Category Archives: Digital Humanities
New OA Book Chapter
Champion, Erik. “From Historical Models to Virtual Heritage Simulations”. Chap. 4 In Der Modelle Tugend 2.0 Digitale 3d-Rekonstruktion Als Virtueller Raum Der Architekturhistorischen Forschung Computing in Art and Architecture, edited by Piotr Kuroczyński, Mieke Pfarr-Harfst and Sander Münster, 337-51. Heidelberg, Germany: arthistoricum.net, 2019. https://books.ub.uni-heidelberg.de/arthistoricum/catalog/book/515

eTourism, Immersive GLAM & Virtual Heritage
Free event at Curtin University Friday 8 November 12.30-3 PM
Register at eventbrite. [Above image care of Alexandra Angeletaki NTNU Trondheim]
Speakers:
- Mr Alec Coles, OBE FRSA, CEO of Western Australian Museum (tbc)
- Associate Professor Barbara Bollard (AUT NZ), will talk about her research on modelling environments such as 3D Antarctica huts via drone-based photogrammetry (see also ideolog article: up, up and away).
- Mr Ian Brodie, award winning photographer and film tourism author, will engage us with his AR projects as part of HIDDEN.
- Archaeologist and Senior Research Librarian, Alexandra Angeletaki, (NTNU Trondheim Norway), will talk about her use of immersive VR and related technology projects to bring historical texts and artefacts alive in the Gunnerus Library, Trondheim (founded 1768) via projects like MUBIL.
- Dr David McMeekin will explain the Getty Foundation funded Ancient Itineraries-Exploring Digital Art History project.
- Professor Ear Zow Digital will discuss exciting new futures between games, VR/ XR, and the GLAM sector.
Dr Christina Lee will MC the event.
nb below are photos of the venue (direct drive in from Manning Road, east of Waterford Plaza). Theatre “Exhibition Space” is on the ground floor directly ahead, after entering the door in the photo (to the left of the vertical Visitor Reception sign).
new article: A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage
A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage
by Mafkereseb Kassahun Bekele and Ear Zow Digital
Open access article in Frontiers in Robotics and AI, 24 September 2019 | https://doi.org/10.3389/frobt.2019.00091
In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed Reality (MxR) have become popular immersive reality technologies for cultural knowledge dissemination in Virtual Heritage (VH). These technologies have been utilized for enriching museums with a personalized visiting experience and digital content tailored to the historical and cultural context of the museums and heritage sites. Various interaction methods, such as sensor-based, device-based, tangible, collaborative, multimodal, and hybrid interaction methods, have also been employed by these immersive reality technologies to enable interaction with the virtual environments. However, the utilization of these technologies and interaction methods isn’t often supported by a guideline that can assist Cultural Heritage Professionals (CHP) to predetermine their relevance to attain the intended objectives of the VH applications. In this regard, our paper attempts to compare the existing immersive reality technologies and interaction methods against their potential to enhance cultural learning in VH applications. To objectify the comparison, three factors have been borrowed from existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the technology’s or the interaction method’s potential and/or demonstrated capability to: (1) establish a contextual relationship between users, virtual content, and cultural context, (2) allow collaboration between users, and (3) enable engagement with the cultural context in the virtual environments and the virtual environment itself. Following the comparison, we have also proposed a specific integration of collaborative and multimodal interaction methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that aim at enhancing cultural learning in situ.

New UNESCO chair website
UNESCO Chair of Cultural Heritage and Visualisation news and projects will be listed at https://computation.curtin.edu.au/research/groups/unesco-chair-cultural-heritage-visualisation/ for the immediate future, and we hope to connect our prototype GIS+3D model website to that as well (when they work out access for me, hopefully soon).
Image by Professor Lisa French (RMIT). Dinner at ANU Canberra before meeting of Australian UNESCO Chairs: Erik Champion (Curtin), David Gibson (Curtin), Gary Bouma (Monash), Kerrie Wilson (QUT), Ana Filipa Vrdoljak (UTS), Lisa French, (RMIT), Imogen Bartlett (OPTUS), Gregory Andrews (Assistant Secretary, International Organizations Branch (DFAT)), Quentin Grafton (ANU), Ms. Sue Moore, (Secretary General of the Australian Commission for UNESCO).
