Category Archives: Announcements

Australian Cultural Data Futures

Australian Cultural Data Futures — Australian Cultural Data Engine

Free event at the University of Melbourne next Thursday, yes I will be there! Australian Cultural Data Futures, Thursday, 24 August 2023, 9:00 am to 4:30 pm, University of Melbourne.

I will talk about 360 panoramas and 3D, the article from this research is available online via the Heritage Journal or via an online encyclopedia

Cultural data collections in Australia are at a critical juncture. While exciting new methods and approaches in cultural analytics have revealed the multifaceted uses and cross-disciplinary value of…

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Free event: GLAM Games

GLAM Games: Gaps and Glimmers in the Visitor Experience

Bradley Forum Level 5 Hawke Building 50-55 North Terrace, Adelaide

25 September from 9.30. Book a free ticket at Eventbrite.

GLAM Games: Gaps and Glimmers in the Visitor Experience

Join us for an exciting event that explores the fascinating world of visitor experiences in the GLAM sector (Galleries, Libraries, Archives, and Museums).

Discover the gaps and glimmers in the visitor journey as we delve into the latest trends and strategies to enhance engagement and create memorable experiences.

Date: Mon Sep 25 2023 Time: 09:30 AM ACST Location: Bradley Forum, Level 5, Hawke Building, UniSA City West Campus, 55 North Terrace, Adelaide, SA

Immerse yourself in a day filled with insightful discussions, interactive workshops, and networking opportunities with industry experts and like-minded professionals.

Whether you’re a curator, librarian, archivist, or museum enthusiast, this event is a must-attend to stay ahead in the ever-evolving GLAM landscape.

Don’t miss out on this unique opportunity to gain valuable insights and exchange ideas with fellow GLAM enthusiasts. Register now to secure your spot!

SCHEDULE:

9.30 Intro & talk Associate Professor Erik Champion (UniSA) Learning Through Play

10.00 Peter Tattersall (Head of Visitor Engagement, National Maritime Museum (Sydney)) What are you playing at? Contested histories, video games, classrooms, and museums

10.30 MORNING TEA (provided)

11.00 Dr Melissa Rogerson (University of Melbourne) Avoiding “analogue” – combining physical components with technologies to make new playful experiences

11.30 Dr Bernardo Pereira (ANU) Insights from a Computer Science Escape Room Experience

12.00 Drs Terhi Nurmikko-Fuller & Katrina Grant (ANU) Lo-fi Games in GLAM

12.30 Dr Susannah Emery, George Martin & Sophia Booij (UniSA) “Escaping the classroom” – engaging students with history

1.00 LUNCH

2.00 Natalie Carfora & Claudia von der Borch (MOD. Museum) Designing Museum Experiences: Learnings from George Alexander Foundation Fellowships

2.30 Peter Tullin (Remix) The changing landscape for the cultural and creative industries

3.00 Sam Haren (Sandpit) Bringing Intimacy Back to Digital Interactions

3.30 AFTERNOON TEA (provided)

4.00 Dr Juan Hiriart (the University of Salford UK (virtual)) Co-designing indigenous games: South America and beyond

Above image: Gallery & Museum AR-game workshop, Finland 2021 (copyright Erik Champion).

This event was supported by a Creative UniSA grant and with the help of the Department for Industry, Innovation and Science (South Australia).

Playing Place: Board Games, Popular Culture, Space

Playing Place: Board Games, Popular Culture, Space

 will be released tomorrow by MIT Press.

Dr Juan Hiriart and I have a chapter in it:

Workshopping Board Games for Space Place and Culture.

Full reference:

E. Champion and J. Hiriart. Workshopping Board Games for Space Place and Culture. In: Playing Place: Board Games, Popular Culture, Space, edited by C. Randl and D. M. Lasansky. MIT Press 2023. ISBN: 9780262047838.

Augmenting Creative Partnerships: GLAM Games

Just recently confirmed three internal (UniSA) seed grants:

  • a small “Strengthening International Research Reputation Grant Scheme” grant to visit the UK after Norway (& Iceland are calling) was confirmed last week and also involves visiting Norfolk Island for a potential further grant;
  • a second small grant (from the Australian Research Centre on Interactive and Virtual Environments) to develop a virtual heritage case study;
  • and now a third one(“Augmenting Creative Partnerships”) to host guests and other speakers on GLAM games at Bradley Forum, University of South Australia City West Campus Monday 25 September in Adelaide South Australia.

New article out: 3D & Panoramas

OA paper written with Dr Hafizur Rahaman and Dr David McMeekin on panorama +3D tools! “Outside Inn: Exploring the Heritage of a Historic Hotel through 360-Panoramas” in MDPI Heritage: Special Issue Photogrammetry, Remote Sensing and GIS for Built Heritage.

