player is when we are simulating (world) heritage sites, the experience is about a culture not about the player. Historical adventure games don’t necesarily have this problem.

The Interpretation Game

I’m still enjoying Eric Champion’s Critical Gaming: Interactive history and virtual heritage. I wanted to write today about his chapter four, which lots at the problems of learning history through games. There’s all sorts of things I like in here, and only one thing I take a different view on.

The first thing I like is that he quotes this blog, from Thomas Grip. Especially this line:

It is very common that you change a story like this depending on your audience. If the people listening do not seem impressed by the hero’s strength, you add more details, more events, descriptions and dialog. Your goal when telling the story is not be give an exact replication of how the story was told to you. What you are trying to do is to copy the impact the story had on you and any change you can do in order to…

View original post 854 more words

New abstract submitted

For Charting the Digital Charting the Digital: Play, Discourse, Disruption Venice Italy

https://ispr.info/2015/12/10/call-charting-the-digital-play-discourse-disruption/ – more-21567

Theme: Playful cartography & Future Mapping: Attitudinal MiniMaps and Embodied Interaction

Various virtual environments have used ideas like world maps or minimaps,small-scale pictures within pictures ofthe world, to allow quick orientation through large virtual environments.Generally, these ideas are to facilitate navigation and orientation, but they could also be used thematically to increase immersion in virtual environments, show the behavioral states of other players, or reveal different perspectives of the same ‘world’.

In virtual environments, users do not have access to peripheral visual information available to them in reality (due to the lesser field of vision, no sideways glances and no natural sideways motion of the eyes through ambulation). In game design, the player often wishes to know where enemies are without having to leave the screen.

Designers often create a hybrid visual environment of 3D world and translucent overlay map as a way of getting around these problems.

Rather than directly recreate the 3D environment as plan objects, game designers often represent the moving players and rotate the map view to always reflect what is in front of the player.

Figure 1: Lugaru-an example of a game using an overlayed rotating map (lower right corner).

For example, in the game Lugaru (Fig. 1),the overlay map rotates with orientation of the player’s bunny avatar, and reveals only the plan outlines of buildings. Lugaru notonly shows other moving characters and where they are facing (the enemies are represented by triangles), but the moving map symbols of the enemies change colour to indicate if they are just walking,in a sensing state, or have found and arechasing the player’s avatar.

I suggest that these types of minimaps and similar devices in games are of great practical and creative potential for future environments, especially when coupled with the recent development of more affordable and reliable biofeedback devices.

We have been developing biofeedback (Fig. 2) and camera tracking peripherals and interfaces for a variety of purposes, but as far as we know they have not yet been employed in public visualization and large surround displays for use with interactive maps and gazetteers.

Figure 2: Biofeedback applied to the gameplay, music, AI and cinematic shaders of a horror game mod

References

Champion, E. (2010). Wayfinding across space, time, and society Cyber-­-archaeology (pp. 85-96): Archaeopress.

Champion, E., & Dekker, A. (2011). Indirect biofed architecture: Strategies to best utilise biofeedback tools and interaction metaphors within digital architectural environments. Paper presented at the 16th International Conference on Computer-Aided Architectural Design Research in Asia, CAADRIA 2011.

Champion, E. (2015). Motion Control For Remote Archaeological Presentations, Digital Heritage: 3D representations. Paper presented at the Aarhus University/Moesgaard Museum, Denmark. http://conferences.au.dk/digitalheritage/

Review of Critical Gaming: Interactive History and Virtual Heritage

Internet Archaeology (@IntarchEditor)
16/02/2016, 7:52 PM
NEW! Review of Critical Gaming: Interactive History and Virtual Heritage dx.doi.org/10.11141/ia.40… @nzerik pic.twitter.com/TMsT7pHRx1

I have to say I found this a fair and interesting book review, my book was intended more as a primer for ideas for others to both reflect on and design (as well as evaluate) virtual heritage and interactive history projects but the change in jobs (and countries) chapter structure and word parameters resulted in some chapters to be less in-depth than the topics deserved. And as I noted on Twitter there is at least one (and probably several) reasons for the apparently too-dominant focus on built heritage! So sorry archaeologists but thanks to all for retweeting the review!

