Category Archives: Academic

visiting Sydney in June…

Tuesday 23 June (Perth, not actually Sydney but I want to feel sorry for myself as it will be at 7AM) 90 minute talk to NEH people in the USA because the 35 hour flight and 2 hour transit is for a younger braver person!

  1. Friday 26 Digital Humanities Pedagogy invited talk (abstract already posted), I think COFA campus, Paddington..URL?
  2. Saturday-Sunday 27-28 June New Zealand (because it is there)
  3. Monday 29 June DIGRAA UNSW Sydney
  4. Tuesday 30 June not sure, the event changed on me!
  5. Wednesday-Thursday 1-2 July DH2015-Digital Humanities 2015 University of Western Sydney
  6. Friday 3 July back to Perth in time for Senior Leaders Forum

Curtin Research Fellowships

For research fellows and other scholars who have a PhD awarded after 1 March 2010, please consider applying for a Curtin Research Fellowship (there are also indigenous and senior research fellowships for those with a PhD awarded before 1 March 2010):

http://research.curtin.edu.au/conducting-research/curtin-research-fellowships/

The internal expression of interest deadline is June 4 (the head of a school or centre has to support the application).
Please note this is a very competitive scheme.

I’m particularly interested in talking to researchers who focus on virtual heritage, digital archaeology, game design, VR evaluation, machinima, digital humanities, interaction design or similar subjects that could take place in the Humanities..

Ideas on how to adapt Kinect camera tracking for 3D presentations in archaeology

I did not mention all these in my 22 May presentation at Digital Heritage 3D conference in Aarhus (http://conferences.au.dk/digitalheritage/)

But here are some working notes for future development:

How Xbox Kinect camera tracking could change the simulated avatar:

  1. Avatars in the simulated world change their size clothing or inventories – they scale relative to typical sizes and shapes of the typical inhabitants, or scale is dependent on the scene or avatar character chosen.
  2. Avatars change to reflect people picking up things.
  3. Avatars role-play – different avatars see different things in the digital world.
  4. Narrator gestures affect the attention or behavior of the avatar.

How Xbox Kinect camera tracking could change the simulated world or digital objects in that world:

  1. Multiple players are needed to lift and examine objects.
  2. Objects move depending on the biofeedback of the audience or the presenter.
  3. Interfaces for Skype and Google hangout – remote audiences can select part of the screen and filter scenes or wire-frame the main model.
  4. Levels of authenticity and time layers can be controlled or are passively / indirectly affected by narrator motion or audience motion / volume / infrared output.

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..

new book chapter in “The Egyptian Oracle Project Ancient Ceremony in Augmented Reality”

Editor(s): Robyn Gillam, Jeffrey Jacobson, Published: 30-07-2015 Format:PDF eBook

See more at: http://www.bloomsbury.com/au/the-egyptian-oracle-project-9781474249256/#sthash.HybJBxFg.dpuf

For more than 2,000 years, between 1500 BCE and 600 CE, the Egyptian processional oracle was one of the main points of contact between temple-based religion and the general population. In a public ceremony, a god would indicate its will or answer questions through the movements of a portable cult statue borne by priests or important members of the community.

The Egyptian Oracle Project is an interactive performance that adapts this ceremony to serve as the basis for a mixed-reality educational experience for children and young adults, using both virtual reality and live performance. The scene is set in a virtual Egyptian temple projected onto a wall. An oracle led by a high priest avatar (controlled by a live human puppeteer) is brought into the presence of a live audience, who act in the role of the Egyptian populace. Through the mediation of an actress, the audience interacts with the avatar, recreating the event.

The series of carefully focused essays in this book provides vital background to this path-breaking project in three sections. After a brief introduction to educational theatre and virtual reality, the first section describes the ancient ceremony and its development, along with cross-cultural connections. Then the development of the script and its performance in the context of mixed-reality and educational theatre are examined. The final set of essays describes the virtual temple setting in more detail and explores the wider implications of this project for virtual heritage.

