Category Archives: Conference

#CFP Culture and Computing C&C2021 Conference

I have been invited by Professor Matthias Rauterberg, Eindhoven University of Technology, onto the program board of C&C: 9th International Conference on Culture and Computing, part of HCI International, 24-29 July 2021, Washington DC, USA, http://2021.hci.international/c&c.html

Culture and Computing is an important research area which aims to address the human-centred design of interactive technologies for the production, curation, preservation and fruition of cultural heritage, as well as developing and shaping future cultures. There are various research directions in the relations between culture and computing: to preserve, disseminate and create cultural heritages via ICT (cf. digital archives), to empower humanities research via ICT (cf. digital humanities), to create art andexpressions via ICT (cf. media art), to support interactive cultural heritage experiences (cf. rituals), and to understand new cultures born in the Internet, Web and Entertainment (cf. net culture, social media, games). The International Conference on Culture and Computing provides an opportunity to share research issues and discuss the future of culture and computing

Submissions

Paper abstracts are due 16 October 2020. Full papers are due 29 January 2021.

#CFP Euromed 2020: Free, virtual

#CFP http://euromed2020.eu 8th Internatonal Conference on Digital Heritage, 2-5 November, 2020, technically Cyprus but online (virtual), free. Papers due 15 September.

Papers published in LNCS by Springer.

Co-chairs Marinos Ioannides (UNESCO Chair, Digital Cultural Heritage), Eleanor Fink (ex Getty Digital), Lorenzo Cantoni (UNESCO Chair in ICT) & me!

Fantastic keynotes: http://euromed2020.eu/keynote-speakers

Plus workshops:

Workshop 1 – Registration is mandatory for all, free participation – (Date to be announced)

Title: The 2nd EU Workshop on how digital technologies can contribute to the preservation and restoration of Europe’s most important and endangered cultural heritage sites.

Workshop 2 – Registration is mandatory for all, free participation – (Date to be announced)

Title: The 5th  International Workshop on 3D Research Challenges in Cultural Heritage to be organized by the EU H2020 ERA Chair Mnemosyne project.

PhD scholarships at University of Western Australia, Perth

I am now an Honorary Research Fellow at the School of Social Sciences, FABLE, University of Western Australia and can be an associate supervisor for one of these PhD scholarships:
http://www.scholarships.uwa.edu.au/search?sc_view=1&id=7561&sub=1

Dean’s Excellence in FABLE PhD Scholarships

The Faculty of Arts, Business, Law and Education (FABLE) is offering a limited number of prestigious postgraduate research scholarships to academically outstanding international and domestic students wishing to undertake a research doctorate degree (PhD) in FABLE.

All Dean’s Excellence in FABLE PhD Scholars will receive a scholarship package which includes: a living allowance of $33,000 per annum; overseas student single health cover (for international students) and tuition fees.

Available in the International Scholarships Round for commencement in 2021.

Payment type: Tuition Fee Scholarship, Fortnightly Stipend and Health Insurance

Value: $33000

Value unit: Per annum

Basis of award: Academic Achievement

Eligibility: To be considered for the Dean’s Excellence in FABLE PhD Scholarships, applicants must satisfy the following criteria:

1. International applicants must meet the eligibility requirements for an International ResearchTraining Program Scholarship

2. Domestic applicants must meet the eligibility requirements for a Domestic Research Training Program Scholarship

Please note that these scholarships are available to commencing PhD students only. Current PhD students are not eligible to apply.

Nationality: Australian Citizen, Australian Permanent Resident, New Zealand Citizen, Australian Humanitarian Visa, International

Study area: Humanities, Law, Music, Social and Cultural Studies, Accounting, Economics, Education (Early Childhood), Education (Primary), Education (Secondary), Finance, Management, Marketing, Arts, Architecture Landscape and Visual Arts

Commencement date: 11/01/2021

Applications open: 01/07/2020

Applications close: 31/08/2020

Tenable At: University of Western Australia, Perth, Western Australia

Presence, Place, Phenomenology, and VR

Thanks for the feedback on
Champion, E. (Ed.) (2019). The Phenomenology of Real and Virtual Places. London, UK: Routledge.

Immersion Rhetoric

I’ve found only one text that discusses the interconnection of communication and virtual reality exclusively – Biocca and Levy’s edited collection, Communication in the Age of Virtual Reality. Originally published in 1995, one might think that the text contains outdated information, which may be true for some of the chapters. However, many of the text’s chapters are highly relevant and applicable to present research in the field. I often find citations to chapters of the text (particularly those authored by Biocca) in articles published in Frontiers.

