Tag Archives: digital humanities

Reflective experiences with immersive heritage

I have uploaded the author version of my chapter entitled “Reflective Experiences with Immersive Heritage” for

1st Edition

Difficult Heritage and Immersive Experiences

Edited By Agiatis Benardou, Anna Maria Droumpouki Copyright 2023

The explosion in the development and communication of digital humanities has seen fascinating digital visualisation projects. Some focus on slavery and massacre, such as the Monroe and Florence Work Today website, (Monroe & Florence Work Unknown), a database and mapping platform of lynching in America, Slave voyages visualized by SLADE magazine (Kahn and Bouie 2015) and in Australia the Colonial Frontier Massacres in Australia 1788-1930 map, Australia. (Allam and Evershed 2019; Ryan 2019). Some focus on outright horror, others use digital technology to convey contestation and issues of ambiguity. Despite the growth and spread of these digital humanities visualisation projects, parallel and accessible examples in immersive virtual heritage are harder to find. Over the last three decades, immersive technologies (especially as “new” media) have embraced digital heritage to create showstopping instant experiences, but existing, durable examples of virtual heritage (virtual reality applied to cultural heritage) are relatively rare, and examples of difficult heritage far rarer. To review and address this gap, I will summarize dilemmas in present research on immersion, presence and immersivity; cover recent developments in virtual, augmented and mixed reality technology. Then, inspired by UNESCO charters, indigenous manifestos and ethical design principles in digital humanities, (Hepworth and Church 2018), I will attempt to formulate a theoretical framework with criteria and guidelines to help immersive environment designers address the depiction or evocation of difficult pasts.

new book chapter out

Apologies it is not open access!

Champion, E., & Rahaman, H. (2024). DH-XR: Extended Reality’s Relevance to the Digital Humanities. In C. Sin-wai, M. Kin-wah, & S. M. Leung (Eds.), Routledge Encyclopedia of Technology and the Humanities. Routledge. https://www.routledge.com/Routledge-Encyclopedia-of-Technology-and-the-Humanities/Sin-wai-Kin-wah-Ming/p/book/9781032049427

In the chapter entitled ‘DH-XR: Extended Reality’s Relevance to the Digital Humanities,’ Professor Erik Champion of the University of South Australia and Dr Hafizur Rahaman of Curtin University explore the use of digital technology in the dissemination of cultural heritage. They cover 3D models, virtual/extended reality, and game design and discusses issues and challenges involved in these technologies. They also introduce immersive (digital) literary as a relevant learning skill for cultural heritage in this digital age.

Assassin’s Creed in the Classroom

Assassin’s Creed‹ in the Classroom History’s Playground or a Stab in the Dark? HAS been published by De Gruyter, on 18 December. Thanks to my co-editor Dr Juan Hiriart, and our authors.

https://degruyter.com/document/isbn/9783111250724/html

Erik Champion and Juan Hiriart
Introduction: History’s Playground or a Stab in the Dark?

Marc-André Éthier and David Lefrançois
Chapter 1: Historical Video Games and Teaching Practices

Chu Xu, Robin Sharma and Adam K. Dubé
Chapter 2: Discovery Tour Curriculum Guides to Improve Teachers’ Adoption of Serious Gaming

Ylva Grufstedt and Robert Houghton
Chapter 3: Christian Vikings Storming Templar Castles: Anachronism as a Teaching Tool

Julien A. Bazile
Chapter 4: Ludoforming the Past: Mediation of Play and Mediation of History through Videogame Design

Nathan Looije
Chapter 5: Exploring History through Depictions of Historical Characters in Assassin’s Creed Odyssey

Juan Hiriart
Chapter 6: Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour

Kevin Péloquin and Marc-André Éthier
Chapter 7: The Discovery Tour as a Mediated Tool for Teaching and Learning History

Angela Schwarz
Chapter 8: Discovering the Past as a Virtual Foreign Country: Assassin’s Creed as Historical Tourism

Hamish Cameron
Chapter 9: Classical Creations in a Modern Medium: Using Story Creator Mode in a University Assignment

Kira Jones
Chapter 10: Assassin’s Creed @ The Carlos: Merging Games and Gallery in the Museum

Manuel Sánchez García and Rafael de Lacour
Chapter 11: From the Sketchbook to Assassin’s Creed Valhalla: An Experiment in Architectural Education

Ear Zow Digital
Chapter 12: Assassin’s Creed As Immersive and Interactive Architectural History

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.