Table Of Contents

Illustrations
Acknowledgments
Background to the Project and This BookIntroduction (Robyn Gillam, York University, Canada, and Jeffrey Jacobson, Carnegie Museum of Natural History, USA)PART I The Egyptian Oracle
Chapter 1: Historical Foundations (Robyn Gillam)
Chapter 2: Cross-Cultural Analysis (Robyn Gillam)
Chapter 3: The Virtual Temple of Horus and Its Egyptian Prototypes (Robyn Gillam)

PART II The Performance
Chapter 4: Technical Description (Jeffrey Jacobson)
Chapter 5: Mixed Reality Theater and the Oracle (Josephine Anstey and David Pape, University of Buffalo, New York, USA)
Chapter 6: Educational Purpose and Results (Jeffrey Jacobson)

PART III The Technology
Chapter 7: Puppetry and Virtual Theater (Lisa Aimee Sturz, Red Herring Puppets, Asheville, North Carolina, USA)
Chapter 8: Introduction to Virtual Heritage (Erik Champion, Curtin University, Perth, Australia)
Chapter 9: The Virtual Temple: Construction and Use (Jeffrey Jacobson)

Conclusion (Robyn Gillam and Jeffrey Jacobson)

call: 6 month TRAME Fellowship in Digital Humanities – Florence

TRAME Fellowship in Digital Humanities Funded by the Zeno Karl Schnindler Foundation, 6 months in Florence!

The Lab. activities – promoting the interoperability of scholarly resources and exploring the possibilities that digital tools and methods offer for innovative research in Digital History, Digital Literature, Digital Philology etc. – are linked to the development of the TRAME initiative (http://www.trame.fefonlus.it) that is part of major international DH projects, such as CENDARI (http://www.cendari.eu) and PARTHENOS (http://www.parthenos-project.eu).

Fellows will develop a critical understanding of digital technologies and research in the arts and humanities, as well as first-hand experience in how to do Digital Humanities, through a very strong practical component including the concrete creation of digital resources and tools for the study of specific disciplines, within a network of scholars and other professionals linked to the DARIAH-ERIC (www.dariah.eu) initiatives, such as the Medeivalist’s Sources Working Group (www.medievalistsources.eu).

The grant will allow to spend a period of 6 (six) months in Florence, at the SISMEL Digital and Multimedia Lab., seeking the development agenda of the TRAME project, with a monthly stipend of 2,500 Swiss francs (CHF).

Link to DARIAH website for call. Applications due 1 June to start in September.

Reflections on Digital Densities

Regards the conference and panel at Digital Densities University of Melbourne: Friday 27 March 2015

  • I gave a short paper of some projects and ended with the following points:
    As situated counterfactual simulations, games are open-ended learning experiences but they don’t scale easily and they are not cultural learning experiences.
  • How do we thematically include conjecture and interpretation?
  • How to creatively connect to archives (of media, literature, place event and character references).
  • Solution: To mention later (a digital scholarly ecology): link papers+tools+methods+models+forums:
    explain the difference between method and methodology
    develop a way of substantiating digital heritage creation as academic output
    diagram how the DH ecology would work in terms of critical review, component-based (Unity, Collada, Blender.blend) versus single format (X3D, Collada) versus exportable format (different 3D packages can export to shared format) … but how do you share, archive, export interaction structures?

NB I did  not really mention my aim to bridge the missing links between text and place.

How does this relate to the central material and institutional conditions of the digital archive?  Digital Heritage archives require: alive filterable meta-layerable searchable component based, query-metrics, visual ontological structure, component-based, exportable or bespoke archival formats Sadly, Digital Heritage projects are ad hoc, do not relate to literature and other sources, are not component based but imprisoned in legacy technology But that will have to be for another day. And so will some reflections on density, as there are many aspects to it that I initially and naively took as self-evident.