Virtual Reality and Communication Studies

Biocca and Levy’s collection seems to have a specific focus on individual user experience within a virtual environment(s), describing the notion of presence, assemblages for sensorimotor augmentation, and interfaces design and experience. The introduction of the text begins with a bold claim: “Virtual reality is not a technology; it is a destination.” (4). Each chapter of the text…

View original post 1,520 more words

Conference paper out (short paper) DHN2020

The Digital Humanities in the Nordic Countries 2020 conference was postponed but papers published online:

Arthur, Paul Longley, Erik Champion, Hugh Craig, Ning Gu, Mark Harvey, Victoria Haskins, Andrew May, Bill Pascoe, Alana Piper, Lyndall Ryan, Rosalind Smith, and Deb Verhoeven. “Time-Layered Cultural Map of Australia.” Paper presented at the Digital Humanities in the Nordic Countries (DHN2020) Conference, Riga, Latvia, 2020, URL: http://ceur-ws.org/Vol-2612/short2.pdf

UNESCO Chair report 2016-2020

The four years is not up yet but UNESCO asks for a report on the last day of May (the UNESCO Chair of Cultural Visualisation and Heritage finishes 31 August).

These figures may change tomorrow slightly but so far, as summary:

Mafkereseb Bekele (centre) winning a Young CAADRIA award (L) Dr Hafizur Rahaman, (R) Dean Marc Aurel Schnabel (Victoria University of Wellington, NZ). Photo by Dr Rahaman.
  • Books 1
  • Books (edited) 2
  • Books (chapters) 14
  • Journal Articles (refereed) 21
  • Conference Proceedings 6
  • Conference Papers 27
  • Teaching/Learning Materials 1 course (and 1 university course), 18 workshops or related events
  • Multimedia Materials (CD-Rom) Multimedia Materials (Video) demonstration movies, website with 3D/GIS map showcase.
  • Student prizes for papers 2
  • Grants: 3 Australian Research Council Grants and 1 Pelagios grant, Curtin Institute for Computation grants. Overall, over 2 million AUD.
  • 10 Keynotes.
Game Design Workshop, photo by Associate Professor Rachel Hendery, University of Newcastle, December 2019.

Pending:

  • 2 books.
  • 4 book chapters.
  • 1 conference group session (was postponed).
  • 2 journal articles.
  • 1 Keynote.

Virtual Heritage Multimodality

There are all sorts of interesting VR suits and gloves (or simpler assistive devices), olfactory and haptic-based devices (and even location-based audio augmented reality using headphones) now promising all sorts of sensations with potential links to tourism but also in particular to cultural heritage tourism (virtual heritage).

I’d be very happy to test out some of these extra experiential possibilities with historical and heritage-focused contexts.

It is perhaps a little ironic that a small but important goal for consumer-level VR is not handsfree control but hands-included VR (oculus) or by using more adept controllers (valve index).

ABC Radio interview today (and online)

Today I talk to Andrea Gibbs on the ABC national radio “Weekends” show about virtual travel/tourism 12.10 midday in WA (AWST) or 2PM AEST (eastern states of Australia) https://abc.net.au/radio/programs/weekends/weekends/12257712 OR here

Join Andrea Gibbs on this weekend to discover how virtual reality holidays allow you to not only see and hear the sights and sounds of your holiday but for the first time ever touch and taste.

ABC Weekends
An official at a PlayUp Perth event some years ago (note reverential body language).

I see they are talking about virtual holidays rather than virtual tourism and travel but I will see what I can talk about (very painful to talk about holidays when one is not going on one).

I think the change is because they read my the Conversation article “Virtual reality adds to tourism through touch, smell and real people’s experiences.”

And following up my earlier post on virtual travel and tour apps, here is a recent article from CNET.COM on VR escape rooms. It threads back to a recent article on their summary of the best (consumer) VR headsets.

CFPs for May 2020

I have not checked all of these calls for papers but many have moved online, some now offer free registration, but I am not sure how they will be run.