Planned / hopeful trips in 2016

START DUE CONFERENCE THEME LOCATION
Happening..
04-Apr-16 invited Interactive Pasts Exploring the intersections of archaeology & video games Leiden, The Netherlands
06-Apr-16 invited Three-dimensional Dynamic Data Visualization and Exploration for Digital Humanities Research Hamburg Germany

08-Jun-16 18-Feb-16 Presence The Power of Presence Kyoto Japan (if writing an abstract that gets accepted!)
20-Jun-16 19-Feb-16 DHA2016 DIGITAL HUMANITIES AUSTRALASIA 2016:Working with Complexity (faintly possibly) Hobart Tasmania Australia

Not sure what is happening here
22-Jun-16 invited NEH Humanities Heritage 3D Vis:Theory & Practice L.A. USA

Happening
12-Aug-16 invited Digital Collections Presenting Cultural Specificity in Digital Collections workshop NUS, Singapore

And possibly!?..
28-Sep-16 10-May-16 ICEC Entertainment Computing Vienna Austria (if writing an abstract that gets accepted!)
05-Oct-16 15-May-16 GCH2016 Graphics and Cultural Heritage  Genoa Italy (if writing an abstract that gets accepted!)
08-Oct-16 30-Jan-16 Charting the Digital Charting the Digital: Play, Discourse, Disruption Venice Italy (if writing an abstract that gets accepted!)

CFP: iLRN 2016 Immersive Learning Research Network Conference

June 27th – July 1st, 2016
Santa Barbara, California, USA
http://immersivelrn.org/ilrn2016

Join immersive learning experts and practitioners from across the
disciplines in sunny California for iLRN 2016! The 2nd Annual
International Conference of the Immersive Learning Research Network will
be an innovative hands-on and scholarly meeting for an emerging global
network of developers, educators, and research professionals
collaborating to develop the scientific, technical, and applied
potential of immersive learning.

Important Dates:
papers (main conference and special tracks): February 15, 2016
Author notification of acceptance: March 30, 2016
Camera-ready deadline: April 23, 2016

CFP: 14th EG Workshop on Graphics and Cultural Heritage, Genova, 5-7 October 2016

14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage
Genova, Italy, 5-7 October 2016
http://gch2016.ge.imati.cnr.it
Call for Papers

The 14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage (GCH 2016) aims to foster an international dialogue between ICT experts and CH scientists to have a better understanding of the critical requirements for processing, managing, and delivering cultural information to a broader audience. The objective of the workshop is to present and showcase new developments within the overall process chain, from data acquisition, analysis and synthesis, 3D documentation, and data management, to new forms of interactive presentations and 3D printing solutions. Interdisciplinary approaches for analysis, classification and interpretation of cultural artefacts are particularly relevant to the event.
The intention of GCH 2016 is also to establish a scientific forum for scientists and CH professionals to exchange and disseminate novel ideas and techniques in research, education and dissemination of Cultural Heritage, transfer them in practice, and trace future research and technological directions. Therefore, we seek original, innovative and previously unpublished contributions in the computer graphics area applied to digital cultural heritage, challenging the state of the art solutions and leveraging new ideas for future developments. Specific sessions will be devoted to reports on applications, experiences and projects in this domain. Contributions are solicited (but not limited to) in the following areas:
• 2/3/4D data acquisition and processing in Cultural Heritage
• Multispectral imaging and data fusion
• Digital acquisition, representation and communication of intangible heritage
• Material acquisition analysis
• Heterogeneous data collection, integration and management
• 3D printing of cultural assets
• Shape analysis and interpretation
• Similarity and search of digital artefacts
• Visualization and Virtual Museums
• Multi-modal and interactive environments and applications for Cultural Heritage
• Spatial and mobile augmentation of physical collections with digital presentations
• Semantic-aware representation of digital artefacts (metadata, classification schemes, annotation)
• Digital libraries and archiving of 3D documents
• Standards and documentation
• Serious games in Cultural Heritage
• Storytelling and design of heritage communications