However, I was also asked to attend a panel (Materiality, the Archive, the Future) at the end of the Digital Densities event. The format was pecha kucha, a format I have never actually presented in before. 20 slides, 20 seconds each, we had 6 minutes 40 seconds to present. You can say (or show) a lot in that time but as I discovered it was too short to say what I had to say. And I wasn’t feeling well so the focus wasn’t up to scratch.
But from the presentations I saw and the questions I was asked, I thought there was something to explore.
The Future (Digital Humanities in the next 10 years):

There are 9 things I believe DH should and will concentrate on, and to explain them requires an essay!
tourism and education
multimodal – self-driven learning
focus on design and usability
critical infrastructure
faster communal publication>>bigger teams
combined degrees with business law ICT media
cottage industry humanities start-ups
a potential turn back to (augmented) craft
tinkering spaces

But what I ran out of time to comment on were my observations of some trends of the day.
1.     Future of the Future of the Book was a concern, what will the book be or has it apparently died so often that it is now a case of the boy who cried wolf?
2.     The question of digital originality: that simulation and digitisation has created the loss of aura scenario predicted by Walter Benjamin.
3.     Completeness and importance of the physical artefact: self-evident, or is it? Many aspects of a historic or heritage artefact cannot be re-experienced or understood or situated.
4.     Care=archives<>databases: many of the scholars and archivists and librarians seem to distinguish between an archive and a database. I wonder if the latter lacks for them a sense of care, or if they simply feel there are no preservation specialists in the latter that are empathic to books and other traditional scholarly media.
5.     Spectator-led narratives archives (museums are more performative?): there was a little discussion of politics and indigenous heritage issues and open access, but I also thought there was some concern over the future of museums and that museums felt the need to be more performative, but how spectators create or augment narrative was not really followed through.
6.     Communal ownership and priority vs. anti-ownership: how could databases protect rather than share local or socially distributed levels of knowledge?
7.     Proprietary technologies and their permanence: more my point than the others, such as the walled garden that keeps people in, not just out, and how some game technologies are outlasting the mainstream VR software products.
8.     Funding for ongoing projects…people seemed to agree with me that funding is often for equipment rather than for (skilled) people, I ran out of time to mention the success of http://v-must.net/ in funding the transfer and exchange of heritage skills and young people (interns, students).

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!

reviews of Critical Gaming book before it is even published

It was a very nice surprise to discover the 3 reviews on Critical Gaming: Interactive History and Virtual Heritage at
http://www.ashgate.com/isbn/9781472422910
I tried for a more conversational style that sprang from simple ideas as starting points so I was very happy to hear from people that it  has helped them in their projects and grant applications-even if only as a primer.
I am indebted to the reviewers!
-Erik

Reviews: ‘If anyone doubts that games, gamification, and play do not provide a serious and essential path to creativity and knowledge-production about the past, then Erik Champion’s book will surely change their minds. The book is a must for teachers, historians, archaeologists, and museum and cultural heritage professionals interested in critically using games and virtual reality as tools for teaching and research.’
Ruth Tringham, University of California, Berkeley, USA

‘Champion’s newest work represents a treasure trove of ideas for both scholars and practitioners in the field of digital heritage. Digital media designers will find a plethora of design ideas while researchers will encounter as many useful evaluation suggestions, both with the goal of creating virtual environments that convey a sense of cultural presence and facilitate cultural learning.’
Natalie Underberg-Goode, University of Central Florida, USA

‘By emphasizing the new cultural role of serious games, game-based learning, and virtual heritage in making scholarly arguments, this book demonstrates the relevance of visualization, interaction and game design in a contemporary humanities discourse. It will be of great use to scholars and educators who want to include new digital methods in their research and courses while it will provide indispensable digital literacy, references, and case studies to 21st century students in humanities and heritage-related fields.’
Nicola Lercari, University of California, Merced, USA

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

My 2015 Virtual heritage writings

Critical Gaming: Interactive History and Virtual Heritage

Ashgate publishing will produce this 240 page 28 black and white illustrations hardcover book written by me in September (or possibly August):

http://www.ashgate.com/isbn/9781472422910

“This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage.”

Contents:

Introduction

Chapters:

  • Digital humanities and the limits of text
  • Game-based learning and the digital humanities
  • Virtual reality
  • Game-based history and historical simulations
  • Virtual heritage and digital culture
  • Worlds, roles and rituals
  • Joysticks of death, violence and morality
  • Intelligent agents, drama and cinematic narrative
  • Biofeedback, space and place
  • Applying critical thinking and critical play

(ISBN: 978-1-4724-2291-0, ISBN Short: 9781472422910)

Would you like to review it? Information is at http://www.ashgate.com/default.aspx?page=2253

The Egyptian Oracle Project, Ancient Ceremony in Augmented Reality

Editor(s): Robyn Gillam, Jeffrey Jacobson
Publisher: Bloomsbury Academic

I contributed a book chapter.