*START*DUECONFTHEMELOCATION
1/09/2024/05/20CASA2020Computer Animation and Social Agents (POSTPONED)Bournemouth UK
3/09/203/06/20ONM2020Inclusive Museum: historical Urban LandscapesLisbon Portugal
23/09/20?BestinHeritagethe best in heritage 2020Dubrivnik Croatia
1/10/2029/05/20CAA2020-GKBig Data in ArchaeologyAthens Greece
1/10/2030/04/20BoundariesBoundaries of Here and NowVenice Italy
10/10/20?Living DHIntegrating the Past into the Present and FutureSydney Australia
1/11/2021/04/20CHIPLAY1 to 4 NovOttawa Canada
1/11/2029/06/20WCHRWorkshop on Computational Humanities ResearchAmsterdam Netherlands
1/11/2029/06/20VRSTVR Software and TechnologyOttawa Canada
4/11/206/06/20TIPC3The Interactive PastsLeiden The Netherlands
22/11/207/07/20JADHJapan Digital Humanities: Microcosms and Hubs (ONLINE)Osaka Japan
??DHAAustralasian Association for Digital Humanities ConferenceChristchurch NZ
9/12/201/10/20GALAGames and Learning Alliance conferenceLavel France
18/12/2029/05/20Tag42theoretical archaeology groupLeicester UK
19/04/21?CAA2021Computer Applications and Quantitative Methods in ArchaeologyLimasso Cyprus
8/05/2110/09/20CHI2021CHI2021Yokohama Japan
26/07/21?DH2021Digital HumanitiesTokyo Japan
1/09/21?MW2021Museums on the WebWashington DC
10/10/21?ConnectedpastThe Connected Past 2021 *summer 2021Heraklion Crete
11/07/22?DH2022Digital HumanitiesGraz Austria
START*DUE*CONFERENCETHEMELOCATION
1/09/2024/05/20CASA2020Computer Animation and Social Agents (POSTPONED)Bournemouth UK
1/10/2029/05/20CAA2020-GKBig Data in ArchaeologyAthens Greece
18/12/2029/05/20Tag42theoretical archaeology groupLeicester UK
3/09/203/06/20ONM2020Inclusive Museum: historical Urban LandscapesLisbon Portugal
4/11/206/06/20TIPC3The Interactive PastsLeiden The Netherlands
1/11/2029/06/20WCHRWorkshop on Computational Humanities ResearchAmsterdam Netherlands
1/11/2029/06/20VRSTVR Software and TechnologyOttawa Canada
22/11/207/07/20JADHJapan Digital Humanities: Microcosms and Hubs (ONLINE)Osaka Japan
8/05/2110/09/20CHI2021CHI2021Yokohama Japan
9/12/201/10/20GALAGames and Learning Alliance conferenceLavel France

free Critical Gaming eBook for 7 days

Critical Gaming: Interactive History and Virtual Heritage  (2015 edition) is in a Routledge campaign for May (2020), which allows anyone to register and get free access to the book (via this link) for 7 days. After this 7-day period, they can buy a copy for £10/$15!  *Trust me this is a lot cheaper than before!

Also check out the official Routledge History, Heritage Studies etc. Twitter page

Is there a catch? I honestly don’t know but don’t think so!

Open Access publications

I am often asked to mail commercial books, sorry I normally have to refuse. However, there are recent-ish publications that are open access. allowed via institutional repositories or were free to download, that I have written down here:

Open access or available articles, chapters, etc

Books

  1. Champion, E. (2012). (). Game Mods: Design, Theory and Criticism, Pittsburgh: Entertainment Technology Center Press. 978-1-300-54061-8. URL: http://www.etc.cmu.edu/etcpress/content/game-mods

Book Chapters

  1. 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 (12-13 October 2018) (pp. 13-25). London: Ubiquity. https://www.ubiquitypress.com/site/chapters/10.5334/bch.b/
  2. Champion, E. (2019). From Historical Models to Virtual Heritage Simulations. In P. Kuroczyński, M. Pfarr-Harfst, & S. Münster (Eds.), Der Modelle Tugend 2.0 Digitale 3D-Rekonstruktion als virtueller Raum der architekturhistorischen Forschung Computing in Art and Architecture (pp. 337-351). Heidelberg, Germany: arthistoricum.net. https://doi.org/10.11588/arthistoricum.515
  3. Champion, E. (2017). “Single White Looter: Have Whip, Will Travel” in Angus A.A. Mol; Csilla E. Ariese-Vandemeulebroucke; Krijn H.J. Boom; Aris Politopoulos, (Eds.)., The Interactive Past: Archaeology, Heritage, and Video Games, Sidestone Press, pp.107-122. URL: http://www.oxbowbooks.com/oxbow/the-interactive-past-50944.html ISBN: 9789088904370.