IMPORTANT DATES
May 2 Abstract
May 9 Full Papers, Short Papers
June 30 Notification
Sept 5 Final Camera Ready

Proceedings
All the accepted papers will be published by the Eurographics Association and will be stored in the EG Digital Library.
The authors of selected best papers will be invited to submit an extended version to the ACM Journal on Computing and Cultural Heritage (JOCCH, see at http://jocch.acm.org/).

Event Co-Chairs
Bianca Falcidieno – CNR IMATI, Italy
Dieter Fellner – TU Darmstadt/Fraunhofer IGD, Germany

Program Co-Chairs
Chiara Eva Catalano – CNR IMATI, Italy
Livio De Luca – MAP (Models and simulations for Architecture and Cultural Heritage) Lab, CNRS, France

CFP : JCSG 2016 – Call for Submissions

CALL FOR PAPERS, SHOWCASES & EXHIBITS
JCSG 2016 – Joint Conference on Serious Games
26 – 27 Sept, Brisbane, Australia
http://jcsg2016.org

The international Joint Conference on Serious Games – JCSG 2016 brings together the 7th Serious Games Development & Applications (SGDA 2016) and 6th GameDays 2016 conferences. JCSG 2016 will be held in Brisbane, the capital of Queensland in Australia, and hosted by Griffith University on Brisbane’s beautiful cultural precinct, South Bank.

Games, Play, Interactions and Art with Purpose
Serious games are simulations and games for purposes beyond pure entertainment. Serious games stretches across a broad spectrum of application domains, ranging from game-based learning, simulation and training, through games for health, well-being and behaviour change, marketing and business, to games for tourism and cultural heritage, and games to raise awareness and provoke questioning on environmental, moral and social issues.

The development of serious games is a creative and multidisciplinary pursuit, creating new ways to play, interact and experience. The Joint Conference on Serious Games invites researchers, developers, practitioners, designers, writers and artists of serious games to submit their work and join us at JCSG 2016. Accepted papers are expected to present high quality material that illustrates the broad range of work in serious games and gamification, with particular interest in best practice and field / case studies, but also underlying theories, models, designs, and artwork. We seek submissions on serious games, supported on, or across, any technology and delivery platforms, including traditional or novel, augmented and virtual reality, mobile and location-based, and transmedia, etc.

Submission and Publication
Accepted papers, posters and showcase & exhibit extended abstracts will be published in the JCSG 2016proceedings, Springer Lecture Notes in Computer Science (LNCS). Submissions are divided into two main streams: Technical Papers & Posters, and Showcase & Exhibition, as follows:

Technical Papers & Posters
Full papers (10 – 12 pages) describe latest design and development, new concepts / theories, methodologies / approaches for design and assessment / evaluation, and study results of work not previously published. Short papers (5 – 6 pages) describe late breaking, less mature, on-going or more focused work. Poster papers (2 – 4 pages) provide an opportunity to describe new work or work that is still in progress – posters are ideal for research students or researchers, developers and practitioners who wish take advantage of the interactive poster sessions with conference attendees.

Showcase & Exhibition
Games, simulations, interactive / responsive media, artifacts and art with purpose will be presented / displayed and available for JCSG 2016 participants to play, interact and experience. These are newly released, novel, unique, innovative, repurposed or are an updated version. Submissions of extended abstracts / proposals (2 – 4 pages) consist of two parts: (i) summary or concept statement (150 words max) – this will accompany your showcase or exhibit during the conference; and (ii) detailed description of your showcase or exhibit (e.g. purpose, play, mechanics, interaction, experience) with supporting images / sketches.