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


Virtual Heritage: How Could It Be Ethical?

Abstract

Draft of latest book chapter (before revisions) by the editors. Now onto the next book chapter!

Ranging from modified adaption of commercial games (game mods) to multi-million-dollar 3D visualizations and web-based projects, virtual heritage projects have showcased cutting-edge technology and provided insight into understanding past cultures. Virtual heritage has the potential to safeguard unique cultural treasures from the ravages of war and neglect, with interaction techniques to communicate knowledge across time and linguistic divides.

Despite these advantages, at its core, Virtual Heritage (virtual reality and related immersive and interactive digital technology applied to cultural heritage) implies something not real, but an illusion simulated or artificially projected. It typically relies on highly specialized capture, rending and hosting technology created by highly trained individuals, running on high-powered equipment manufactured at great environmental cost. And the original material it simulates can be sacred, stolen, or contested. There are consequences and ethical implications for this illusory but expensive medium of cultural heritage (and, typically, “cultural heritage” means other peoples’ cultures), whether complicitly generated or not. While the research field of virtual heritage is several decades old, its specific ethical issues have not been extensively addressed (Hepworth and Church, 2018, de Broglie, 2018, Frischer, 2019), and specific challenges are not often covered by, say, digital archaeological ethics discussion (Dennis, 2021, Dennis, 2020).

To provide an overview of these ethical issues, four issues will be discussed in this chapter. Who determines the content, cultural ownership and overall decision-making; how both the depiction of personal or sacred assets and traces of people no longer with us, obsessions with photorealism rather than the complex topic of authenticity, and the dangerous allure of gamification; what needs to be preserved and related environmental issues; where and when the audience should be involved, motivated, and their feedback fed back into current and future projects.

Keywords: Cultural heritage, virtual heritage, virtual reality, serious games.

Old ideas

On cleaning up old email I found these cursory ideas in 2013 when I was invited to Curtin.

Here are notes I jotted down as part of a sketch for a Centre of Excellence idea but here I am only listing the (then) resources

WE HAD (in 2013)…

  • Specialties in Film Screen Journalism Architecture Media Internet Studies Library and Information Studies..
  • Access to GLAM (*Galleries Libraries Archives Museums•an onsite Gallery)
  • A Library that wants to develop a research field
  • New Visualisation Facilities and iVEC partnership (all 4 WA universities)
  • A new Visualisation Degree/Connective Media area /Curtin Data Visualisation Facility (one display installed already.)

MAIN MISSION

  • Integrating Humanities research with new tools and new ways of communicating and sharing with audiences
  • Creating tools and case studies to show humanities scholars and organiSations how to make convincing visual arguments
  • Developing, maintaining analysing and advising how these tools methods and projects are best used/taught/deployed

AREA

  • Developing tools and methods to help scholars make visual arguments
  • Train curators and visualisation specialists in contextual technical and humanistic skills and competencies
  • Evaluate whether tools and content best suits specialist and generalist audiences
  • Provide single entry point for interested industry and NGOs to contract projects and employ staff

OPPORTUNITIES

  • New intellectual precinct Curtin town
  • New science museum, expansion of Perth and entertainment industry
  • Urban visualisation and idea prototyping, digital humanities
  • New forms of curation and collaborative technologies
  • New low-cost means of design prototyping and production, community hosting, online and on demand printing and creation, the internet of things, multimedia and creative archives..

LOOKING BACK

Now 9-10 years later, after a UNESCO chair (first for the University), involvement in the Computation Institute, grants, talks, workshops, involvement in other research centres and institutes, and a fairly long list of publications, completed PhD theses, grants, and some key projects (camera tracking in 3D, photogrammetry, mixed and augmented reality, Linked Open Data, GIS apps and systems, serious games and virtual environments), I look back at this and think about what happened in the end , my part, what didn’t eventuate, and why. The ideas aren’t useful any more (at least in their original form) but the reasons why some of them were not developed is worth pondering a bit further, maybe in a new post.