To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups
To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups, Heritage journal article by Dr Hafizur Rahaman and myself is out:
Rahaman, H., & Champion, E. (2019). To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups. Heritage, 2(3), 1835-1851. Retrieved from https://www.mdpi.com/2571-9408/2/3/112
The 3D reconstruction of real-world heritage objects using either a laser scanner or 3D modelling software is typically expensive and requires a high level of expertise. Image-based 3D modelling software, on the other hand, offers a cheaper alternative, which can handle this task with relative ease. There also exists free and open source (FOSS) software, with the potential to deliver quality data for heritage documentation purposes. However, contemporary academic discourse seldom presents survey-based feature lists or a critical inspection of potential production pipelines, nor typically provides direction and guidance for non-experts who are interested in learning, developing and sharing 3D content on a restricted budget. To address the above issues, a set of FOSS were studied based on their offered features, workflow, 3D processing time and accuracy. Two datasets have been used to compare and evaluate the FOSS applications based on the point clouds they produced. The average deviation to ground truth data produced by a commercial software application (Metashape, formerly called PhotoScan) was used and measured with CloudCompare software. 3D reconstructions generated from FOSS produce promising results, with significant accuracy, and are easy to use. We believe this investigation will help non-expert users to understand the photogrammetry and select the most suitable software for producing image-based 3D models at low cost for visualisation and presentation purposes.

UNESCO CHAIR Projects (September 2016-June 2019)
2019 Time-layered cultural map of Australia (Erik Champion and research assistant): 2018 ARC LIEF LE190100019 grant (hosted by Newcastle), $420,000 awarded GIS Programming and VR/MR mapping. URL: https://www.arc.gov.au/news-publications/media/research-highlights/australian-cultural-and-historical-data-be-linked-new-research-infrastructure
2019 GIS AR and mapping (Curtin Institute for Computation grant) (Erik Champion, David McMeekin, Hafizur Rahaman). Linked Open Data for 3D Heritage ARC grants Moviemap Geolocated Datasets and XR-Makerspace, Workflow and Web Portfolio Platform Development), $30,263.88.
2018 PhD project (Ikrom Nishanbaev): 3D/GIS Semantic Web-3D repository and Website-interface for cultural heritage objects and associated paradata.
2019 MCASI grant (Hafizur Rahaman, Michelle Johnston): AR-triggered language guide (mobile device to recognise 3D objects, play associated sounds and display associated text helping a user to understand a language) $2000.
2018 Erik Champion With Research Fellow (Dr Hafizur Rahaman). Open source photogrammetry to 3D digital models to augmented and mixed reality.
Mafkereseb Bekele (centre) winning a Young CAADRIA 2019 award (Hafizur Rahaman L and Marc Schnabel R).
2017 PhD project (Mafkereseb Bekele): Collaborative Learning with Microsoft HoloLens (sites: WA Museum-Xantho steam engine and Duyfken)-, can augment scale and create interactive map-based historical journeys as well. Featured in papers at CAADRIA (best student paper: Mafkereseb Bekele) and Computer Applications in Archaeology (Erik Champion).
2018 Summer intern (Corbin Yap). Latest Unreal game engine ported to 4 stereo and non-stereo displays of Curtin HIVE VR centre.
2017 Software Engineering project (with co-mentor Dr Karen Miller) gesture-based interface to Minecraft and other game engines.
Things I am working on..
I may be traveling to Italy start of September, NZ or Australia mid November, and possibly South America (it is complicated).
Just submitted a tricky paper on a difficult topic to a farway place I have always wanted to go to, but logistically shouldn’t. Cancelled a paper to a conference in a country I used to work and love, trying to cut down travel and grant reviewing for other people (two this week to do, sigh). Also have 3 or 4 draft grant applications to get back to which is a bit insane as I am already waiting on the final verdict of 4 others!