This research project investigates the potential of 360-panorama tours to improve the situated and contextual interpretation, virtual visitation, and spatial understanding of recorded or simulated built heritage sites. Our chosen case study was the Subiaco Hotel, a significant heritage building designed by Summerhayes Architecture, which we documented using 360-degree photographs and linked with other media to create an interactive 360-panorama tour. Today, 360-degree panorama tours such as Google Street View enable the virtual exploration of heritage sites and historic buildings. They demonstrate limited interaction and immersion across a range of platforms and devices, without the requirement of expensive virtual reality headsets, but typically do not integrate other media to leverage spatially richer ways to communicate the historical developments of architectural interiors and exteriors. The primary goals of this study were to establish a comprehensive step-by-step workflow for creating an interactive tour of a significant heritage site, demonstrate how other media such as text, videos, and 3D models can be linked, gather feedback from cultural heritage professionals, and offer future research directions and development guidelines. Apart from detailing an optimized workflow for developing interactive 360-degree virtual tours for heritage buildings, we also offer guidelines for optimal panoramic tour creation and implementation.

Keywords: 360-panoramasheritagevirtual tourhistoric hotelSummerhayes ArchitectureSubiaco Hotelheritage interpretationconservationworkflowlinked data

URL: https://mdpi.com/2571-9408/6/5/232 and PDF: https://mdpi.com/2571-9408/6/5/232/pdf

CITE: Rahaman, H.; Champion, E.; McMeekin, D. Outside Inn: Exploring the Heritage of a Historic Hotel through 360-Panoramas. Heritage 20236, 4380-4410. https://doi.org/10.3390/heritage6050232

Grants, grants, and more grants!

No, I haven’t received any either. However, I have decided to put all my fun and crazy ideas down and craft them into small modular grant ideas. I’ve basically got to the stage where writing (publications) is not really a good thing to do at universities, they want cash, they’re just very indirect in admitting it. If I have to spend all my time doing business things, I might as well venture back to business, but in the meantime, I thought, why not go back into the grant-writing slipstream? But grants for activities that are actually enjoyable to undertake?

First project, escape rooms.

Second project, oh that would be telling.

Assassin’s Creed in the Classroom: History’s Playground or A Stab in the Dark?

The book contract is signed, the chapter authors are completing their chapters, and we have a book cover image from Ubisoft (not this one, this is a screenshot from AC Origins Discovery Tour), I just need to update my own chapter and references.

Assassin’s Creed in the Classroom: History’s Playground or A Stab in the Dark?

Editors: Erik Champion, Juan Hiriart

Publisher: De Gruyter, Video Games and the Humanities series

Section 1: History Through Play

  • Historical Video Games and Teaching Practices,  Marc-André Éthier, David Lefrancois
  • Discovery Tour Curriculum Guides To Improve Teachers’ Adoption of Serious Gaming, Chu Xu, Robin Sharma, Adam K. Dubé
  • Christian Vikings storming Templar Castles: Anachronism as a Teaching Tool, Ylva Grufstedt, Robert Houghton
  • Ludoforming The Past: Mediation Of Play And Mediation Of History Through Videogame Design, Julien Bazil

Section 2: Cultural History, Tours And Tourism

  • Studying Greek Culture Through Historical Characters In Assassin’s Creed Odyssey, Nathan Looije
  • Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour, Juan Hiriart
  • Ubisoft’s Ancient Greece Discovery Tour as a Pedagogical Tool for a School Trip, Kevin Péloquin, Marc-André Éthier
  • Discovering The Past As A Virtual Foreign Country: Assassin’s Creed As Historical Tourism, Angela Schwarz

Section 3: Narration, Creation, and Exhibition

  • Classical Creations in a Modern Medium: Using Story Creator Mode in a University Assignment, Hamish Cameron
  • Assassin’s Creed @ the Carlos: Merging Videogames and Education in the Gallery, Kira Jones
  • From the Sketchbook to Assassin’s Creed Valhalla: An Experiment in Architectural Education, Manuel Sanchez Garcia,  Rafael de Lacour
  • Assassin’s Creed As Immersive and Interactive Architectural History, Erik Champion

More travel

Between 1-9 September I visit ICOMOS General Assembly in Sydney as a co-chair of the Digital Heritage session (the schedule is up on https://icomosga2023.org/).

Somewhere between September and December (or even into 2024), I will be invited to Trondheim in Norway by a dear friend and leader of echoing.eu archaeologist Aleka Angeletaki to give a talk on my latest book (well, 2nd edition, Playing With The Past: Into The Future) and also a workshop on game prototyping. Dates have not been set yet but I believe they will let me take a short side trip.