Invited Talk in Austria (virtually)

I’m giving a virtual lecture for DHGraz Wednesday 6 October 2021 (tomorrow): “We’re delighted to welcome @nzerik this Wednesday, who will open our Lunchtime Lecture series with an online talk on “Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy”
More info: https://informationsmodellierung.uni-graz.at/de/neuigkeiten/detail/article/online-lunchtime-lecture-30.-juni-2021-1200-uhr/

Not recorded but slides are here https://www.slideshare.net/nzerik/games-xr-dhgraz-talk-06102021

My trip to Finland

Thanks to the University of Jyväsklyä for inviting me here to central Finland. This is a summary of my time here and upcoming calendar events:

31/8 arrive, 3 plus hour train to Jyväsklyä.

1/9 ARC Cultural Data Engine meeting (Melbourne).

8/9 ARC Cultural Data Engine meeting (Melbourne).

9/9 Departmental staff meeting.

10/9 Virtual talk, University of Hong Kong.

14/9 Talk and workshop (photo above) at Digi & Game Center centre.

15/9 Invited questioner, ERC trial for grant interview process.

20-22/9 Two day stay at Rovaniemi, Arctic Circle. Museums.

–This week finish book chapter on difficult heritage-done.

28/9 UTS Zoom meeting-mentoring.

29/9 Online talk to students, postgraduate researchers.

30/9 Meet the new Dean.

1/10 Essay for Tencent, Book proposal review done.

4/10 Train to Tampere, Centre of Excellence in Game Culture Studies. Invited virtual keynote, ISMAR 2021: mrICHE 2021 workshop.

6/10 Invited talk, virtual, Austrian Centre for Digital Humanities, University of Graz.

8/10 train to Helsinki.

Virtual Heritage: A Guide

Virtual Heritage: A Guide” is published and open access!

Why did we write it? For all those interested in an introduction to virtual heritage, but facing steep purchase costs for academic books, so it is especially suitable for university undergraduate courses. Download what you need, for free.

And given it was written from go to whoa in less than a year and to a tight word limit, I am very grateful to the authors for their time…

Cite: Champion, E. M. (ed.) 2021. Virtual Heritage: A Guide. London: Ubiquity Press. DOI: https://lnkd.in/gNkNWiB. License: CC-BY-NC.

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

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

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

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

and thanks to Routledge editor Heidi Lowther.

New chapter: “Art History, Heritage Games, and Virtual Reality”

Traditionally, art history has been viewed as a concern about the context of creation, curation, critique, and classification of art, but its range and focus is seldom agreed on. A conventional view of art history may suggest that, as a field, it is dedicated to issues of classification and the development of related expertise in curation and critique. Yet, if we follow the arguments of the nineteenth-century philosopher Konrad Fiedler, 1 knowledge of historical form does not necessarily entail a knowledge of art, while knowledge of the history of art does not necessarily give one an understanding of art objects themselves, the material and symbolic qualities of an object of art, or deeper questions relating to the ontology of art.

update: we are allowed to upload author preproofs of our chapter and given the book is 524 pages, 34 authors and $319.20 Australian dollars in hardback format, that should make it more accessible. I will provide a link here when accepted at Curtin research espace.

 

Game Workshop, Turin, September 2019

From a draft for a book chapter I am writing for the Politecnico di Torino. Individual figures have been imitted (chapter not yet published and may change).

Introduction

I was invited to speak and host a game design prototyping workshop at the second and third summer school at the Politecnico di Torino’s Castello del Valentino, in Turin Italy.

2018 Workshop

At the 2018 workshop, I gave a talk on Monday in the summer school “Cultural Heritage in Context, Digital Technologies for the Humanities”, 16-23 September 2018, on Virtual heritage and publication issues, “Virtual Heritage: Techniques to Improve Paper Selection”.

The lecture covered the basics and some of the issues of writing a scholarly paper in the research area of virtual heritage, (such as research challenges; important controversies, debates, issues; techniques to improve paper selection; suggestions to improve the field; publishing; and important journals in the field). It drew on issues I wrote in the book Critical Gaming: Interactive History and Virtual Heritage (Champion, 2015). It is a difficult field to write for as the reviewers could be drawn from computer science, cultural heritage, museum studies, usability studies (HCI), architecture, art history, and media studies.