But I may apply for a Future Fellowship this year. Wish me well. Thinking of a theoretical and applied evaluation study of cultural presence in interactive heritage/digital archaeology projects. I have a lot of questions here since I first wrote about it in 2001, and just trying to decide if it can be scoped in such a way that reviewers from other, sometimes-related fields, agree with me. Anyway. The below are being reviewed or in press. And I just realized there are 5 book chapters in the list. I told myself not to write any more book chapters, in fact to slow down on the writing. Well there is also a journal article or two about to be published but those can wait for a later mention. Hmm, it is really time to cut back on the writing. I apologize to anyone who tries to wade through my books and papers trying to find a specific something…
- BOOK Champion, E. (2020). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series. Final blind peer review, due back July, I hope.
- BOOK Lee, C. & Champion, E. (Ed). (2020: pending). Screen Tourism and Affective Landscapes. May be changing publishers.
- CHAPTER Champion, E. (2019: in press). “From Historical Models to Virtual Heritage Simulations”. Open access book chapter for The Virtue of the Model 2.0 → From the Digital 3D Dataset to the Scientific Information Model V.2, Heidelberg University Press, Germany, March 2019. URL: http://books.ub.uni-heidelberg.de/arthistoricum/series/info/caa?lang=en Should have been printed by now! Open access.
- CHAPTER Champion, E. & Foka, A. (2020: in press). “Chapter 19 Art History, Heritage Games, and Virtual Reality”, in Brown, K. J. (Ed.). The Routledge Companion to Digital Humanities and Art History. Routledge, UK. With editor. Still to be reviewed I assume.
- CHAPTER Champion, E. (2020). Games People Dig: Are They Archaeological Experiences, Systems, or Arguments? In S. Hageneuer (Ed.), Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology, (12th-13th October 2018). London, UK: Ubiquity Press. URL: https://communicatingthepast.hcommons.org/2018/04/19/release-of-the-call-for-paper/ Being reviewed.
- CHAPTER Champion, E. (2020 (pending). Title to be advised (Is 3D a new form of DH Text?). In B. Mauer & A. Salter (Eds.), Texts & Technology: Inventing the Future of the Humanities. TBA. Chapters due 15 July 2019. Oh better finish this.
- ARTICLE Champion, E. (2020). From Cultural Significance to Cultural Presence: How Computer Games Can Facilitate Cultural Heritage. International Journal of Heritage Studies. Extended abstract accepted. Due 31 July 2019. Also finishing this submission. Abstract accepted but full paper needs to be reviewed.
- TALK/WORKSHOP Champion, E. (2019). Invited Professor to Summer School: Cultural Heritage in Context. Digital Technologies for the Humanities. To be funded, invited. Host: Rosa Tamborrino Politecnico di Torino – Castello del Valentino, Turin Italy, 1-8 September 2019. Cultural Heritage in Context. Digital Technologies for the Humanities. Learning by gaming, partners: POLITO, UCLA, AISU, Museo del Cinema and the Italian Association of Urban History (AISU). Topics: Virtual Heritage (lecture); Gamification and Cultural Heritage (workshop). http://digitalhumanitiesforculturalheritage.polito.it/index.html
Applied Research-Digital Humanities Kryptonite?
Should humanities academics be more open to applied research rather than just pure research?
I was asked by a director of a digital humanities centre overseas my thoughts on pure or applied research for Digital Humanities academics.
The following is an edited and slightly bridged reply.
Quite a few Australian universities seem to be moving to industry-driven research, especially if they are not the Group of 8, or feel geographically disadvantaged. Australian universities may feel this helps guard against reduced federal funding and diversifies income streams, perhaps they think they are more likely to gain large research centres, Centres of Excellence and other funding and prestige if large companies join them.
For humanities, this can be quite dangerous because those few companies with major clout related to humanities interest (especially in social media) can be difficult to deal with in terms of IP or how they treat their market or very conservative because they don’t want to scare off their client base. (Caveat: for Australian GLAM sector-related research that I am connected with, this does not yet appear to be such a problem).