Topics include, but are not limited to:
– Serious game design and development
– Serious game playtesting, evaluation, assessment & analytics
– Interactive storyworlds, storytelling, narrative, fiction and game mechanics
– Engagement, reflection, emotion, and positive, thought provoking and serious experience
– Experimental serious games design – new interactions, play, and experiences
– Interactive / responsive media, artifacts and art with purpose, & serious art games
– Social issues, awareness, raising consciousness, and games for social innovation & change
– Interactive news and documentary, and cinematic games
– Game-based learning, edutainment and training
– Tourism, cultural, museum, heritage and architecture
– Game AI and artificial life
– Virtual characters, agents, learning partners and assistants
– Persuasive and behavior change
– VR and augmented reality-based
– Mobile and location-based, pervasive, transmedia and blended approaches
– Gamification and alternate reality games
– Games for health, well-being and exercise
– Simulation, engineering and manufacturing
– Advertising, marketing and business

IMPORTANT DATES
May 16 – Full Paper / Short Paper
May 16 – Poster Paper
May 16 – Showcase & Exhibit Abstract
June 13 – Notification of Acceptance
July 4 – Camera ready papers & extended abstracts due

Authors have an opportunity to be awarded the Best Paper award and Best Poster award, and Showcase and Exhibitors have an opportunity to be awarded the Best Serious Game and Best Exhibit award for JCSG 2016. There are also student / research candidate awards for each of the submission categories. Awards will be selected by the Program and Showcase & Exhibition Committee.

Further instructions on how to prepare and submit to JCSG 2016 can be found at: http://jcsg2016.org/call-for-submissions

Local Organizing Committee
Tim Marsh, Griffith University, Brisbane, Australia
Brigid Costello, University of New South Wales, Sydney, Australia
Rafael Calvo, University of Sydney, Sydney, Australia
Erik Champion, Curtin University, Perth, Australia
Mark Billinghurst, University of South Australia, Adelaide, Australia

Organizing Committee
Manuel Fradinho Oliveira, SINTEF, Norway
Minhua Ma, University of Huddersfield, UK
Jannicke Baalsrud Hauge, BIBA, University of Bremen, Germany
Stefan Göbel, Technische Universität Darmstadt, Germany
Tim Marsh, Griffith University, Brisbane, Australia

Contact us at: seriousgames2016

Interactive Pasts

My abstract for Interactive Pasts (VALUE) archaeogaming conference, Leiden Netherlands

Conference Abstract Proposal

Topic 1: Video games in archaeological research (i.e. how archaeologists might use games for their research, perhaps as experimental archaeology or for modelling etc.)

Short Abstract

How to classify and predict the range, success and future of video games in archaeological research? I suggest a revealing way of evaluating such an area is to examine how they employ interaction. After describing exemplars of different types of interaction I will propose that an effective educational and engaging mix of archaeology and video games would be far more likely if games existed that leverage their game mechanics to help teach archaeological methods, approaches and interpretations. According to Sicart (Sicart, 2008) “A game mechanic, then, is the action invoked by an agent to interact with the game world, as constrained by the game rules.” Archaeologists don’t appear to 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 digital archaeology as immersive virtual environments should be interactive because data changes, technologies change andinteraction can provide for different types of learning preferences while drawing in the younger generations. That said, interaction alone is not very useful, what is the point of clicking buttons if we don’t know how the changes depict and reconfigure the narrative, interpretations or other types of evidence? In this talk I hope to provide a personal overview and reflection on the types of interaction in general and mechanics in particular that could better help the design of video games for archaeological (and heritage) purposes.

Long Abstract

When we assess the impact and potential of video games for archaeological research we could classify them in a myriad of ways, for example: via their subject matter, platforms, genres, learning outcomes or interaction methods. Because I feel that most virtual heritage environments greatly underestimate the power and complexity of interaction and forget the original reason for their existence, I usually place more emphasis on interaction, audience feedback and objectives. In previous publications (Champion and Dave, 2002, Champion, 2011) I suggested that virtual environments could be usefully classified in terms of their purpose, for visualisation, to support activity, or as hermeneutic environments.