I also ran a workshop on game prototyping especially for history and heritage games. This chapter will focus on the workshops run in 2018 and 2019, as the summer school gave me an excellent opportunity to test out some ideas to teach students how to design simple game prototypes that nonetheless could be modified and adopted into fully functional digital games.

The 2018 summer school allowed me to develop my theories of game design, how to teach the simpler components to students from architecture, art history and archaeology, who are interested in history and in heritage. I was particularly interested in developing the conceptual framework that I first made a rough sketch of for the students in 2018 and re-presented as a new diagram to the students at the 2019 class.

NB the slides from the 2018 workshop are still currently available at http://slides.com/erikchampion/deck-9/

I will concentrate on what I think will be of most interest to the reader, the core elements of the game design workshop, the groups that formed, and the game prototypes that resulted.

The Game Prototyping Schedule

The schedule for both years was roughly as followed (starting 8.30AM, ending 12.30PM).

  1. Introductions for all (10-20 minutes).
  2. Overview: games, gamification (50-40 minutes) finish 9:30.
  3. Discussion of technologies, methods + prototyping (20 minutes).
  4. Group suggest ideas (10 minutes).
  5. Short break/questions (20 minutes).
  6. Selection of teams (10 minutes) Finish at 10:30.
  7. Work on game ideas as prototypes, playtest solutions OR describe how Digital Humanities simulations could be gamified (90 minutes).
  8. Present prototypes/suggestions in class (30 minutes) finish 12:30.

I explained the basic concepts and issues of procedural rhetoric and game mechanics and suggested how Roger Caillois’ four forms (or modes) of game play could be used to construct a basic idea of how a history or heritage piece could be transformed into an entertaining and educational game. According to Caillois, games were (and still are) enticing players to compete, to imitate, to risk, or to overcome feelings of vertigo (and related bodily movement challenges). Games are engaging challenges (not only feedback rule-based systems).

The implied and accepted goal for the player is an essential component. What would be the goal of the player? Once we choose a site with cultural significance and hidden or less well-known features, we could apply one of these modes to the game as an interactive experience, decide on the core gameplay (repeated, characteristic action) that the player must learn to reach their goal, the core mechanics that moves the game along (to the next level or challenge or to its conclusion) and the types of rewards and punishments, affordances and constraints that would stand in the way or help the player.

Before designing a game, it is important to consider the components that make a game playable.

  1. What should be experienced and interacted with, as specifically as possible.
  2. Why create a specific experience in a game? (Our objectives?)
  3. Where will it be played? (What is the environment, the imaginative setting?)
  4. How to convey the experience of the site, artefact or model?
    • Systems, methods, or findings leading to engaging learning experiences?
    • Reveal what is unknown or debated (how knowledge is established or contested)?
    • Interpretative systems or to test, demo, pose or test a scholarly argument?
  5. When will the player receive suitable feedback?

Once answers to the above questions are answered, the basic steps in designing the game are:

  1. Determine cultural, historical or archaeological facts and interpretations of the site or model that are significant, hidden, or otherwise appropriate, engaging or transformative to explore.
  2. Consider the environment it will be played in, not just the type of audience, together, alone, on a bus, in a lecture theatre, at a museum?
  3. Design a game rather than a virtual environment: choose a challenge (Roger Caillois’ modes of game experience or another appropriate theory), and how core game play affects and is affected by the modality of experience. Steps 2 and 3 also give us an idea of a setting and theme.
  4. Define the core gameplay, what does the player typically do? Does the game scale, changing in effectiveness and complexity over time? Increasing complexity keeps interest.
  5. Develop a reward and punishment system; how do the rewards and punishments interact with the core gameplay and move the game along (i.e. trigger its mechanics)?
  6. End meaningfully. What is the end state? How will the game mechanics help us get there? Does reaching the end state create an intentional specific reflection, knowledge development, interpretation, experience or other feeling in the player?

2018 Summer School Game Design Groups

During our workshop in 2018, the students separated into four main groups. Professor Donatella Calabi of Università Iuav di Venezia (Université IUAV de Venise), led a group who prototyped a serious game promoting a more serious and authentic understanding of Venetian culture to foreign tourists.