Sadly, the Australian national priorities are not even aimed at pure (scientific) research https://www.arc.gov.au/grants/grant-application/science-and-research-priorities let alone NZ, UK or EU Horizon2020-type engagement and impact (communities etc). Let alone how to teach critical thinking. Shouldn’t educational research be a national priority? Is learning how to live together in an extremely diverse society where nearly one in four is born overseas, worthy of research? I think so!
But I wonder if humanities academics do not like the idea of applied research or industry-driven research to them (I don’t think the terms are completely synonymous). Industry-driven research is very interesting, actually, wasn’t Aristotle an industry-driven researcher, in the sense of being asked to solve things? I suspect Leonardo was, partly, as well. The more DH approaches design questions, the more I suspect it will be industry-partnered if not industry-driven. Because much design research is industry-driven.
This gets back to the paradox that many humanities content creators were design-brief driven, or patron-influenced; more so than the academics who study them in the humanities.
When I worked in a design school in a Creative Arts College (faculty), the brief and the client were seen to separate designers from artists. I do believe DH needs more interaction design and evaluation skills, but I have bias here, I work with design problems and match them or try to with philosophical insights and luckily so far don’t have to worry about appeasing clients. For many designers, applied research is bread and butter. Their typical problem is showing how that is research!
So, in a roundabout way to answer this question, I do question why academics think working with industry is bad, I don’t question that they are wary in terms of being overly influenced, swayed to consider income rather than meaning, or loss of intellectual property. But these challenges are perhaps solvable as separate issues. And industry can provide people, test subjects, prototype development technologies, and metrics to measure against.
Sorry for the long blogpost, I actually have much more to think/write about, this is the starting and abridged version!
New Journal Article Out
Another journal article is out:
Dawson, Beata, Pauline Joseph, and Erik Champion. 2019. “The Story of the Markham Car Collection: A Cross-Platform Panoramic Tour of Contested Heritage.” Collections 15 (1): 62-86. https://doi.org/10.1177/1550190619832381 … OR https://journals.sagepub.com/doi/10.1177/1550190619832381
In this article, we share our experiences of using digital technologies and various media to present historical narratives of a museum object collection aiming to provide an engaging experience on multiple platforms. Based on P. Joseph’s article, Dawson presented multiple interpretations and historical views of the Markham car collection across various platforms using multimedia resources. Through her creative production, she explored how to use cylindrical panoramas and rich media to offer new ways of telling the controversial story of the contested heritage of a museum’s veteran and vintage car collection. The production’s usability was investigated involving five experts before it was published online and the general users’ experience was investigated. In this article, we present an important component of findings which indicates that virtual panorama tours featuring multimedia elements could be successful in attracting new audiences and that using this type of storytelling technique can be effective in the museum sector. The storyteller panorama tour presented here may stimulate GLAM (galleries, libraries, archives, and museums) professionals to think of new approaches, implement new strategies or services to engage their audiences more effectively. The research may ameliorate the education of future professionals as well.

User Experience Design Q&A (CAA2019)
S36: User Experience Design in Archaeology and Cultural Heritage
We were asked as presenters at the “UX design session” at the CAA2019 conference ( in Krakow Poland, 25 April 2019), to answer some questions by the session organizers: Francesca Dolcetti, Rachel Opitz, Sara Perr
Overarching themes to be explored..
- How, if at all, are we experimenting with critical thinking/reflection in design and value-led design?
As I said, not seriously, in my presentation, I decide to tackle that question by writing a book about it (Critical Gaming: Interactive History and Virtual Heritage).
- What are the spaces in our workflows and practices that afford more experimentation with design?
Spaces: creative spaces are messier with big tables and bigger whiteboards.
Key discussion questions:
- What does ‘success’ look like in terms of the user experience (UX) design process for archaeology/heritage? What constitutes ‘failure’ in relation to the UX design process for archaeology/heritage?
My answer is specifically heritage, as I believe archaeology may differ (sometimes).
I think there are 2 main questions:
- the user experience of the product/simulation itself
- the extrapolated and after-event user experience (what happened after they were in the experience)?