Journal articles

  1. 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
  2. Champion, E., & Rahaman, H. (2019). 3D Digital Heritage Models as Sustainable Scholarly Resources, Sustainability: Natural Sciences in Archaeology & Cultural Heritage, 11(8). MDPI. Editor, Ioannis Liritzis. Open Access. Invited article. https://www.mdpi.com/2071-1050/11/8/2425
  3. Nishanbaev, I., Champion, E., & McMeekin, D. A. (2019). A Survey of Geospatial Semantic Web for Cultural Heritage. Heritage, 2(2), 1471-1498. https://doi.org/10.3390/heritage2020093
  4. Bekele, M., & Champion, E. (2019). A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage. Frontiers in Robotics and AI | Virtual Environments: Emergent Technologies for Cultural Heritage and Tourism Innovation. doi:10.3389/frobt.2019.00091
  5. Champion, E. (2017). Bringing Your A-Game to Digital Archaeology: Issues with Serious Games and Virtual Heritage and What We Can Do About It. SAA Archaeological Record: Forum on Digital Games & Archaeology, 17 No.2 (special section: Video Games and Archaeology: part two issue), pp. 24-27. March issue. URL: http://www.saa.org/Portals/0/Record_March_2017.pdf
  6. Champion, E. (2016). A 3D PEDAGOGICAL HERITAGE TOOL USING GAME TECHNOLOGY. International Journal of Mediterranean Archaeology & Archaeometry, (special issue, selection of VAMCT2015 conference papers). International Journal MAA (ISI Arts & Humanities Citation Index, Thomson Reuters, USA; Scopus) Vol.16, No.5, pp. 63-72.URL: http://maajournal.com/Issues2016e.php DOI: 10.5281/zenodo.204967
  7. Champion, E. (2016). Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs. Transactions of the Digital Games Research Association (ToDIGRA), Volume 2 Issue 3 (special issue, “Diversity of play: Games – Cultures – Identities” selected DiGRA2015 conference papers). URL: http://todigra.org/index.php/todigra/index
  8. Champion, E. M. (2016). Digital humanities is text heavy, visualization light, and simulation poor. Digital Scholarship in the Humanities (DH2015 Special issue). DOI: http://dx.doi.org/10.1093/llc/fqw053 URL: http://dsh.oxfordjournals.org/content/early/2016/11/07/llc.fqw053
  9. Champion, E. (2016). Entertaining the Similarities and Distinctions between Serious Games and Virtual Heritage Projects. Special Issue in the Journal of Entertainment Computing on the theme of Entertainment in Serious Games. Vol. 14, May: 67–74. Elsevier. Online. DOI: 1016/j.entcom.2015.11.003. PDF available at Research Gate: https://www.researchgate.net/publication/284930065_Entertaining_The_Similarities_And_Distinctions_Between_Serious_Games_and_Virtual_Heritage_Projects
  10. Champion, E. (2015). Defining Cultural Agents for Virtual Heritage Environments. Presence: Teleoperators and Virtual Environments-Special Issue on “Immersive and Living Virtual Heritage: Agents and Enhanced Environments,” Summer 2015, Vol. 24, No. 3: 179–186, MIT Press. URL: http://www.mitpressjournals.org/toc/pres/24/3 PDF available at Research Gate: https://www.researchgate.net/publication/284930065_Entertaining_The_Similarities_And_Distinctions_Between_Serious_Games_and_Virtual_Heritage_Projects

Conference paper

  1. Champion, E. (2016). Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs. Transactions of the Digital Games Research Association (ToDIGRA), Volume 2 Issue 3 (special issue, “Diversity of play: Games – Cultures – Identities” selected DiGRA2015 conference papers). URL: http://todigra.org/index.php/todigra/index

 

 

 

Notes from DH2015 presentation

Infrastructure Requirements For A World Heritage Archival Infrastructure

Conference: DH2015 UWS Sydney

Here are notes from a short talk at Digital Humanities 2015 conference, Sydney. Never published. Writing a new paper on digital and virtual heritage infrastructures at the moment. So much of the below to update!

Abstract

  • This short presentation describes a project to survey, collate and develop tools for heritage sites and related built environments, focusing initially on Australia
  • Consolidate and disseminate 3D models and virtual environments of world heritage sites
  • Host virtual heritage examples, tutorials, tools and technologies involving community involvement and groups in policy formulation (plus PhDs and postdocs)
  • Evaluation and further application of 3D digital environments and digital models for classroom use and general visualisation projects

Digital heritage disappearing faster than the real heritage

  • “In the very near future some critical issues will need to be addressed; increased accessibility to (and sharing of) heritage data, consistent interface design for widespread public use and re-­‐presentations of work, the formalization of a digital heritage database, establishment of a global infrastructure, institutionalized, archival standards for digital heritage and most importantly the on-­‐going curation, of work forward in time as the technology evolves so that our current digital heritage projects will not be lost to future generations. We cannot afford to have our digital heritage disappearing faster than the real heritage or the sites it seeks to ‘preserve’ otherwise all of our technological advances, creative interpretations, visualizations and efforts will have been in vain.” [Thwaites, Harold. “Digital Heritage: What Happens When We Digitize Everything?” Visual Heritage in the Digital Age. Springer London, 2013. 327-­‐348.]
  • Virtual heritage==oxymoron

Virtual Heritage Environments (VHEs) should help the public to

  • Create, share and discuss hypothetical or counterfactual places.
  • Meet virtually in these places with colleagues to discuss them.
  • Contextually understand limitations forced on their predecessors.
  • Develop experiential ways to entice a new audience to both admire the content and the methods of their area of research.

Examples:

  1. Renaissance-Blaxun..GONE! Except in paper: An Authoring Tool for Intelligent Educational Games, Massimo Zancanaro, Alessandro Cappelletti, Claudio Signorini, Carlo Strapparava, *Buy eBook. We discuss the need of an authoring environment clearly separated by the game in order to allow a technical staff without any skill in either AI or Computer Science to encode the “intelligence” of the game..”
  2. Ancient Rome now ancient history.. GONE, REMOVED!
    http://www.openculture.com/2009/03/ancient_rome_in_3d_on_google_earth.html  OR http://www.youtube.com/watch?v=MqMXIRwQniA
    Image: http://www.virtualtripping.com/google-earths-rome-reborn/  2008:“The original provider of the data asked that it be removed.”
  3. Beyond Time and Space..GONE! http://www.geek.com/news/expore-the-virtual-forbidden-city-courtesy-of-ibm-593731/ OR http://www.beyondspaceandtime.org/
    Long story short, according to Mure Dickie writing in the October 10, 2008 Financial Times: “A virtual Forbidden City offering the kind of immersive and interactive online experience pioneered by multiplayer role-playing games such as Second Life.”