The second group, led by Professor Rosa Tamborrino, comprising at least three nationalities, scoped out a game designed to teach people the value of artefacts that were stored in Brazil’s national museum. A catastrophic fire destroyed much of the collection, and this game was designed to encourage people to explore and decide on the relative value of its holdings, in order to save the more precious and irreplaceable items before the fire destroyed them.

The third group, led by Associate Professor Meredith Cohen of UCLA, discussed how a serious game could communicate the building technology of Chartres Cathedral.

The fourth group, led by Professor Michael Walsh, from NTU Singapore, led a group exploring how the Saint George of the Greeks Cathedral in Famagusta, eastern Cyprus could be explored via a game.

2019 Summer School Game Design Groups

In 2019 I was invited to run the game prototyping workshop for a second time (Figure 8). The 2019 summer school was entitled “Learning By Game Creation: Cultural Cities, Heritage, and Digital Humanities” (http://digitalhumanitiesforculturalheritage.polito.it/). At the 2019 workshop, I ran a workshop on Tuesday September 3, on Gamification and Cultural Heritage. I also gave a lecture on Friday, September 6, on “Writing a Scholarly History Paper in the Digital Age.”

One group’s initial idea was to develop an environmental educational game for children visiting a museum or gallery. The children were given patchwork fragments representing different ecological zones and their mission was to patchwork their preferred city together to form an environmentally and ecologically pleasant city to live in.

A second group, both archaeologists, developed an underwater prototype platform-style game, where the player would descend levels of a submerged classical city when they managed to solve the clues.

Figure 10: Underwater archaeology game, Brazil: game, DH Summer School, Turin (September 2018).

After the first half-day we were given more time to develop game ideas, but ideally focussed on using archival material such as found in the National Museum of Cinema (Museo Nazionale del Cinema) Turin.

One group developed an augmented reality game for tourists who had an hour to spare exploring Turin, via their smartphones. The quest-based VRecord Phantasmagoria Backstage Access game would entice visitors, alone or in teams, to explore Turin’s historical buildings and there was the potential to role-play historical characters. High-scoring players could also be recorded on the museum website in a virtual hall of fame.

A second group developed another augmented reality game, PockèTO. This game was described as “A Treasure Hunt to Discover Turin.” It was a treasure hunt where teams of players can collect as many treasures as they like but they only had fifteen minutes to collect objects then forty-five minutes to “rebuild the city”.

A third group developed Lost in Time,, a two-dimensional quiz game, where the player was asked to help a historical character who finds himself in modern-day Turin, to find clues to help him to time-travel back to the past.

The fourth group developed the TO game, an elaborate boardgame with QR codes, where the players would be dealt cards and could scan the QR code to be given information about Turin’s historic movies.

Outcomes and observations

If I had the chance to run the workshop again, then I would suggest more coordination with the landscape appreciate and design workshop run by Dominica Williamson, Professor John Martin and Andy Williams. I believe there is great potential synergy in connecting history and heritage to outdoor explorations and to prototyping using local materials.

I would also develop more templates to show how simple games could be brainstormed, and link more directly to augmented reality and virtual reality prototyping tools. I say this even though I am convinced the paper prototyping and board game prototyping tools were very effective in assessing the immediate playability of the game, it would be very useful for the students to have access to tools to develop their own ideas in AR, MR and VR form after the course.

The workshops have also proved to have been wonderful for my research. My next book, Rethinking Virtual Places, may involve a discussion and photograph on game prototyping from one of the workshops. I have also been part of a project team awarded a national three-year grant, and my component will be to supervise a PhD student who will design and evaluate a game design framework for a state museum and a national museum. I have also applied for a four-year national fellowship on this topic. The success rate is very low but I have greatly enjoyed the experience writing it and the workshops were indispensable for testing my ideas, so I am very grateful to the organizers and students of the Summer Schools.

I also used the experience gained from these workshops to run a very similar workshop for the DHDownunder summer workshop at Newcastle University Australia, in December 2019, and it was very popular, all four groups designed interesting and engaging prototypes.

Finally, at least one student from the game design workshop, Manuel Sega, informed me that after the 2019 Summer School, he taught a very similar game design workshop in Colombia, South America. The topic was “what does Colombia need to play?” In all seriousness, I cannot ask for greater take-up than this. Thank you very much!