  • Introduction (Robyn Gillam, York University, Canada, and Jeffrey Jacobson, Carnegie Museum of Natural History, USA)

PART I The Egyptian Oracle

  • Chapter 1: Historical Foundations (Robyn Gillam)
  • Chapter 2: Cross-Cultural Analysis (Robyn Gillam)
  • Chapter 3: The Virtual Temple of Horus and Its Egyptian Prototypes (Robyn Gillam)

PART II The Performance

  • Chapter 4: Technical Description (Jeffrey Jacobson)
  • Chapter 5: Mixed Reality Theater and the Oracle (Josephine Anstey and David Pape, University of Buffalo, New York, USA)
  • Chapter 6: Educational Purpose and Results (Jeffrey Jacobson)

PART III The Technology

  • Chapter 7: Puppetry and Virtual Theater (Lisa Aimee Sturz, Red Herring Puppets, Asheville, North Carolina, USA)
  • Chapter 8: Introduction to Virtual Heritage (Erik Champion, Curtin University, Perth, Australia)
  • Chapter 9: The Virtual Temple: Construction and Use (Jeffrey Jacobson)
  • Conclusion (Robyn Gillam and Jeffrey Jacobson)

See more at: http://www.bloomsbury.com/au/the-egyptian-oracle-project-9781474249263/ OR http://www.amazon.com/The-Egyptian-Oracle-Project-Bloomsbury/dp/1474234151

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!

Advanced Challenges in Theory and Practice in 3D Modeling of Cultural Heritage Sites, Arkansas 2015 and Los Angeles 2016

The NEH Advanced Topics in the Digital Humanities Summer Institute, “Advanced Challenges in Theory and Practice in 3D Modeling of Cultural Heritage Sites,” was recommended for funding by the National Endowment for the Humanities. The principle investigators are Associate Professor Alyson Gil and Dr Lisa Snyder.
I will be a guest lecturer, the first 1 week workshop will be hosted at the Arkansas State University around 8-14 June 2015, the 2nd event, a 3 day symposium, will be hosted at UCLA, (Los Angeles), 6-9 June 2016.

Summary: A one week institute with a follow up workshop held over two summers, hosted by Arkansas State University and the University of California, Los Angeles, to consider the theoretical and ethical issues associated with three dimensional modeling of cultural heritage sites and objects.

Guest Lecturers include:
Diane Favro UCLA
Bernie Frischer Indiana University
Chris Johanson UCLA
Maurizio Forte Duke University
Ruth Hawkins Arkansas State University
Angel Nieves Hamilton College
John Clarke University of Texas at Austin
Erik Champion, Curtin University (am I the only one from outside of the States?)

 

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.

UNESCO chair in Cultural Heritage and Visualisation

I am in the process of applying for the above chair.
If any one has had experience in applying for or running one, or has words of advice to offer, or wants to send me a letter of recommendation or support or wants to be involved, please let me know!

Here is a draft precis.

This proposal will consolidate and disseminate 3D models and virtual environments of world heritage sites, host virtual heritage examples, tutorials, tools and technologies so heritage groups and classrooms could learn to develop and maintain 3D models and virtual environments, and act as advisor on policy formulation for the use, evaluation and application of these 3D digital environments and digital models for use in the classroom and for wider visualisation principles.
We propose to create a Cultural Heritage and Visualisation network, we would use and advise on 3D models of World Heritage Sites, how 3D models can be employed in teaching and research, investigate ways to host both the digital models and related paradata and publications, and transfer formats (for desktop use, mobile computing etc.), ideally with UNESCO, and leverage Curtin and partner institutes like the HIVE and integrate with our new visualisation courses in the Humanities (preferably at Masters level).