Missing infrastructures

  • “Archaeology is messy, and it deals with three-dimensional artifacts in four-dimensional space-time. Its publications should reflect that.” Reference: Publishing Archaeological Linked Open Data: From Steampunk to Sustainability
  • “Museums must work together to combat cultural destruction”-Julian Raby
  • ‘You’re never going to be able to put the originals back – not only because they’ve been dispersed but because they would be prone to further destruction. We need to start thinking differently about how we activate the objects in our collections. We need to contextualise them, but also to think about how material that’s been dispersed can become a collective resource.;
    URL: http://www.apollo-magazine.com/museums-must-work-together-to-combat-cultural-destruction/#.VZPR9ZFOPao.twitter

The museums of tomorrow

https://twitter.com/plevy/status/433058523836985344/photo/1

Digital Preservation Does Not Mean Digital Safety

IBM estimates 90% of the world’s data has been created in last 2 years alone.. Minecraft Denmark created at 1:1 (1tb data,  4000 billion bricks) but blown up by US hackers, refer http://blogs.lse.ac.uk/impactofsocialsciences/2014/07/07/reproducible-computing-rctrack-big-data-challenge/

Learning problems: how to

  • preserve and integrate 3D/multimedia
  • access and ownership of models, sites & paradata
  • lack of guidelines and shared procedures
  • no shared standardised evaluation data
  • audience issues

DH involves community and collaboration

Digital Humanities and Open Access: An Interview with Brett Bobley of the National Endowment for the Humanities

  • I’ve often said that digital humanities (or DH for short) is just an umbrella term – a term of convenience –that refers to a whole bunch of activities happening where the humanities interacts with technology.
  • Perhaps one skill that most (but not all) scholars may find helpful is the ability to work collaboratively. The vast majority of the DH grants we make are to teams of people from different disciplines working together.
  • ..we’re seeing more Internet-based humanities resources, databases, scholarly editions, and digital libraries that make incredible resources available for free.
  • http://www.righttoresearch.org/blog/digital-humanities-and-open-access-an-interview-wi.shtml

Bad citation rates

Check out the citation rates for different fields especially humanities at the bottom.

Recomposing Scholarship: The critical ingredients for a more inclusive scholarly communication system, http://blogs.lse.ac.uk/impactofsocialsciences/2013/10/25/gray-recomposing-scholarship/

  • Scholarship is not just about publication, but about interaction, interpretation, exchange, deliberation, discourse, debate, and controversy.
  • Plato writes of understanding as being a kind of flash that occurs between two people trying to come to terms with something from different viewpoints, a flash that arises from the friction of discussion and momentarily floods everything with light.
  • The value of a piece of scholarly text is in the interaction it has with its readers, in the sparks it generates, the friction and light that it produces – whether tomorrow, or in a hundred years time.

Research transcends disciplines, geography, institutions and stakeholders

  • Stakeholder Governed – a board-governed organisation drawn from stakeholder[s]…
  • Non-discriminatory membership
  • Transparent operations – achieving trust … best achieved through transparent processes and operations in general..
  • Cannot lobby – the community should collectively drive regulatory change.
  • Living will – publicly describe a plan addressing the condition under which an organisation would be wound down, how this would happen..
  • Formal incentives to fulfil mission & wind-down – infrastructures exist for a specific purpose… incentives to deliver on the mission and wind down.

Infra-infrastructure

Cultural heritage tools and archives 2013 workshop

Digital Heritage 2013

note: digital heritage 2015 Granada Spain 5-9 Oct

APA Bologna model

Blender (interactive in OpenSceneGraph)

International efforts

  • 3D Icons (3D HOP) in CIDOC CRM
  • Europeana
  • Smithsonian Institute X3D BETA
  • Fraunhoefer (X3DOM ON GITHUB)
  • Ariadne
  • CARARE
  • EU EPOCH
  • V-MUST
  • DARIAH, CLARIN, DASISH

2 year workshops-collab project

NEH idea: Hold two workshops a year apart, with technical support working on projects discussed in the interim..

UCLA VSim real-time exploration of highly detailed, 3D computer models

  • Supports interaction with content generated in free modeling software (e.g., SketchUp andBlender) using the common COLLADA format.
  • Mechanisms fto annotate their 3D work, embed & categorize comments about modeled environment
  • Mechanism for embedding spatially aware links to URLs and primary and secondary resources
  • Supporting the creation of academic arguments within the virtual environments either as a linear narrative or as a sequence of annotations encountered during user-driven exploration.
  • Providing a mechanism to package the 3D environment, associated narratives, and embedded resources into a single file for distribution
  • Accommodating citation of project content at model, narrative, node, & embedded resource levels.