- Failure (in a game, AR or VR) means lack of engagement or interest with content or with instructions, lack of understanding.
- Lacks memorability, does not lead participant to consider, explore, revisit reasons why we should preserve, conserve or communicate the heritage content and its cultural significance.
NB success is the negation of 1 and 2.
- What should the role of archaeologists and cultural heritage practitioners be in the development of UX and User Interface approaches for use in the discipline?
Involved from beginning and during the process, provide expectations of answers, domain expert walkthroughs of content as presented and understood by others, part of audience when results and observations are completed. More specific answers depend on specific context so cannot answer further.
- What are the unconscious choices you’ve made in your design processes, of which you later became aware?
Expect the public to notice things that I notice, under-estimate time and attention needed to solve specific problems, double-meaning words like “challenge” in evaluations. Get the participants to appreciate the simulation, (this is NOT what we should be doing).
- Are archaeologists and heritage professionals ethically obligated to state the values driving their design practices and explore the role their values play in the process? Why or why not?
This is a difficult question because although I say yes, for me the question is when? DO these values become revealed (if people can clearly reveal their values) during the digital heritage experience, before, or after? Do we want too much attention spent on the designers or archaeologists or heritage practitioners’ values? How much is too much?
- What values are implicitly embedded in your design processes and products? Have you ever considered applying ethical, feminist, queer, decolonial, or value-sensitive design? How did – or might – you structure such community-minded design work? And where (i.e., in relation to which processes, outputs, practices, tools, etc.) would you apply it first?
- I attempt to provide more than one way, strategy, reading etc to complete a task, if specific tasks are required.
- I attempt to coax the player/participant to make decisions themselves and revise their initial views and tactics.
- I try to show the messiness, incompleteness of any digital “reconstruction” (OK, they are approximate simulations, recreations at best, not reconstructions).
- I would like, if possible, to show the process and thinking behind the way simulations are set up and depicted the way they are.
- I would rather the community engage with the game design first and foremost, rather than the game itself. By designing they have to make design and therefore heritage-related decisions.
I am sure this is very rough and approximate, but I tried to answer it all in ten minutes.
Sustainability of 3D models-the hidden criticism
I mentioned last month Hafizur and I had an open access journal article out, “3D Digital Heritage Models as Sustainable Scholarly Resources” at MDPI Sustainability journal.
Champion, E.; Rahaman, H. 3D Digital Heritage Models as Sustainable Scholarly Resources. Sustainability 2019, 11, 2425.
We were invited at very short notice to write this article, with a strict word limit, but a month before the invitation we had an earlier, sort of similar article reviewed very critically (apparently) by the first reviewer of another journal. Rather than wait for review 2 we pulled that article. So this article was built on the ruins of that article. However I never saw the reviewer 1 comments!
I write this as this article has been very well received (and downloaded) so far (well in 3 or so weeks). If there are negative comments out there I am happy to hear them. The article was merely to document what was missing from virtual heritage conference papers and direct access to 3D models, it was not meant to say there are no major 3D repositories or to blame conferences for not having many links to 3D contents. Rather it was meant to say, here is the data, you can cite or use it if you like (from the MDPI website), improve or critique it, but let us next try to solve these problems.
Polynesian Philosophy
I attended a conference at the University of Hawaii on the Philosophy of Place at the East-West Center. Now philosophers there told me of their struggle to have Eastern philosophers accepted as Western-equivalent, there were criteria. But later, in our session someone from the audience said of course no one in Polynesia “did philosophy”. i did not hear their criteria for this judgement.
Their comment went round and round in my head, and although not my area at all, an idea began to take hold. In the meantime, I will collect little nuggets like this one and try to find more scholarly references:
https://www.travelweekly.com/Asia-Travel/Exploring-Polynesian-culture-beyond-Bora-Bora-Tahiti
Marae Taputapuatea was a sanctuary of great importance, and priests and navigators would come from all over French Polynesia to give offerings to the gods, hold initiation ceremonies and international gatherings, and discuss the origins of the universe.