New book, new cover?

Champion, E., & Hiriart, J. (Eds.). (2023: accepted). Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark? De Gruyter: Video games and the Humanities series.

It looks like the “Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark?” edited book is close to the contract stage, and hopefully will be published by the end of the year…what sort of cover image do you suggest? For De Gruyter’s “Video Games and the Humanities” series (must suit their theme colour):

degruyter.com

Video Games and the Humanities

This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities.

“Real Space-Virtual Space” Workshop MILAN 2023

I am honoured to be invited to the workshop “Real Space-Virtual Space. Aesthetics, Architecture and Immersive Environments”, scheduled on 19 – 21 June 2023 at Università degli Studi di Milano and Triennale Milano.

Website https://an-icon.unimi.it/ (this workshop is not online yet, I believe).

Location: the University of Milan and Triennale Milano

AN-ICON INTERNATIONAL WORKSHOP 19th – 21st June 2023: Real Space-Virtual Space: Aesthetics, Architecture, And Immersive Environments. Organized by the project ERC “AN-ICON” University of Milan.

  • Mediarcheology of virtual architectural representation.
  • Designing in VR.
  • Phenomenology and Aesthetics of the Virtual Space.
  • Participatory design and virtual technologies.
  • Unrealised projects and virtual or augmented reality.
  • Cyberspaces and imaginary/utopian architecture.
  • Virtual reality and architectural heritage.
  • VR as a training tool.
  • Cities, media and virtual practices.

New Journal article

Our article “Exploring Historical Australian Expeditions with Time-Layered Cultural Maps” has been published in IJGI and is available online:

Website: https://www.mdpi.com/2220-9964/12/3/104
PDF Version: https://www.mdpi.com/2220-9964/12/3/104/pdf

Exploring Historical Australian Expeditions with Time-Layered Cultural Maps

The Australian Time Layered Cultural Map platform was created to help digital humanities scholars investigate how online geospatial tools could provide exemplars to their humanities colleagues on how historical collections and cultural data could be extended and re-examined with geospatial tools. The project discussed here investigated how Recogito/TMT could effectively extract spatial and temporal data from pure text-based historical information and generate time-layered interactive maps of that spatio-temporal data using accessible and user-friendly software. The target audience was humanities scholars relatively new to geospatial technologies and relevant programming systems. The interactive maps were created with two free, open-source web applications and one commercial GIS (Geographic Information System) mapping application. The relative pros and cons of each application are discussed. This paper also investigates simple workflows for extracting spatiotemporal data into RDF (Resource Description Framework) format to be used as Linked Open Data.

Chapter out

Reimagining the Humanities edited by Mauer and Salter is out! I wrote a chapter in there somewhere. https://lnkd.in/dgfpc_CK ISBN 978-1-64317-346-7

Champion, E. (2023). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities (pp. 282). Parlor Press. https://parlorpress.com/products/reimagining-the-humanities


new book: Screen Tourism and Affective Landscapes

Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic (Routledge, 2022).*

Edited By Ear Zow Digital, Christina Lee, Jane Stadler and Robert Moses Peaslee

This book explores ways in which screen-based storyworlds transfix, transform, and transport us imaginatively, physically, and virtually to the places they depict or film. Topics include fantasy quests in computer games, celebrity walking tours, dark tourism sites, Hobbiton as theme park, surf movies, and social gangs of Disneyland.

How physical, virtual, and imagined locations create a sense of place through their immediate experience or visitation is undergoing a revolution in technology, travel modes, and tourism behaviour. This edited collection explores the rapidly evolving field of screen tourism and the affective impact of landscape, with provocative questions and investigations of social groups, fan culture, new technology, and the wider changing trends in screen tourism. We provide critical examples of affective landscapes across a wide range of mediums (from the big screen to the small screen) and locations.

This book will appeal to students and scholars in film and tourism, as well as geography, design, media and communication studies, game studies, and digital humanities.

*Webpage says 2023 but routledge told me 2022 but routledge said 2022.

Playing with the Past: Into the Future

I believe my latest book (well second edition) is out today, “Playing with the Past: Into the Future” (in the Human–Computer Interaction Series) https://link.springer.com/book/10.1007/978-3-031-10932-4 but it just takes to me to my own university library link so I’ll have to take my own word for it!

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments.

This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.

Playing with the past: INTO The Future (2023)

Out in print oh so soon

Books

Playing with the Past: Into the Future (second edition, ebook out soon)

Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic-I’m a co-editor but have a chapter on videogame tourism in there somewhere..