Australia

  • Funding bodies (?)
  • Data Capture (CSIRO, iVEC)
  • Organisations (ICOMOS, CAA, ICOM, AIA)
  • Shareholders (education, spatial, tourism, GLAM)
  • Previous and current work (TROVE, HUNI, MUKURTU, Vanuatu Cultural Centre db, Canning Stock Route)

[Australia] historic collections could be lost to ‘digital dinosaurs’

  • Brunig: 5billion industry, 25% digitised, 629km of archives
  • MUST shift to open access models and greater collaboration with the public
  • Explore new approaches to copyright management that stimulate creativity and support creators
  • Build on aggregation initiatives such as the Atlas of Living Australia
  • Answer: exploiting the potential of Australia’s Academic and Research Network (AARNet) and the National Broadband Network (NBN) for collection and collaboration
  • http://www.csiro.au/Portals/Media/Australian-museums-risk-becoming-digital-dinosaurs.aspx OR 
https://theconversation.com/historic-collections-could-be-lost-to-digital-dinosaurs-31524

Australasian world heritage

  • 19 UNESCO WH listed sites, oldest rainforests + 1/3 world’s protected marine areas.
  • Iconic: Great Barrier Reef , Wet Tropics, Daintree Rainforest (QLD); Greater Blue Mountains (NSW); NTs’ Kakadu + Uluru/Kata Tjuta National Parks; WA’s Purnululu National Park (Kimberley) + Ningaloo coast.
  • 3 m hectare Tas. Wilderness World Heritage Area=7 criteria, most on planet.
  • Many remote: Australian Fossil Mammal Sites-Naracoorte SA and Riversleigh QLD.
  • Whole islands: QLD Fraser Island; entire Lord Howe Island Group NSW; and Macquarie, Heard and McDonald Islands in the sub-Antarctic region off the coast of Tasmania.
  • Harrowing histories: 11 World Heritage Australian Convict Sites.
  • Buildings: Sydney Opera House, Royal Exhibition Buildings + Carlton Gardens VIC.

Maintenance issues

  • Australia-short term funding
  • Conflicting or redundant organisations
  • Management model
  • Unforeseen costs
  • Data management planning
  • Compatibility and access issues
  • Interactive vs purely static archive formats

Options

  • Re-record everything (3D capture) accurately or agree on labelling.
  • Template or provide framework to support / record sites (from charter?)
  • Immersive explanation of every 3D site.
  • Policies to encourage use/re-use of 3D models.
  • Collection and dissemination network.
  • Store models, base components, paradata, or embed exes? See https://olivearchive.org/ “for long-term preservation of software, games, and other executable content.”

Incentives

  • provide showcases; critical mass for funding
  • use in teaching; wider range of audiences;
  • prizes awards or other recognition
  • long-term depository
  • citation and dynamic linking may be possible
  • Modification of CC for 3D models and sites
  • Changes to copyright system based on levels of detail or components

Format issues

  • Anyone who has worked in the field of computer graphics for even a short time knows about the bewildering array of storage formats for graphical objects. It seems as though every programmer creates a new file format for nearly every new programming project.
  • The way out of this morass of formats is to create a single file format that is both flexible enough to anticipate future needs and that is simple enough so as not to drive away potential users.
  • http://paulbourke.net/dataformats/ply/

References-software

Conclusion

 

Conferences, Journals: h-index, Impact

Cultural heritage journals, especially digital heritage journals (and a few related conferences) don’t fare well at SJR-Journal Search. Compare their H-index and Quartiles to games journals and conferences. In the more VR side of things, Presence still does quite well but Virtual Reality journal is not doing as well as I expected.*

*CAVEAT: In many cases the latest figures seem to be from 2017 or 2018.

2020 Conferences that may still go ahead

ICOMOS 2020 General Assembly in Sydney Australia looks to be postponed or cancelled but many others appear to still be taking place (but this may change).