If you are a scholar at a university in French Polynesia or Hawaii, and also interested in this unsettling declaration, please feel free to contact me..
latest article out: From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience
Open Access for 50 days! Check out at https://www.sciencedirect.com/science/article/pii/S2212054819300153?dgcid=author
Rahaman, H., Champion, E., & Bekele, M. (2019). From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience. Digital Applications in Archaeology and Cultural Heritage, 13, e00102. Retrieved from http://www.sciencedirect.com/science/article/pii/S2212054819300153. doi:https://doi.org/10.1016/j.daach.2019.e00102
Abstract
The domain of cultural heritage is on the verge of adopting immersive technologies; not only to enhance user experience and interpretation but also to satisfy the more enthusiastic and tech-savvy visitors and audiences. However, contemporary academic discourse seldom provides any clearly defined and versatile workflows for digitising 3D assets from photographs and deploying them to a scalable 3D mixed reality (MxR) environment; especially considering non-experts with limited budgets. In this paper, a collection of open access and proprietary software and services are identified and combined via a practical workflow which can be used for 3D reconstruction to MxR visualisation of cultural heritage assets. Practical implementations of the methodology has been substantiated through workshops and participants’ feedback. This paper aims to be helpful to non-expert but enthusiastic users (and the GLAM sector) to produce image-based 3D models, share them online, and allow audiences to experience 3D content in a MxR environment.
3D publishing and Open Heritage Models
Very happy to see this https://openheritage3d.org/ but have some questions!
Also with 3D publishing, Professor Elaine Sullivan’s project on Digital Karnak was shown last Friday at CAA2019 in Krakow, Poland.
3D Digital Heritage Models as Sustainable Scholarly Resources
Dr Hafizur Rahaman and I just had an open access article published (online) “3D Digital Heritage Models as Sustainable Scholarly Resources” in MDPI Sustainability in a Special Issue.
Abstract
If virtual heritage is the application of virtual reality to cultural heritage, then one might assume that virtual heritage (and 3D digital heritage in general) successfully communicates the need to preserve the cultural significance of physical artefacts and intangible heritage. However, digital heritage models are seldom seen outside of conference presentations, one-off museum exhibitions, or digital reconstructions used in films and television programs. To understand why, we surveyed 1483 digital heritage papers published in 14 recent proceedings. Only 264 explicitly mentioned 3D models and related assets; 19 contained links, but none of these links worked. This is clearly not sustainable, neither for scholarly activity nor as a way to engage the public in heritage preservation. To encourage more sustainable research practices, 3D models must be actively promoted as scholarly resources. In this paper, we also recommend ways researchers could better sustain these 3D models and assets both as digital cultural artefacts and as tools to help the public explore the vital but often overlooked relationship between built heritage and the natural world.
Workshop on game prototyping
I just gave a talk and mini workshop on prototyping games in Poznan Poland.
Here is a summary of the exercise I gave the cartography students, to create a game prototype in 20 minutes! (Well in the end they had more like 30 minutes)..
- What is the goal? Why try to reach it?
- An engaging challenge? Involves competition/mastery, chance, imitation, controlling vertigo/rush of movement/flight?
- Feedback system? Affordances, constraints; rewards, punishments?
- Levels up/advance via mechanics?
- Does it offer different strategies?
- What is learnt during or after the experience?
Artistic tools to investigate
- Collaborative VR Drawing=Cartography?/
- YouTube guide
- TiltVR
- Integrate landscapes into 3D online slides?
- Create Guided WebXR landscape tours?
- WebXR and OpenXR
- Pano inspiration http://www.zeutch.com/photo/past-and-present-42618
- Literary Atlas of Wellington Walter Langelaar VUW NZ, code.
- The ARtefactKit – Stu Eve
Australian infrastructure issues by analogy
- Libraries and museums, particularly smaller, regional ones, face similar problems of storage, funding, engagement and discovery.
- The issues facing custodians and experts in preservation and communication are wider than academic challenges but interlaced.