-Erik Champion

 

REFERENCES

Champion, E. (2015). Critical Gaming: Interactive History And Virtual Heritage (D. Evans Ed.). UK: Ashgate Publishing.

Digital Heritage: Presenting Futures Past

I gave a keynote Monday 9 December at Dhdownunder 2019, University of Newcastle, Newcastle, Australia. The title was Digital Heritage: Presenting Futures Past

The slides can be viewed and downloaded in the nzerik directory at slideshare.

MAIN POINTS

  1. Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
  2. Can gaming, AR or MR provide insight to the past?
  3. OR: Are they a waste of money, expensive new technology?
  4. Could, for example, digital heritage pose a threat to culture?
  5. Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
  6. Digital Heritage highlights and challenges (interactive + immersive examples).

To cut over 80 slides short, my answers to the initial questions are

  1. VR: “reality”: untapped potential, save the IxD!! (We should preserve and disseminate the interaction design and experience, academic papers are not the answer here).
  2. Gaming, AR, MR provides insight to the past-but learning more from designing.
  3. High-technology gets in the way.
  4. Digital Heritage poses a threat to culture, if we don’t clearly consider “culture”.
  5.  Sardar: Cyberspace a symptom not a cause, museumization a partially necessary evil, Western culture is a vague target.
  6. Digital Heritage communicates, seldom preserves, more end-user involvement required.

I suggest future research and potential solutions are

  • Flexible formats, agreed standards, sensory interfaces
  • New mechanics, cultural significance and care
  • Levels of resolution, access layers
  • 3D infrastructure links to data, research, community, XR
  • Encourage creative re-use by end-users

 

game prototyping workshop, Dhdownunder 2019

Today I ran a game prototyping workshop, at Dhdownunder 2019, University of Newcastle, Newcastle, Australia.

Prototyping and Pitching Playfully Serious Games

I gave a very quick slide presentation of basic game concepts, slides here: https://www.slideshare.net/nzerik/2019-dhdownunder-game-prototyping-workshop

There were 4 groups, a total of only 9 people, and not a single digital tool or device ussed (I know it was Dhdownunder!) but everyone seemed to enjoy themselves and in less than 4 hours developed the following prototypes:

Wheeling, Dealing & Stealing

David wanted to explore how games can communicate data privacy and ethics issues. His paper prototype was Monopoly-esque but also like a casino dealer’s wheel. Each player’s goal is to gain as much information about each other as they can while keeping their own profile and information unknown to the other players.

Burning Rubber

This group of four developed a collaborative  (Mad Max meets Inferno) drive across Australia board game, fighting and containing fires (and starting fires and fire breaks), depending on your character role. Entertainingly, when you finish fighting fires you take a plane to New Zealand!

I suggested it could also be called MAGA (Make Australia Green Again!) and everytime a fire took hold a tv personality on video would appear, shouting “You’re fired!”..

Heritage Road Tour

Hafiz and Bernadette (an archaeologist at the University of Newcastle) developed a game where your aim is to visit cultural heritage sites in Australia and gather local knowledge to progress further. You can be a hipster, German tourist, child, or grey nomad.

The Seven Seas of SQL (pron. Sequel)

 

Alan wanted to teach Structured Query Language using a game. These two developed a game with a strong pirate element, you have to move your boat across the board and answer questions, only some of which are SQL-related. There were various tactics like walk the plank, and stand on one leg, and I am still not sure how they all relate to SQL (not to mention the Kraken) but the players found it all very entertaining.

I briefly also wondered if it could be renamed Structured Quest Language, and whether the pirate theme would work better with R (Learning AARGH, me hearties!)

 

 

 

 

 

Landscape Data Art & Models as Linked Open Data

A free event on Linked Open Data and related Digital Humanities Projects will be taking place on 27 July.