*START*DUECONFTHEMELOCATION
01-Jul-2001-May-20CASA2020Computer Animation and Social Agents (POSTPONED)Bournemouth UK
03-Sep-2003-Jun-20ONM2020Inclusive Museum: historical Urban LandscapesLisbon Portugal
09-Sep-2007-May-20JADHJapan Digital Humanities: Microcosms and HubsOsaka Japan
23-Sep-20?BestinHeritagethe best in heritage 2020Dubrivnik Croatia
01-Oct-2015-Apr-20CAA2020-GKBig Data in ArchaeologyAthens Greece
01-Oct-2030-Apr-20BoundariesBoundaries of Here and NowVenice Italy
10-Oct-20?Living DHIntegrating the Past into the Present and FutureSydney Australia
01-Nov-2021-Apr-20CHIPLAY1 to 4 NovOttawa Canada
01-Nov-2029-Jun-20WCHRWorkshop on Computational Humanities ResearchAmsterdam Netherlands
01-Nov-2029-Jun-20VRSTOttawa Canada
04-Nov-2004-May-20TIPC3The Interactive PastsLeiden The Netherlands
28-Nov-2031-May-20DHAAustralasian Association for Digital Humanities ConferenceChristchurch NZ
01-Dec-2009-Jun-20GALAGames and Learning Alliance conferenceLavel France
18-Dec-2030-Apr-20Tag42theoretical archaeology groupLeicester UK
19-Apr-21?CAA2021Computer Applications and Quantitative Methods in ArchaeologyLimasso Cyprus
08-May-2110-Sep-20CHI2021CHI2021Yokohama Japan
26-Jul-21?DH2021Digital HumanitiesTokyo Japan
01-Sep-21?MW2021Museums on the WebWashington DC
10-Oct-21?ConnectedpastThe Connected Past 2021 *summer 2021Heraklion, Crete
11-Jul-22?DH2022Digital HumanitiesGraz Austria
START*DUE*CONFERENCETHEMELOCATION
01-Oct-2015-Apr-20CAA2020-GKBig Data in ArchaeologyAthens Greece
01-Nov-2021-Apr-20CHIPLAY1 to 4 NovOttawa Canada
01-Oct-2030-Apr-20BoundariesBoundaries of Here and NowVenice Italy
18-Dec-2030-Apr-20Tag42theoretical archaeology groupLeicester UK
01-Jul-2001-May-20CASA2020Computer Animation and Social Agents (POSTPONED)Bournemouth UK
04-Nov-2004-May-20TIPC3The Interactive PastsLeiden The Netherlands
09-Sep-2007-May-20JADHJapan Digital Humanities: Microcosms and HubsOsaka Japan
28-Nov-2031-May-20DHAAustralasian Association for Digital Humanities ConferenceChristchurch NZ
03-Sep-2003-Jun-20ONM2020Inclusive Museum: historical Urban LandscapesLisbon Portugal
01-Dec-2009-Jun-20GALAGames and Learning Alliance conferenceLavel France
01-Nov-2029-Jun-20WCHRWorkshop on Computational Humanities ResearchAmsterdam Netherlands
01-Nov-2029-Jun-20VRSTOttawa Canada
08-May-2110-Sep-20CHI2021CHI2021Yokohama Japan

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.

The book that was not but might still be

The end of this month I hope to receive (yet again) a review, internally, for Rethinking Virtual Places, from Indiana University Press.

I talked to them about an advance contract in 2016, there has been two review rounds already, maybe 2-4 reviewers, relatively minor comments, and apparently the press is being prepared (for early-ish 2021 release) but every time I receive feedback the industry has moved forward so fast and expectations of virtual world/reality predictions from me so increased. it has been an exercise in frustration. It is very tiring trying to keep up with wishes to see into the future standing on the broken beer bottles of so many recent VR promises.

For example, for two years, I think, I have been promoting the value of WebXR (no app downloads, simply access in a browser with internet access, don’t worry about the device you view it on) but examples are still simple and sketchy: https://ssvar.ch/mozillas-new-demo-proves-webxr-can-match-apps/

Oculus and Facebook (their new owner) are making some impressive strides by focusing on practical challenges, while Magic Leap seem to be highly successful at promoting their company rather than selling their product. Please don’t get me started on the services sales and support of Microsoft HoloLens (which does not create Holograms by the way. Naughty marketing department).

And that is just the VR/MR companies, the AR industry changes is even harder, perhaps, to keep track of.

My book though, was me thinking I have not come across too many books lately (in 2015 or 2016) that tries to address the issues of virtual places and why designing satisfying ones seems so difficult (unless you like swatting Orcs, I suppose). I wanted to venture more into the real of virtual places that don’t quite have real place qualities. Not virtuality, it is too easy to capriciously ponder weird new visions when virtual place-making can’t even solve simple real-place simulation problems. Will the book be published now without me having to go through yet more now-reviewer-wants-you-to-make-more-comments-on-recent-x-trends? I guess I will have to watch this space.

 

Infected reality

I’ve said for awhile now that mixed and augmented reality will overtake VR in terms of access-can run on your own phone and uses what is already there and appears to be more interactive (arguably). But there is another, more immediate and practical issue I did not think of, how hard it is to clean those VR headsets. I knew museums don’t want to hand out expensive interface devices (because they are broken, lost or stolen), but I forgot about the expense and hassle of tissues, regular cleaning and so forth of those on your head glasses that you share with hundreds if not thousands of other people.

Bring your own device, install an app or visit a WebXR-enabling website (https://elijahtai.com/state-of-vr-and-webxr/)*, and only you need to touch it, ideally you can take a memento home or share it with others…

*depending on your browser

 

 

eTourism interview in 14.03.2020 La Presse

Voyager… sans sortir de chez soi

here is the original conversation (with permission from Violaine)

-Do you think eTourism can «take advantage» of the coronavirus (and the fear to travel associated with) and become more popular in the next few months-weeks, etc?