- Yet there is no infrastructure really supporting genuinely collaborative academic effort and leadership to raise and address this issue as an Australian issue, our cultural memories are stored by Google, Facebook, Ancestry and Instagram, who give no guarantee to preserve these memories, in the country with the world’s longest continual culture. Meanwhile, our cultural institutes are unable to collectively address this issue (through no fault of their own). For example: https://theconversation.com/historic-collections-could-be-lost-to-digital-dinosaurs-31524 … the only problem I have with the article is why does it take CSIRO (scientists) to explain it?
- The answer? Centres of Excellence are quite short term compared to NCRIS but 3D digital heritage does not have a NCRIS, a Centre of Excellence or even cross-Australian institute agreed formats. The question of historical and heritage preservation is wider and bigger than academic disciplines and unlikely to be captured by one tool or database. I suggest an answer that helps the spread of information and technological solutions between audience, community, academic and institution is urgently needed. And such a scheme would preferably be ongoingly competitive (micro seeding grants or larger), rather than funded completely at the start, to a few vocal people. The concept of “gaps” is key here. A fishing net (flexible infrastructure) is full of gaps but only to a certain size, can be moved, and rises or falls with the water level. While a bridge (conventional infrastructure) requires people to converge to two key places, it cannot be moved, but it can be easily swamped or flooded. In the Netherlands they have moved from constructing dykes to building “amphibious” houses that are moored to a jetty but can rise or fall on the sea. I think that is the smarter option.

Which comes first, the 3D scanner or the golden egg?
Technology Versus Culture, a false dichotomy?
I was indirectly asked at the Humanities, Arts and Culture Data Summit and DARIAH Beyond Europe workshop, 27-29 March 2019, Canberra, whether the most important question /priority/importance was Technology or Culture.
Now a day and an Australian State later, I may have slightly misinterpreted the question or the intention behind it but I thought I would answer here because
- I may write about it later
- I will forget it and maybe it raises an important point or two.
I have fairly specific ideas of culture and cultural heritage and technology.
- For technology I believe it is not just manufacturing things, but also the questions, art and craft of bringing things into existence. And here I must admit to being inspired by Martin Heidegger, a problematic philosopher.
- For culture I believe it is not just the creation of cultural values, objects, events, beliefs, stories, songs etc but the passing down of these objects stories etc to future generations AND passing down the general instructions and meanings and methods to help keep active the knowledge behind transmitting and modifying these cultural objects, both tangible and intangible.
And what does technology do? It helps the passing down and preservation of these cultural objects and non-objects. I don’t separate technology and culture, because culture needs to control the art of production, of bringing things into existence and keeping them there. When culture becomes consumer production but the production is not part of the cultural life cycle of creator and community, that is where culture weakens, and we could blame that on technology, but that is because we have started thinking of technology as an impartial, neutral, scientific way things have to be. Where tangible heritage or intangible heritage is created by people and needs to be valued, preserved and appreciated by future people, technological factors are never impartial and purely scientific, because technology is there to serve people not machines.
Let me give you another example, when I talk of a digital scholarly ecosystem, digital humanities people understand what I mean, a programmer I spoke to could only think of ecosystem as supplying people with computers and other digital devices and ensuring they always had the latest model and the manufacturers could charge as much as possible to resolve for their shackled customer this perceived and designed obsolescence. That is not what I mean by a digital ecosystem because the users are continually charged with replacing and learning the device itself, they will have little time to actually build, value, communicate and preserve something.
Now I do worry that we increasingly see technology as meaning digital technology, and there are commercial and academic reasons to focus on the equipmental, because funding is more straightforward and goes through fewer people who can raise their careers and profiles. Culture does not have to employ digital technology, and we straitjacket and possibly impoverish it if we continue to think of data as only digital (data predates digital) and technology as only digital (again, techne is a concept from Ancient Greece).
However, they don’t generally make these objects and they don’t generally ensure these objects and non-objects are maintained and used. And this, I think, is a problem for digital humanities, we have few ways to value these people and the work they do and the communities they serve.