I’d like to amend this simple classification. Initially I thought there were two subcategories of hermeneutic virtual environments, those that reveal things about ourselves to ourselves and those that reveal the intentions and beliefs of others (past or present) to us. For archaeological and heritage purposes I think we need a further subcategory or division, there are activity-based virtual environments (video games) that attempt to reveal the culturally specific ways in which people created, modified and experienced past environments.

I can also see a potential conflict here between the objectives of archaeology as a science and heritage studies as a communication medium (Harvey, 2001, Addison, 2001) but there is an even more fundamental issue: do archaeology and video gaming mix? Could they work together fruitfully? In the words of Katy Meyers (Meyers, 2011):

“Archaeology is a fairly common video game theme, and why wouldn’t it be? Distant lands, searching for lost treasures, the threat of competing looters and foreign governments, the possibilities of cursed tombs, with only the lone archaeologist to right the wrongs and triumph … But this is a far cry from reality, where the only epic battles of archaeology are between the professors and the funding agencies, and the quest for relics is a long, slow, well researched one. Real archaeology involves working closely with the cultures under investigation, collaborating across nations, and detailed planning.”

I contend that an effective educational and engaging mix of archaeology and video games would be far more likely if games existed that leverage their game mechanics to help teach archaeological methods, approaches and interpretations. According to Sicart (Sicart, 2008) “A game mechanic, then, is the action invoked by an agent to interact with the game world, as constrained by the game rules.” Archaeologists don’t appear to 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 digital archaeology as immersive virtual environments should be interactive because data changes, technologies change andinteraction can provide for different types of learning preferences while drawing in the younger generations. That said, interaction alone is not very useful, what is the point of clicking buttons if we don’t know how the changes depict and reconfigure the narrative, interpretations or other types of evidence? In this talk I hope to provide a personal overview and reflection on the types of interaction in general and mechanics in particular that could better help the design of video games for archaeological (and heritage) purposes.

Addison, A. C. 2001. Virtual heritage: technology in the service of culture. Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage. Glyfada, Greece: ACM.

Champion, E. 2011. Playing With The Past, London, Springer.

Champion, E. & Dave, B. Where is this place. Proceedings of ACADIA 2002: Thresholds Between Physical and Virtual, 2002. 87-97.

Harvey, D. C. 2001. Heritage pasts and heritage presents: temporality, meaning and the scope of heritage studies. International Journal of Heritage Studies, 7, 319-338.

Meyers, K. 2011. The Advernturing Archaeologicist Trope. Play the past [Online]. Available: http://www.playthepast.org/?p=1635 [Accessed 15 January 2016].

Sicart, M. 2008. Defining Game Mechanics. Game Studies, International Journal of Computer Game Research [Online], 8. Available: http://gamestudies.org/0802/articles/sicart [Accessed 14 January 2016].

CFP: the ‘Interactive Pasts’ conference, Leiden, 4-5 April 2016

URL: http://www.valueproject.nl/media/introducing-the-interactive-pasts-conference/

This ARCHON-GSA conference will explore the intersections of archaeology and video games. Its aim is to bring scholars and students from archaeology, history, heritage and museum studies together with game developers and designers. The program will allow for both in-depth treatment of the topic in the form of presentations, open discussion, as well as skill transference and the establishment of new ties between academia and the creative industry.

Studies on the interface of archaeology and video games are part of a growing field. Its grassroots are located in social media and the blogosphere. Beyond social media, the intersection of archaeology and video games can make important contributions to archaeology at large. Archaeological research in and on video games can bring a range of new opportunities, such as the potential to discuss, model and illustrate archaeological theories with crowd-sourced, video game data or as a new channel for public outreach.

At the same time there is a similar upsurge of interest in using heritage and the past in video game development and design. Many creatives, particularly those working at smaller, independent companies, are actively looking to present a different, more conscious approach to interactive pasts. However, with the exception of the arena of serious gaming, the academic and industry networks are still largely unconnected.