Context and justification (300 words)
Analyse trends and issues surrounding the theme of the proposal. What difference will the project make in terms of capacity-building, transfer of knowledge, and strengthening links between universities/other higher education institutions and development bodies?
Why is this necessary?
Professor Hal Thwaites, longtime President of VSMM, wrote in “Chapter 17: Digital Heritage: What Happens When We Digitize Everything”
In the very near future some critical issues will need to be addressed; increased accessibility to (and sharing of) heritage data, consistent interface design for widespread public use and re-presentations of work, the formalization of a digital heritage database, establishment of a global infrastructure, institutionalized, archival standards for digital heritage and most importantly the on-going curation, of work forward in time as the technology evolves so that our current digital, heritage projects will not be lost to future generations. We cannot afford to have our digital heritage disappearing faster than the real heritage or the sites it seeks to ‘preserve’ otherwise all of our technological advances, creative interpretations, visualizations and efforts will have been in vain.[1]
Trends at EU level are to create archives and digital humanities infrastructures but 3D models have been left behind, and the major related EU project, CARARE, created a common library format of 3D models but they were trapped inside PDF format so people could not modify and develop their own content, and the model did not dynamically link to the scholarly information that made the model possible.
This project would create a free online introductory to the field of virtual heritage, provide free online 3D models for use by the public, and create policies and guidelines for integrating digital heritage sites and models with library and community media and related information infrastructures. Web traffic, user feedback and user web forum information would be published. Plus the educational material developed would help visualisation courses incorporate heritage material into their educational programmes.

[1] Thwaites, Harold. “Digital Heritage: What Happens When We Digitize Everything?.” Visual Heritage in the Digital Age. Springer London, 2013. 327-348.

CFP: Workshop at Digital Humanities 2014, Lausanne, 8 July 2014

Are we there yet? Functionalities, synergies and pitfalls of major digital humanities infrastructures

DH2014 Workshop: Maximum Number of Participants: 30 (flexible)
Date: Tuesday, July 8th 2014, 13.00-16.00
Facilitator(s):

  • Agiatis Benardou, Research Associate, Digital Curation Unit, IMIS-Athena Research Centre, Athens, Greece
  • Erik Champion, Professor of Cultural Visualisation at Media Culture and Creative Arts, Humanities Faculty of Curtin University, Perth, Australia
  • Lorna Hughes, University of Wales Professor and Chair in Digital Collections, National Library of Wales, Aberystwyth, United Kingdom

Overview:
This workshop aims to bring together leading scholars involved in major digital scholarly infrastructure projects such as DARIAH, NeDiMAH, Europeana Cloud, ARIADNE, 3D ICONS, EHRI, DASISH, LARM, CLARIN, DiRT and DHCommons, in dialogue with practising digital humanists. Topics to be addressed include cultural heritage and digital media infrastructures, tools and services; the creation and curation of humanities digital resources; social and institutional issues of Digital Humanities infrastructures; and finally, lessons learnt from the role of digital humanities in pedagogy and academic curricula. It will provide an opportunity for humanists to find out about cutting edge developments on major digital infrastructure initiatives in Europe and beyond, and to make their views matter on future developments in this field.
The workshop aims to go beyond a description of project presentations. It will seek to provide an analytical framework that could contribute to a critical understanding of the current state of digital infrastructures vis-à-vis the potential of digital archives, tools and services for humanities scholarship, by addressing the following questions:
1. What are the objectives of each digital infrastructure project, and what are its intended users?
2. What are the functionalities and outcomes it aims to provide, and how do they serve the overarching goal of supporting and transforming humanities research?
3. To what extent were the needs of humanities researchers considered, and how is the digital humanities research community involved in the project?
4. Are there potential synergies, and actual collaboration, with other infrastructure projects? Conversely, are there any overlaps?
5. What are the main lessons learned from the life of the project so far? What are the pitfalls and potential failures, and what improvements could be achieved?

Audience:
The half-day workshop is expected to be of interest both to those involved in digital research infrastructure work, and to digital humanists who may benefit from the use and contribute to shaping the plans for future developments of digital infrastructures, tools and services.
Proposals should consist of an abstract of up to 500 words and a short bio which should be submitted by e-mail to: a.benardou@dcu.gr
The submission deadline is April 30th 2014.
The proposals will be evaluated and selected by a program committee of international experts. The length allocated to each contribution (10-15 minutes) will be decided by the program committee, depending on the number of contributions and the strength of the proposals.
Notifications regarding the acceptance of proposals will be sent out by May 14th, 2014

What makes for a good critical argument in computer gaming?