Book Chapters

Working on now/sent

  • Champion, E., Stadler, J., Lee, C., & Peaslee, R. (Eds.). (2023: In press). Screen Tourism and Affective Landscapes: the Real, the Virtual, and the Cinematic. Routledge. https://www.routledge.com/Screen-Tourism-and-Affective-Landscapes-The-Real-the-Virtual-and-the/Champion-Lee-Stadler-Peaslee/p/book/9781032355962
  • Champion, E., & Hiriart, J. (2023: In press). Workshopping Board Games for Space Place and Culture. In C. Randl & D. M. Lasansky (Eds.), Playing Place: Board Games, Popular Culture, Space. MIT Press. 08/2023.
  • Champion, E. M. (2023: In press). Digital Heritage Ethics. In A. Pantazatos, T. Ireland, J. Schofield, & R. Zhang (Eds.), The Routledge Handbook of Heritage Ethics. Routledge. 
  • Champion, E., & Emery, S. (2023: Pending). Gamification of Cultural Heritage as a resource for the GLAM sector. In J. Nichols & B. Mehra (Eds.), Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Indigenous Knowledge in Galleries, Libraries, Archives and Museums. Routledge. 
  • Champion, E. (2022: In press). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities. Parlor Press. 

Conference paper

Game Design Prototyping Workshop

Prototyping games in a workshop format..just published a short paper on a “Game Design Prototyping Workshop” with Simon McCallum in Wellington NZ @ACM_ISS 2022 (also trying out Kudos, in partnership with ACM) https://www.growkudos.com/publications/10.1145%25252F3532104.3571472/reader

Game Design Prototyping Workshop, November 2022, ACM (Association for Computing Machinery), DOI: 10.1145/3532104.3571472.

book chapter out: Reflective Experiences with Immersive Heritage

Google told me I can buy my chapter today in this book out soon “Difficult Heritage and Immersive Experiences” my chapter is “Chapter 2. Reflective Experiences with Immersive Heritage#chapter #difficultheritage #darkheritage

In this chapter I will examine difficult and dark heritage. Others have articulated the overlap and potential different connotations and spheres of influence of dark heritage and difficult heritage (Thomas et al. 2019). For the sake of expediency, I will not attempt to distinguish between difficult heritage and dark heritage (a term imported from dark tourism) as I am particularly interested in the difficult interaction aspects of communicating dark heritage due to the technical challenges of virtual heritage, gaps or immaturity in virtual heritage as a distinct scholarly field, and the still to be fully explored role and impact of virtual heritage as an immersive and interactive medium capable of coaxing, encouraging and affording reflectivity.

Twitter versus Mastodon

I’m seeing if I can move my @nzerik twitter feed and friends to Mastodon (there my handle is @ErikC@ausglam.space). Mastodon is interesting as people can choose a themed server but still follow others on different servers (note: their email address reflects the server they choose).

It is a little confusing and doesn’t have the immediate impact and convenience of Twitter but it is an interesting project. I joined years ago but didn’t see anything happening. Recent Twitter developments and announcements encouraged me to vacate Twitter and there are tools that can cross-post tweets and (Mastodon) toots.

A quick Mastodon explanation: https://mashable.com/article/mastodon-twitter-alternative-elon-musk

Update: Intro guides to Mastodon:

PhD Project Call, no fees

PHD project in Adelaide, no scholarship but no fees, with cool museum partner (https://mod.org.au):

The successful candidate will investigate and design learning kits for museums, communities and small classes to create escape rooms either physical or hybrid, or via a game engine. The kit will provide resources and interaction strategies to help budding escape room designers plan escape rooms for their compatriots, and in doing so learn for themselves how to create tricky interactive puzzles, quizzes and physical riddles based on principles in science, mathematics or history. The instructions will be either via virtual examples through a game engine or game engine exporting to VR, or via online instruction videos using the latest instructional video expertise.

Successful completion of the project will provide you with experience in boardgame, physical escape room, digital game or VR escape room design including scripting, prototyping, digital modelling, and potentially animation experience. As well as a background in human-computer interaction and education. Thus, you will be provided with the skills for a successful and exciting research or industry career in a diverse range of areas. 

What you’ll do

In this project-based research degree, you will review, design and evaluate design resources (physical and digital) for the creation of escape rooms by design students.

You will engage and partner with MOD. staff and deploy IVE, VR and AR equipment, as well as run and evaluate escape room design workshops.

Where you’ll be based

You will be based at UniSA Creative, incorporating the South Australian School of Art, which brings together the disciplines of architecture, planning, art and design, journalism, communication and media, film and television and the creative industries to produce flexible graduates with multidisciplinary capabilities. Our research explores the complexities of the world around us. We engage in future-focused, cross-disciplinary research and consultancy to produce inspired solutions that are human-centred and sustainable.  

https://www.unisa.edu.au/research/degrees/designing-an-escape-room-toolkit