This conference is one of the first in the world to focus on this new and exciting field of study. The conference organizers hope to show archaeologists and students how they could engage with the largely untapped medium of interactive entertainment as well as provide creatives with insights into the practice of archaeology and its unique views on the human past. Finally, we seek to provide opportunities for immediate and future collaborations between academics and developers.

Video mashup tools for online multimedia archives

Just collating some tools for the above purpose, I hope to help an academic here create an online authoring/mashup tool of pre-rendered videos, audio-video interviews and images so that an audience particularly children can create their own narratives and presentations using the online multimedia archive (yet to be uploaded).

Leading contender

Looks interesting

Other

Other video remixers

http://mashable.com/2006/03/07/eyespot-all-hail-the-video-mashups/#rwZQ_lZ8Umq8

CFPs with deadlines in next few months

START*DUE*CONFERENCETHEMELOCATION
07-May-1607-Jan-16CHI2016chi4good late breaking workSan Jose USA
04-Jun-1610-Jan-16DIS2016Designing Interactive Systems:FUSEBrisbane Australia
07-Jun-1716-Jan-16SAH2017Society of Architectural HistoriansGlasgow Scotland
01-Jun-1618-Jan-16MAB2016Media Architecture Biennale (with VIVID)Sydney Australia
24-Jul-1618-Jan-16SIGGRAPHSIGGRAPH 2016Anaheim USA
28-Jun-1624-Jan-16Game HistoryPreserving / Extending / Remixing PlayMontreal Canada
01-Aug-1629-Jan-16DiGRA2016DiGRA2016Dundee Scotland UK
04-Apr-1631-Jan-16ValueInteractive Pasts:Exploring the intersections of archaeology & video gamesLeiden, The Netherlands
05-Jul-1603-Feb-16AHA2016AHA 2016: From Boom to BustBallarat Australia
29-Jun-1615-Feb-16ICLI2016International Conference on Live InterfacesSussex England
05-Sep-1615-Feb-16Arqueológica 2.0 3D doc modelling & recon of cultural heritage objectsValencia, Spain
12-Jul-1617-Feb-16DH2016Digital Humanities Workshops OnlyCracow Poland
30-Jun-1628-Feb-16ARKDISArchaeological Information in the Digital SocietyUppsala Sweden
28-Nov-1629-Feb-16IKUWA06underwater archaeologyPerth Australia
05-Sep-1615-Mar-16TPDL2016Theory and Practice of Digital Libraries (TPDL)Hannover Germany
06-Oct-1617-Mar-16ecgbl2016Games-Based LearningUn WS Scotland
07-Sep-1625-Mar-16VS-GAMESVirtual Worlds and Games for Serious ApplicationsBarcelona Spain
31-Oct-1602-May-16euromeddigital heritageLemossos Cyprus
15-Oct-1615-May-16GCH2016Graphics and Cultural Heritage (tbc)Genoa Italy
30-Oct-1601-Jun-16VSMM2016Virtual Systems and Multimedia (tbc)Kuala Lumpa Malaysia
27-Jun-1615-Nov-16ILRNImmersive Learning Research Conference: The VersatilistSanta Barbara USA
11-Apr-1622-Dec-16www2016world wide web workshopsMontreal Canada

Teotihuacán

NB The feathered serpent (Quetzalcóatl) and Tláloc (a sort of lizard) entwine the human mountain (the temple) which in the Temple of the Moon (not the larger Temple of the Sun) hold a cave, symbolising fertility (and I assume, creation).

The two thousand year old murals and frescos are fascinating, the sinuous shape near the mouths indicate (flowery) speech:

My thanks to INAH for inviting me to Mexico and to fascinating archaeological sites such as Teotihuacan (INAH:in Spanish) and Xochicalco (see the solar hexagonal shaped overhead solar tunnel as per the below!)