Here are 10 working ideas/guidelines:

Ideally a critical position / argument about computer games should be:

  1. Falsifiable and verifiable. Not such a common feature in the Humanities, and not always relevant, but in my opinion a good argument should be saying where and when it is contestable, and where and when it can be proven or disproven.
  2. Extensible and scalable. We should be able to add to it, extend it, apply it to more research questions and research areas or add it ot current research findings or critical frameworks.
  3. Reconfigurable. Components are more useful than take it or leave it positions.
  4. Is useful even if proven wrong in terms of data, findings, methods, or argument (possibly this heuristic should be combined with number 3).
  5.      Helpful to the current and future design of computer games, and has potential to forecast future changes in design, deployment or acceptance.
  6. Not in danger of conflating describing computer games with prescribing how computer games should be. Several of the arguments cited in this book appear to make that mistake.
  7. Understands the distinction between methods and methodology, the selection or rejection of methods should always be examined and communicated.
  8. Is lucid and honest about the background, context, and motivations as factors driving it.
  9. Aiming for validity and soundness of argument.
  10. Attempting to provide in a longterm and accessible way for the data, ouptut, and results of any experiment or survey to be examinable by others.

The Tyranny of Distance Panel at DHA2014, Perth Australia 2014

Digital Humanities And The Tyranny of Distance for http://dha2014.org/ Wednesday 19 March, 2014, Hosted at University of Western Australia, Perth Australia

Slides

Talk 1 (virtual): No Panacea: How Can Virtual Research Environments Enhance Distance Research-Matt

After a recent report on virtual research environments (VREs) from the Joint Information Systems Council in the UK (JISC) found that, even after 6 years of funding and study by JISC, “the ‘emergent community of practice’ has failed to grow significantly beyond the pool of practitioners in direct receipt of JISC project funds,”[1] perhaps it is time to step back and consider whether VREs truly can be a useful addition to humanities research and, if so, under what circumstances.  This paper will discuss the areas in which scholars should expect VREs to assist them in distance research (access to the same tools, data, and workflows in a single environment) and the price they will need to pay for these advantages (either significant time and energy to develop their own environment or being satisfied with a pre-existing solution).  This paper will conclude that VREs can be an excellent tool for distance research, but one for which a significant price must be paid given the current state of existing VRE platforms.

Talk 2 (virtual): Collaborative writing in a distributed research consortium: requirements and possible solutions-Christof

This contribution reports on experiences made with collaborative writing in the DARIAH consortium (Digital Research Infrastructure for the Arts and Humanities, www.dariah.eu). DARIAH is a distributed research project involving numerous partners from 12 different European countries and in which tools supporting various collaborative writing and project coordination tasks have been used over a considerable period of time. Despite the fact that collaboration across geographical distance is essential for this and many other projects, the existence of conflicting requirements of scholarly collaborative writing processes make a generic solution very hard to come by. Among these requirements are real-time collaborative writing, flexible word-level commenting, footnote support, version control, access rights management, publishing options and open-source availability of the tool itself. Currently available technical solutions do not meet all of these requirements. Tools discussed in this contribution include Etherpad, Mediawiki/Confluence, GoogleDrive, Dropbox and WordPress. Finally, one promising solution will be discussed which is still in early stages of development, namely Penflip (www.penflip.com), a GitHub front-end for text composition.

Talk 3 (virtual): Recognizing Distance: On Multilingualism in Digital Infrastructures-Toma

Infrastructures are installations and services that function as “mediating interfaces” or “structures ‘in between’ that allow things, people and signs to travel across space by means of more or less standardized paths and protocols for conversion or translation.” [2] By definition, infrastructures are in the business of overcoming distance: they have always been seen as motors of change propelling society into a better and brighter future. Which is why it would be all too tempting — and all too easy — to approach the question of digital research infrastructures uncritically by embracing the master narratives of efficiency and progress without discussing the larger and more complex implications of institutionalizing networked research. A digital infrastructure is not only a tool that needs to be built: it is also a tool that needs to be understood. In this talk, I will address the challenge of multilingualism in research infrastructures evolving against the backdrop of global capitalism in its electronic mode, the so-called “eEmpire” [3] How can we make sure that digital infrastructures — not only the ones we are trying to build now, for ours are baby steps, but the future ones, the ones we hope to see built one day — do not turn from being power grids into grids of (hegemonic, monolingual, monocultural) power?

Talk 4 (in person): The 3D world is your stage-Erik

How can scholars collaborate in virtual environments in a manner similar to video-conferencing? Which conferencing and distributed modeling tools are particularly appropriate to research and collaboration in the spatial and artefactual humanities? This talk will briefly outline needs, issues and promising services and working prototypes.

Authors

Matthew Munson <mmunson@gcdh.de>

Matthew Munson is a researcher at the Göttingen Centre for Digital Humanities (GCDH) in Göttingen, Germany.  He holds a bachelor’s degree in Education from the University of Kansas and in Theology from Loyola College (now Loyola University) in Baltimore, Maryland, and a master’s degree in Religious Studies from the University of Virginia.  While a student at the University of Virginia, Matthew began working in the digital humanities center there, the Scholars’ Lab, and immediately became interested in the fascinating insights digital methods could give into ancient religious texts.  He received a Scholars’ Lab Digital Humanities Fellowship in 2009-2010 to explore the use of text-mining strategies to identify relationships between the Greek texts of St. Paul in the New Testament and the Hebrew texts of the Old Testament.  At the GCDH, Matthew works in the European project DARIAH (Digital Research Infrastructure for the Arts and Humanities) and coordinates the DARIAH work package concerning VREs on the German and European level and is also coordinating the development of the DARIAH international digital humanities summer school, planned for August 2014 in Göttingen.  His current research interests lie in the area of semantic drift and methods of calculating the change in the meanings of words from the Old Testament to the New Testament.

Christof Schöch <christof.schoech@uni-wuerzburg.de>

Christof Schöch is a researcher at the Chair for Digital Philology, University of Würzburg, Germany, working in the DARIAH-DE (Digital Research Infrastructure for the Arts and Humanities) project. He obtained his PhD from Kassel University & Paris-Sorbonne in 2008 with a study published as La Description double dans le roman des Lumières 1760-1800. His interests in research and teaching are French Literature (Enlightenment, contemporary novel, classical drama) as well as digital humanities (scholarly digital editions, quantitative text analysis, digital infrastructure).

Toma Tasovac <ttasovac@humanistika.org>

Toma Tasovac is the director of the Belgrade Centre for Digital Humanities. He has degrees in Slavic Language and Literatures from Harvard and Comparative Literature from Princeton. He works on complex architectures in electronic lexicography, digital editions, and integration of digital libraries and language resources. He is equally active in the field of new media education, regularly teaching seminars and workshops in Germany, Eastern Europe, the Caucasus and Central Asia.

Erik Champion <nzerik@gmail.com>

A Professor of Cultural Visualisation at Curtin University, Erik was previously Project Leader of DIGHUMLAB Denmark, and co-Leader of the Research and Public Engagement part of DARIAH. His research is primarily in virtual heritage, serious games, and 3D applications in the Digital Humanities. He has postgraduate degrees in Architecture, Philosophy, and Engineering (Geomatics). He has written Playing With the Past, edited Game Mods: Design Theory and Criticism (a free download at ETC Press), and is writing Critical Gaming in the Digital Humanities.

[1] Miller, Paul, “JISC VRE Programme: Impact Study,” March 2010:http://www.immagic.com/eLibrary/ARCHIVES/GENERAL/JISC_UK/J100315M.pdf, p. 21.

[2] Badenoch, Alexander and Andreas Fickers (2010), ‘Europe Materializing? Toward a Transnational History of European Infrastructures’, in Badenoch, Alexander and Andreas Fickers (eds.), Materializing Europe: Transnational Infrastructures and the Project of Europe (Basingstoke, Hampshire; New York: Palgrave Macmillan), 11.

[3] Raley, R. (2004). eEmpires. Cultural Critique 57, 132.