And in our session yesterday a professor said there should be a Centre of Excellence in Digital Cultural Heritage in Australia. The audience reaction was highly favorable then and in the tweets afterwards. And someone like me should surely agree, right? I have been writing and designing and teaching about digital cultural heritage for two decades. Well yes and no. I believe it should happen and come from the GLAM sector and indigenous and other local communities, because they are the best guardians and trustees.*
A Centre of Excellence will raise the profile and increase the collaboration potential of academics and academic groups, but it also implies if you are not in a Centre of Excellence you are not excellent. Is that what digital heritage should support? I think it should be bigger: a National Collaborative Research Infrastructure, or equivalent, supported and driven by the GLAM sector, perhaps helped in focus by academics. Once you have your NCRIs, build your Centre of Excellence around that. Because a Centre of Excellence of digital cultural heritage would and should be huge, it may be better to have smaller and more directed Centres of Excellence. Are there not enough humanities academics in Australia to apply for more than one?
* I see humanities as being larger than humanities academics and researchers. I believe it also includes the creators, the preservers and the audience. At humanities research infrastructure meetings we are asked what we want, but surely this is tied to the problem of what is best for Australian humanities, creators and communities?
NB thus blogpost has been modified, just to stick to the topic and will be modified again when I think of a few more qualifying statements.
NRI in Humanities (Australia)
I mentioned I was attending a workshop in Canberra on how to scope a scoping study for Humanities Arts and Social Sciences. The meeting, we were told was under Chatham Rules, which according to https://www.chathamhouse.org/chatham-house-rule means I can talk about the topic without identifying the speaker.
So, without direct access to my notes (which I will add later), and because I need to write a report for my university research office (who were kind enough to send me across the country and three or so time zones) here are my non-note observations:
We were told that NRIs could be equipment OR citizen science (but I assume the second one in Humanities acquires another term).

The group of invited senior academics (below Pro Vice Chancellors but mostly above heads of schools and garden variety professors like me) in the main agreed
- it was not clear why earlier reports (by AAH Humanities and the Social Sciences equivalent) were not acted on. The 2017 (2016?) report/recommendations will be circulated. AAH spent 800,000 plus on their scoping study.
- Most felt there needed to be federated repositories (especially for languages), and many felt a basic humanities data commons would be a good first step. It was proposed that there be nodes but this may not mean discipline or subject area, it might mean media type/format. I thought this was an important if confusing point, what do they mean by “node” and would it be at a host institute and NOT at a central/shared/state partner?
- Many agreed (with my point) that equipment without training was a silly idea but that universities should bear the costs of training their own people. I am in two minds over this. Something to think further on.
- Indigenous research should not be “ghettoized” (not my term, I am quoting here).
- Protocols, formats, standards, ethics should all be part of governance.
- Success stories, gaps/risks and opportunities should be part of the scoping study along with the governance mentioned above.
- I suggested a review of current Digital Humanities etc infrastructures be classed in terms of Success, near Success or near NRIs but may need help, and completely missing/gaps.
- It (the scoping study) should lead to a request for x (10?) explicit targets e.g. objects, things that go ping etc. But equipment is only part of the story.
- Film/AV collections were debated, the case made that this was not only about digitalization. Someone pointed out that mapping the sky (astronomy) was a form of digitization so why is it so frowned on in humanities circles?
- Trove was discussed as a success, a near (funding) failure, as useful, as not useful (unless you knew APIs), as an infrastructure, as not a research infrastructure etc. I suggested a member of a related GLAM institute (well at least one) be part of the scoping study even if NLA said that TROVE is not a research infrastructure as in not for researchers (primarily) it was discussed as if it was an NRI.
- The NRIS (National Research Infrastructure) scheme is changing in a few years, my question: to what, or what will replace it?
- The two Australian societies (AAH and the Social Sciences) will probably be asked for experts to run this scoping study.
Outside of the discussion people I spoke to agreed the Australian National Science and Research priorities were too applied and manufacturing-oriented but I heard that this might be revised (which might better suit both humanities AND fundamental science). I believe it should also encourage critical thinking and civic discourse/debate.
There will be funding for the scoping study.