Landscape Data Art & Models as Linked Open Data

The HIVE, (inside John Curtin Gallery) | Building 200A, Curtin University | Kent Street, Bentley | Perth, WA 6102 | Australia

Friday, 27 July 2018 from 10:00 am to 5:00 pm (Australian Western Standard Time)

Venue: The HIVE (inside John Curtin Gallery), Curtin University

Speakers (alphabetical order, program later), with provisional title and topic

Please note, if you do not know what RDF (Resource Description Framework), Semantic Web, or Linked Open Data is, we will have an intro workshop on this (and current Digital Humanities projects including Virtual Reality) in the Curtin Library Makerspace, Level 5, 3-4:30PM 26 July 2018. The working title is Linked Reality, Mixed Reality but a link to the free workshop will be provided from this page.

Digital Humanities Research Infrastructures in Australia

Thanks to Curtin’s Faculty of Humanities and Computational Institute I attended the Australian Academy of Humanities 2 day Humanities Arts and Culture Data Summit, 14-15 March, hosted by the AHA https://www.humanities.org.au/ at the National Film and Sound Archive (NSFA), Canberra.

The below is from a brief report but may be of interest to those who’d like a quick guide to what is happening regards digital humanities research infrastructures at a National level in Australia.

SUMMARY:

Quick guide to social sciences/sciences platforms and RIs

  • Dr John La Salle, Director, Atlas of Living Australia https://www.ala.org.au/ biodiversity data
  • Dr Merran Smith, Chief Executive, Population Health Research Network http://www.phrn.org.au/
  • Andrew Gilbert, General Manager, Bioplatforms http://www.bioplatforms.com/andrew-gilbert/
  • Professor Bert Roberts, Director, ARC Centre of Excellence for Australian Biodiversity and Heritage, 1 year into Centre of Excellence https://epicaustralia.org.au/  “Now is the time to tell a culturally inclusive, globally significant human and environmental history of Australia. We like to call it, Australia’s Epic Story. The ARC Centre of Australian Biodiversity and Heritage (CABAH) will undertake research that will safeguard our national heritage, transform research culture, connect with communities and inform policy.”

Humanities

  • Professor Linda Barwick FAHA, University of Sydney – PARADISEC http://www.paradisec.org.au/ has funding issues but well respected, may require more computing to scale. “PARADISEC (the Pacific And Regional Archive for Digital Sources in Endangered Cultures) is a digital archive of records of some of the many small cultures and languages of the world”
  • Professor Julian Meyrick, Flinders University – AusStage http://www.flinders.edu.au/ehl/firth/focus/digitalhumanitiesanderesearch/ausstage.cfm “AusStage provides an accessible online resource for researching live performance in Australia. Development is led by a consortium of universities, government agencies, industry organisations and collecting institutions with funding from the Australian Research Council and other sources.”
  • Professor Mark Finnane FASSA FAHA, Griffith University – Prosecution Project https://prosecutionproject.griffith.edu.au/ “The criminal trial is the core of the Australian criminal justice system. It is the product of police investigation and its outcomes include the sentences of imprisonment that populate our prisons.” It is an impressive historical database. Overseas law researchers and historians (UK etc.) use it because it is better than theirs, apparently.
  • Alexis Tindall, Research Engagement Specialist – Humanities and Social Sciences Data Enhanced Virtual Lab (HASS DEVL https://www.ersa.edu.au/1-1-million-funding-humanities-arts-social-sciences-data-enhanced-virtual-lab/ “Humanities, Arts and Social Science researchers will get access to cutting-edge online tools and services thanks to $1.1 million in new funds for a collaborative virtual laboratory project. The Humanities, Arts and Social Sciences (HASS) Data Enhanced Virtual Lab (DEVL) will bring together fragmented data, tools and services into a shared workspace.”

Others included (but there were more)

  • Adam Bell https://aiatsis.gov.au/ (very good talk on problems funding and running archives), Canberra. “The Australian Institute of Aboriginal and Torres Strait Islander Studies (AIATSIS) is a world-renowned research, collections and publishing organisation. We promote knowledge and understanding of Aboriginal and Torres Strait Islander cultures, traditions, languages and stories, past and present.”
  • Roxanne Missingham, University Librarian, Australian National University, showed the library books destroyed by flood, said to applause that infrastructure included people.
  • Alison Dellit, Assistant Director-General, National Collections Access, National Library of Australia. Discussed the National Library’s Trove https://trove.nla.gov.au/ “Find and get over 569,383,366 Australian and online resources: books, images, historic newspapers, maps, music, archives and more”)
  • Professor Rachel Fensham, Chief Investigator Social and Cultural Informatics Platform, University of Melbourne https://scip.unimelb.edu.au/about “SCIP responds to current demand and future growth in the digital humanities, arts, and social sciences by providing the necessary informatics skills and technology platforms to support researchers, research students and strategic research activities.”

AAH-HAC-Data-Summit-Program(2).pdf

AAH-HAC-Data-Summit-Discussion-Paper.pdf

Digital Humanities, Libraries, and Partnerships FREE preprint chapters

Preprint versions of chapters appearing in Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community. Eds. Robin Kear and Kate Joranson. Chandos, 2018.

Final versions of all chapters appear in the published version of the book, available here:

Introduction, Robin Kear and Kate Joranson: http://d-scholarship.pitt.edu/33818/

Chapter 2: “Our Marathon: The Role of Graduate Student and Library Labor In Making The Boston Bombing Digital Archive” by Jim McGrath and Alicia Peaker. http://dx.doi.org/10.17613/M62Z8Fht

Chapter 3: “Digital Humanities as Public Humanities: Transformative Collaboration in Graduate Education.” by Laurie N. Taylor, Poushali Bhadury, Elizabeth Dale, Randi K. Gill-Sadler, Leah Rosenberg, Brian W. Keith, Prea Persaud: http://ufdc.ufl.edu/AA00048267/00001

Chapter 4: “Exploring the Moving Image: The Role of Audiovisual Archives as Partners for Digital Humanities and Cultural Heritage Institutions” by Adelheid Heftberger. In Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community, edited by Robin Kear and Kate Joranson, Chandos, 2018, 45-57. http://dx.doi.org/10.17613/M66S19

Chapter 6: Glass, E. R. (2018). Engaging the knowledge commons: setting up virtual participatory spaces for academic collaboration and community. In Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community. UC San Diego. Retrieved from https://escholarship.org/uc/item/6zp934sm

Chapter 7: Miller, Karen, Erik Champion, Lise Summers, Artur Lugmayr, and Marie Clarke. 2018. “Chapter 7 – The Role of Responsive Library Makerspaces in Supporting Informal Learning in the Digital Humanities.” In Digital Humanities, Libraries, and Partnerships, 91-105. Chandos Publishing. Retrieved from https://maker.library.curtin.edu.au/book-chapter-published/

Chapter 10: “Digital Humanities as Community Engagement: The Digital Watts Project” by Melanie Hubbard and Demrot Ryan: http://digitalcommons.lmu.edu/librarian_pubs/93/

Chapter 11: Russell, Beth. “The Collaborative Project Management Model: Akkasah, an Arab Photography Project.” Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community, edited by Robin Kear and Kate Joranson, Chandos, 2018. http://hdl.handle.net/2451/41680

3D Digital Heritage, Berlin program

I am speaking at 3D Heritage Exploring Virtual Research Space for Art, 19 -20 June 2017, Berlin. Program here

Address:Humboldt-Universität zu Berlin, Humboldt Graduate School,Luisenstr 56, 10117, Berlin

A Scholarly Ecosystem for 3D Digital Heritage Simulations
Ear Zow Digital

Major impediments to the development of high quality and effective virtual heritage projects has been technological constraints or insufficient audience evaluation methods. That said, this talk proposes that a more fundamental issue has been with the design, circulation and use of the digital models themselves as components of scholarly arguments or as vehicles to communicate hypotheses to the wider public.

In Australia, we have proposed to UNESCO that we run a project to survey, collate and develop tools for heritage sites and related built environments, focusing initially on Australia. The aim is to 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 general visualisation projects.

The resulting UNESCO Chair project will implement 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 we will leverage research facilities at Curtin and at partner institutes and research facilities like the HIVE (Figure 1).

The primary goal is to help educate the public in the area of world heritage sites via interactive collaborative digital media, with an emphasis on free and open source software, and a secondary goal is to examine virtual heritage and related digital simulations as components of scholarly arguments. The UNESCO Chair’s project team will also critique, integrate and extend existing and new infrastructure to support this learning material and the overall integration of scholarly publications, publicly available media and online directories and repositories of digital 3D simulations of world heritage sites and related artefacts as a scholarly ecosystem.