Universities are already switching courses to online content, businesses are moving to teleconferencing, but eTourism is likely to be much slower, in part because there are not many well-known applications, yet.

Apart from surfing via websites, the increasing affordability and usability of head-mounted displays (HMDs)for virtual reality will I think consolidate their hold at least on gaming consoles. The generation of gaming consoles such as PlayStation 5, promise highly impressive graphics and they already make VR equipment. Would somebody buy a 400 US dollar headset though to attach to their desktop PC or powerful laptop, for eTourism? I don’t think the market is that strong, yet. What might happen is augmented reality tourism, where you use a specialist gaming console such as the PlayStation 2 (https://www.t3.com/au/news/sony-playstation-vr-2-psvr-2-release-date) to virtually visit destinations and see either yourself and friends in the virtual setting, or project parts of the virtual experience onto part of your real-world surroundings. This is all highly speculative, but I think AR and VR and MR (Mixed Reality) are merging.

-How common it is in 2019? Will it become more widespread? How? 

Ideally 2019 is the year we really try to build content, but we also need to build more standardized content infrastructures and standards, so we don’t just develop projects for one type of headset (which could quickly be superseded, or worse, not supported, in the near future).

-Can Virtual reality in tourism replace real experiences?

You can already use VR to travel to places you aren’t likely to visit in the real world (like an astronaut’s shuttle or Antarctica), the real goldmine is developing augmented or enhanced experiences that you would not find in the real world as it exists now, or to overlay information onto the experience in such a way that the experience is still unique and meaningful. You may have seen this: https://theconversation.com/why-virtual-reality-cannot-match-the-real-thing-92035

I don’t agree with the author, why even try to compete with the existing site, object or event? Why not allow people to explore experiences and interpretations from different points of view? Why not give them different affordances so they can some insight into a life lived differently? Or an imagination of the past present or future rich and involving enough to be considered a new world?

-What are the best usage of Virtual reality in tourism: is it to allow us to travel without leaving the comfort of our house, or add some special experiences to a visit to a museum, national park, etc?

My research is into cultural heritage, and the more difficult aspect is the creation of special experiences, that people can collaboratively enjoy, and takes on special meaning because of the setting.

I strongly believe that more open but collaborative experiences will prove more meaningful and satisfying than polished but single-person experiences. What we don’t often have yet, though, are rich and powerful multiple participant experiences. Amusement parks come close, but seldom allow the experience to be captured and reshared, nor do they usually add to our experience of real-world places.

My PhD was funded by the Australian Research Council and Lonely Planet to explore internet tourism in 3D nearly 20 years ago, and I explored how different types of interaction afforded cultural learning, but also what engaged people and was memorable. The gamers completed most tasks and most quickly, but they did not necessarily remember the content! So it also depends on the user and what they expect to find. I think another rich avenue is augmented reality tourism, as it can filter out, be more responsive, more accessible via phones, and enhances the world already there rather than try to compete with it. Exertion devices, physical trainers etc. tied to virtual tourism equipment also has appeal for our more sedentary and, for some, quarantined lives: https://news.theceomagazine.com/lifestyle/health/sydney-university-virtual-reality/

-How difficult is it to produce a good virtual reality touristic experience? (is it expensive? technologically difficult?)

I think it is a piece of string question. If you want a sense of rich spatial immersion, that is one thing. A native form of interaction (seeing and moving your hands in VR) is already a possibility, and there are new devices on the way to simulate walking: https://medium.com/@infiniwalk/real-unlimited-locomotion-in-virtual-reality-changes-everything-ce0a5bf8bffc

There are also privacy issues, especially if the VR headset connects via an external camera, the internet, your phone  and social media or connects to biofeedback devices, Facebook for example, owns Oculus: https://www.weforum.org/agenda/2019/08/the-hidden-risk-of-virtual-reality-and-what-to-do-about-it/ and also  https://www.theverge.com/2018/4/9/17206650/oculus-facebook-vr-user-data-mining-privacy-policy-advertising plus https://www.roadtovr.com/oculus-quest-camera-privacy-rift-s-facebook/

The eye-tracking feature of head mounted displays is exciting, and HMDs are still increasingly cheaper, better, and more comfortable. But apart from promising interaction, powerful displays, and still-costly but more sophisticated interfaces, I think we still have major gaps in meaningful entertainment and eLearning: https://www.cnet.com/news/eye-tracking-is-the-next-phase-for-vr-ready-or-not/

-How to familiarize with eTourism? Is it hard (or expensive?) to follow the technology (Will someone have to buy a new device every year? is the technology compatible from one provider or cie to the other?)

You can buy an Oculus Quest now that is comfortable with reasonable resolution, that provides surround panoramas and 3D movies and games. Much VR is created in the Unity or Unreal game engines, but yes the more sophisticated headsets (like the Mixed Reality Microsoft HoloLens, which does not create Holograms) seem to last 1-2 years, if we are lucky. These headsets have to hit the market so quickly, many develop issues that are not apparently obvious: