Category Archives: Conference

CTIS Symposium Shenzhen China 30 November 2014: The Convergence of Culture and Technology in the Age of Mobile Internet

I presented the below paper (and too many slides) at CTIS Symposium: The Convergence of Culture and Technology in the Age of Mobile Internet.

It was very interesting to see developing cultural media companies in China, and well done Halfback Studios for your partnerships going into this market!
Anyway, here is a taster of the paper I wrote.

Abstract:

The computer paradigm is giving way to the mobile Internet paradigm (Gartner; Lunden; Anthony). Always on, always connected, always linked, always beeping, and always being triggered. Increased mobility suggests lighter and yet more powerful devices, greater contextualization and improved personalization. So what are the implications for cultural experiences in digital worlds?

Unfortunately, in my area of research, virtual heritage (games and virtual reality applied in the services of cultural heritage), the development of technology for the transmission of cultural knowledge in a virtual world is arguably still at a primitive stage. Ideally, digital cultural innovation in this field develops in parallel with technological innovation but projects and commercial applications so far show either a lack of technical flexibility or a paucity of rich cultural interaction and thematic appropriateness. Despite this dour criticism, my paper will put forward a suggestion for how a creative and explorative fusion of new media, the mobile internet, and the entertainment industry could offer new and exciting but so far unrealized opportunities for virtual heritage both in terms of the public and in terms of the classroom.

  1. Convergence Culture

The book Convergence Culture, by Henry Jenkins (Jenkins) is well-written and relevant to our discussion yet some of the arguments are hard to pin down. I believe he makes these provocative claims:

  • Fan Culture is equivalent to Collective Intelligence.
  • Mainstream popular media is a good example of participatory media.
  • There will be no one Black Box through which all media will have to flow.
  • Old media does not die.

The term Convergence Culture is confusing. In Jenkins’ introduction (2) and his glossary (282) convergence is:

“A word that describes technological, industrial, cultural, and social changes in the ways media circulates within our culture…the flow of content across multiple media platforms, the cooperation between multiple media industries, the search for new structures of media financing… the migratory behavior of media audiences who would go almost anywhere in search of the kind of entertainment experiences they want.”

Yet Convergence Culture is introduced as (283): “A shift in the logic by which culture operates, emphasizing the flow of content across media channels.” And even more surprisingly, divergence is (284): “part of the same process of media change” as convergence (at least according to de Sola Pool). So does cultural convergence actually just mean the tides and shift of media changes? Part of the confusion can be traced to Jenkins continually weaving trends and sub-definitions of Convergence Culture (and convergence per se) throughout the book.

Most importantly, Jenkins avoids discussing the importance of technological change in Convergence Culture because he is more interested in Fan Culture and the media industry, but this is a fundamental point of Ithiel de Sola Pool’s Technologies of Freedom. It was de Sola Pool who Jenkins (10) labels “the prophet of media convergence” because the former spoke about the “convergence of modes”, the increasing trend for media content to travel on non-proprietary and non-technologically required channels. In other words (10): “’…the one-to-one relationship that used to exist between a medium and its use is eroding.’” It is true that de Sola Pool argued that the media should become less dependent on the medium, but de Sola Pool still thought certain types of technology (dispersed, accessible, decentralized) were required for the freedom that he seeks. Likewise, Lévy argued for technological innovation (Lévy 39-55).

Jenkins also quotes Gitelman (Gitelman 7) who defines media as “socially realised structures of communication, where structures include both technological forms and their associated protocols.” So although de Sota Pool, Lévy and Gitelman, are cited for their observations on technology, they do not seem to have persuaded Jenkins about the importance of technology, culture, or the associated cultural protocols. This is in part because Jenkins wishes to refute the technocentric evangelism of Negroponte and others. He agrees that digitalization was important, but not that it is inevitable or even stable (11). Given Jenkins’ downplaying of technology, I suggest Jenkins is really talking about Lévy’s “convergence of modes” for transmedia audiences and their relationship to each other and to the media industries. So while the book title is simple and clear, it is not accurate, it does not express clearly the intention of the book’s actual focus on transmedia audiences. And the role and nature of culture itself is never clearly defined, which is a problematic issue I will return to later in this essay.

cfp: Digital Heritage 2015, 28 Sep-2 October, Granada Spain

Digital Heritage 2015, 28 September – 2 October @ Granada, Spain

http://digitalheritage2015.org/

Digital Heritage 2015, jointly with the affiliated Conferences and exhibitions which are held under one common management and registration, invite you to participate and contribute to the second international forum for the dissemination and exchange of cutting-edge scientific knowledge on theoretical, generic and applied areas of digital heritage. A federated event of the leading scientific meetings in information technology for heritage, the Congress will bring VSMM, Eurographics GCH, Arqueologica2.0, Archaeovirtual, Digital Art Week and special events from CAA, CIPA, Space2Place, ICOMOS ICIP, and multiple others together in one venue with a prestigious joint publication. A ground-breaking public display of cutting edge digital heritage projects will also grace the conference venue at two museums: the museum Parque de las Ciencias de Andalucía and the museum of the Memory of Andalusia.

Important Dates

LengthAbstract (up to 300 words)Deadline for SubmissionNotification of AcceptanceCamera Ready Receipt
Full Papersup to 8 pages15th March1st April1st June15th July
Short Papersup to 4 pages26th April3rd May17th June15th July
Special Sessions
Tutorialsup to 8 pages15th March1st April1st June15th July
Workshopsup to 8 pages15th March1st April1st June15th July
Panelsup to 8 pages15th March1st April1st June15th July
Exhibitions & Demosup to 3 pages12th April19th April5th June15th July

CFP: Trans-Atlantic Dialogues on Cultural Heritage: Heritage, Tourism and Traditions

Conference announcement

Call for Papers, 15.12.14 FOR 13-16 July 2015, Liverpool UK

Trans-Atlantic dialogues on cultural heritage began as early as the voyages of Leif Ericson and Christopher Columbus and continue through the present day. Each side of the Atlantic offers its own geographical and historical specificities expressed and projected through material and immaterial heritage. However, in geopolitical terms and through everyday mobilities, people, objects and ideas flow backward and forward across the ocean, each shaping the heritage of the other, for better or worse, and each shaping the meanings and values that heritage conveys. Where, and in what ways are these trans-Atlantic heritages connected? Where, and in what ways are they not? What can we learn by reflecting on how the different societies and cultures on each side of the Atlantic Ocean produce, consume, mediate, filter, absorb, resist, and experience the heritage of the other?

This conference is brought to you by the Ironbridge International Institute for Cultural Heritage (IIICH), University of Birmingham and the Collaborative for Cultural Heritage Management and Policy (CHAMP), University of Illinois and offers a venue for exploring three critical interactions in this trans-Atlantic dialogue: heritage, tourism and traditions. North America and Europe fashioned two dominant cultural tropes from their powerful and influential intellectual traditions, which have been enacted in Central/South America and Africa, everywhere implicating indigenous cultures. These tropes are contested and linked through historical engagement and contemporary everyday connections. We ask: How do heritages travel? How is trans-Atlantic tourism shaped by heritage? To what extent have traditions crossed and re-crossed the Atlantic? How have heritage and tourism economies emerged based upon flows of peoples and popular imaginaries?

The goal of the conference is to be simultaneously open-ended and provocative. We welcome papers from academics across a wide range of disciplines including anthropology, archaeology, art history, architecture, business, communication, ethnology, heritage studies, history, geography, landscape architecture, literary studies, media studies, museum studies, popular culture, postcolonial studies, sociology, tourism, urban studies, etc. Topics of interest to the conference include, but are not limited to, the following:

· The heritage of trans-Atlantic encounters

· Travelling intangible heritages

· Heritage flows of popular culture

· Re-defining heritage beyond the postcolonial

· The heritage of Atlantic crossings

· World Heritage of the Atlantic periphery

· Rooting and routing heritage

· Community and Nation on display

· Visualising the Trans-Atlantic world

Abstracts of 300 words with full contact details should be sent as soon as possible but no later than 15th December 2014 to ironbridge

CFP: Entertainment Computing, Elsevier: Special Issue on Entertainment in Serious Games and Entertaining Serious Purposes

Entertainment Computing, Elsevier: Special Issue on Entertainment in Serious Games and Entertaining Serious Purposes

Following the successful one-day workshop on “Entertainment in Serious Games and Entertaining Serious Purposes” (30/09/14) held at the International Conference on Entertainment Computing (ICEC 2014), in Sydney, Australia, we invite submissions to be considered for publication in a Special Issue of the journal of Entertainment Computing, Elsevier. Please refer to outline, instructions for submission, timelines and submission deadlines, and topics of interest, below.

Outline

The serious games community rightly argues that there’s more to serious games than entertainment, and restricting the focus to entertainment “seriously undersells its potential” (Jenkins 2006). Indeed, while a consensus definition of serious games still eludes us, serious games are often described as games designed for a primary purpose other than pure entertainment.

However, entertainment obviously has an important role to play, for example in contributing to the motivational and engaging qualities of serious games and making learning or serious elements more palatable. Why would anyone want to voluntarily play a serious game again and again for extended periods of time if it’s not entertaining? Furthermore, discussion around what is, and what is not, primary or secondary importance is not always helpful and can be problematic – because arguing that serious purpose is primary rejects many games and interactions whose entertaining element is the purpose – where purpose and entertainment are inextricably and synergistically linked. So arguments or distinctions along the lines of what’s more important, the serious purpose or entertainment, become blurred.

In addition, gameplay and interactions exhibiting this synergistic nature typically identify good design. Where entertainment and serious purpose meet, where purpose doesn’t overshadow entertainment (and vice versa) and ideally where players want to play voluntarily for hours on end, again and again, and in their own time.

Similar arguments are used with learning and development where learning with games is fun (e.g. Gee 2007). Other more obvious examples can be found in exergames and dance games where the mechanic of working out is entertaining and entertainment is a workout; or with interactive art and installations that provide a message or an experience that is entertaining. Similarly, other examples might include well-designed role-playing, interactive storytelling and performance where taking part in historical events, encounters with different social and cultural structures, or facing moral and ethical dilemmas and situations can be entertaining.

In this respect, entertainment and associated experiences can mean different things to different people and can involve elements or mixes of gameplay and interaction that is fun and exciting, through stimulating and thought provoking, to difficult, scary, or darker experiences that are pleasurable (Marsh and Costello 2012).

As more and more interactive entertainments (games, diversions and brain teasers) appear on social media and networking sites, it’s not difficult to foresee these offerings increasingly extending to serious purposes (learning, training and well-being); and in doing so perhaps signal an increased confidence in overcoming the failure surrounding the introduction of Edutainment in the 1990’s.

In this Special Issue of the journal Entertainment Computing we wish to highlight the importance of entertainment (in its various forms) in serious games irrespective of supporting technologies/platforms. The objective of this Special Issue is to bring together research, reviews, case studies, as well as details and experiences in the development of serious games and interactive media associated with entertainment in serious games and the synergy of serious purpose and entertainment in interactions and gameplay – where entertainment is the serious purpose and also where the synergy of purpose and entertainment identifies good design.

Topics of Interest

In particular, we seek submissions that focus on, or address (but not restricted to) the following topics:

  • Theory & Discussion: synergies between entertainment and serious purpose(s). What is, and what is not entertainment? And what can entertaining serious purpose encapsulate?
  • Mechanics, Mechanisms & Devices: creating/supporting synergies between entertainment and serious purpose.
  • Design & Development: design for synergy; and where entertainment meets purpose – identifies good design.
  • Analysis & Assessment: methods and approaches to evaluate synergy e.g. telemetry in-game analysis.
  • Ethics: can entertainment trivialize a serious, sensitive or difficult topic?
  • Acting and performing in games, simulations, virtual heritage, and documentary games – be part of historical events, experience different social and cultural structures; or encounter moral dilemmas & situations.
  • Novel experimental games, environments and interactions e.g. persuasive, pervasive, mixed and augmented realities; interactive storytelling.
  • Exergames, Interactive Art & Diversions: where the workout or the interchanges provide entertaining serious purposes.

Instructions for Submission

Your manuscript should be 10 or more pages in pdf format. Include all authors’ names, affiliations and contact details. The submission website for the journal of Entertainment Computing is located at: http://ees.elsevier.com/entcom/default.asp

Please ensure your manuscript is correctly identified for inclusion in this special issue by selecting SI: Serious Entertainment when you reach the “Article Type” step in the submission process. New authors to Entertainment Computing are required to pre-register before submission. All submissions will be reviewed by experts in areas associated with serious games and the topics of interest and include ICEC 2014 workshop organizers of Entertainment in Serious Games and Entertaining Serious Purposes, and members of the IFIP TC14.8 Working Group on Serious Games.

Important Dates

Submission Deadline 31 January 2015

Acceptance / Rejection 31 May 2015

Revision Submission 31 August 2015

Publication October / November 2015

Guest Editors

Tim Marsh, Griffith Film School, Queensland College of Art, Griffith University, Brisbane, Australia.

Erik Champion, Curtin University, Australia.

Helmut Hlavacs, University of Vienna, Austria.

Contact organizers at: seriousexperience [at] gmail.com

References

Henry Jenkins. 2006. Getting Serious About Games. http://henryjenkins.org/2006/07/getting_serious_about_games.html

John Paul Gee. 2007. Good Video Games Plus Good Learning, Peter Lang Publishing, Inc., New York.

Tim Marsh & Brigid Costello. 2012. Experience in serious games: between positive and serious experience, Serious Games Development & Applications, SGDA2012, Bremen, Germany.

http://www.seriousgames.sg/Papers/SeriousExperience_MarshCostello_SGDA2012.pdf

Call for Papers, Game History Annual Symposium 2015 Edition

Game History Annual Symposium: 2015 Edition
History of Gender in Games

Bilingual Conference (French/English)
June 26-27, Grande Bibliothèque (Montreal, Canada)
Website : www.sahj.ca<http://www.sahj.ca><http://www.sahj.ca>

Since the beginning of the 1990s, many scholars have shown concern for the plethora of gender stereotypes and sexist narratives in video games, as well as for the lower percentage of female players and of female game designers. Over time, the solutions advanced to avoid sexism and to bridge the gaps between men and women followed three different trends.

First Wave of Game Feminism
Considering the growing importance of technological literacy during the 1990s, many were promoting the creation of computer games specifically designed for girls. Even though these games risk naturalizing gender binaries, it seemed more realistic to transform the game industry one step at a time, by creating spaces where young girls feel comfortable to play. Simultaneously, groups like Quake Grrl proved that female players can enjoy beating boys at their own games.

Second Wave of Game Feminism
Between 2000 and 2010, the number of female players increased, but the rarity of women designers, the marginalization of professional female players, and the proliferation of stereotypical avatars persisted. While the conception of gender as socially constructed was spreading, more voices called for gender-neutral games. Some scholars also surfed on this “second wave” of game feminism by turning their attention to the contextual factors that explain gender disparity within gaming practices. Such discussions on gender in games, however, remained mostly centered around white heterosexual women.

Third Wave of Game Feminism
After two decades of game feminism, many scholars are now shifting their focus toward alternative representations of gender, LGBTQ themes, as well as self-reflexivity, diversity, sexuality, and masculinity in video games. Inspired by the most recent developements in gender and queer studies, more researchers adopt an intersectional approach to gender/race/class/age, or a postmodern approach to gender as something that we “do” and that is open to exploration on an individual basis, thus initiating a “third wave” of game feminism.

Conference
Presented in partnership with TAG (Technoculture, Arts and Games, Concordia University), CMS|W (Comparative Media Studies | Writing, MIT), Canada Research Chair In Game Studies & Design (Concordia University), LUDOV (Laboratory for the Documentation and Observation of Video Games, UdeM), Homo Ludens (UQAM), and BAnQ (Bibliothèque et Archives nationales du Québec), this second edition of the Game History Annual Symposium will not only provide opportunities to review the history of gender in games, but also to document the emergence of a “third wave” of game feminism. Professionals and scholars from any and all disciplines are invited to submit a proposal in French or in English that would fit in one of these four tracks:

Track 1: Game Feminism
Invited speakers: Suzanne De Castell and Jennifer Jenson, co-founders of Feminists in Games (FIG)

How have studies of gender in games evolved in the past decades? Have scholars found ways to work on this topic without essentializing gender differences and homogenizing the category “woman?” How can we describe the third wave of game feminism in comparison with the first and the second ones? How can studies of gender in computer games benefit from studies of gender in “traditional games” (role-playing games, board games, dolls, etc.)?

Track 2: Game Representations
Invited speaker: Adrienne Shaw, author of Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture (University of Minnesota Press, 2015)

How have gender representations in games changed? What similarities and differences can be observed between those found in computer games and those found in “traditional” games? Are stereotypical protagonists still pervasive, or there is more room for nuanced, androgynous, and queer avatars? Are there more serious games, indie games, or machinima that challenge stereotypes, educate players on gender issues or question heteronormativity?

Track 3: Game Design
Invited speaker: Brie Code, Lead programmer of Child of Light (Ubisoft, 2014)

How has the participation of women as players and developers transformed game design? Has the game industry created new genres that are more appealing to women? Has it incorporated, in traditional genres, new elements that attract female players? Does the evolution of game design reflect a change of values regarding gender equality or a better tolerance of diversity? Do computer games provide more freedom than “traditional” games in terms of gameplay?

Track 4: Game Culture
Invited speaker: Todd Harper, author of The Culture of Digital Fighting Games: Performance and Practice (Routledge, 2013)

How have gender dynamics evolved in game communities? Have those communities opened up to female players and gaymers? To what extend are sexism and sexual harassment still pervasive in geek culture? Are there new pockets of resistance? How and in what areas has the game industry changed its marketing to reach wider audiences than the core young male demographic?

Abstract Submission
Proposals of 800 words (plus bibliography) should be sent to GameHistoryMTL<mailto:GameHistoryMTL><mailto:GameHistoryMTL<mailto:GameHistoryMTL>> before January 11, 2015. The proposals should be anonymous, include a title, and provide a clear synopsis for a 20-minute presentation. In your email, please specify which track you want to be part of, provide your name, affiliation, and a short biography. Submissions will be reviewed by members of the scientific committee. A double-blind peer review publication project will be launched after the conference.

Conference chairs for the 2015 Edition
Mia Consalvo, Professor at Concordia University
Gabrielle Trépanier-Jobin, Postdoctoral Researcher at MIT

Cultural Events

• Screening of the movie Gaming in Color (2014)
• Exhibition “Gender in Games”

• Closing Reception

• Montreal International Jazz Festival

Cfp: International Conference : Creativity and Cognition Glasgow School of Art : June 22-26, 2015

International Conference : Creativity and Cognition Glasgow School of Art : June 22-26, 2015

Tom Maver, Conference Chair, invites you to participate in the Creativity and Cognition 2015 International Conference sponsored by the Computer Human Interface Special Interest Group (SGICHI) of the Association of Computing Machinery (ACM). This biennial conference series explores the interaction between the emerging information technologies and all aspects of the arts.

The Call for papers, art works, workshops, posters, etc can be found at : cc15.cityofglasgowcollege.ac.uk

Advanced Challenges in Theory and Practice in 3D Modeling of Cultural Heritage Sites

This NEH Advanced Topics in the Digital Humanities Summer Institute, co-hosted by Arkansas State University and UCLA, will consider advanced problems and issues facing scholars working with 3D content with an emphasis on the end user experience. This institute will take place over two consecutive summers. In 2015, participants will gather for a week at ASU to discuss key issues and challenges with institute faculty, and define research questions that they will explore in the subsequent academic year. In 2016, participants will present their findings at a three-day symposium to be held at UCLA.

Applications are due March 16, 2015.

The application process will be posted by November 1, 2014.

Submissions are encouraged from:
Scholars with research or teaching projects that would benefit from advanced discussion of theoretical issues related to 3D content,
In-service educators interested in pedagogical applications for 3D content across humanities disciplines and grade levels,
Library, museum, and publishing professionals investigating or using 3D content in installations or born-digital publications, and
Technologists involved with interactive 3D computer graphics, educational games, or dissemination platforms.

Faculty:
Alyson A. Gill, Institute Co-Director, Arkansas State University
Lisa M. Snyder, Institute Co-Director, UCLA
Ear Zow Digital, Curtin University, Australia
John R. Clarke, University of Texas, Austin
Diane Favro, UCLA
Maurizio Forte, Duke University
Bernard Frischer, Indiana University
Ruth Hawkins, Arkansas State University
Christopher Johanson, UCLA
Angel David Nieves, Hamilton College

Schedule:
Participants will spend the first week (June 8-14, 2015) at the University of Arkansas-Jonesboro campus, and then reconvene the following summer at UCLA for a three-day symposium (June 6-9, 2016).

The Reading Brain in the Digital Age

Have been saying this for years, don’t use multimedia and VR to replicate text!

Museums | Digital | Research | Learning

Paper v screens? Is one better than the other or do they both have a role to play? This 2013 Scientific American article, The Reading Brain in the Digital Age: Why Paper Still Beats Screens, asks does the reading process of a digital or mobile text cause our brains to respond differently? Early studies pointed to reading text on paper as a better way to digest information, whereas current studies are not so conclusive.

What they found is that the act of reading may be better for comprehension, especially when navigating long texts, as the book provides a tactile experience. Screens may “drain” more of our brains causing people to approach a digital text with a mind that is not open to learning.

The article reminds us that humans are not ‘born with brain circuits dedicated to reading’ – it is a skill that we learn and hone throughout…

View original post 501 more words

Why I’m fed up with digital projects (and why I’m not): a rant

Ditto!

martha henson: blog

I’ve felt a little rant bubbling up in me over the last few months: a sense of disquiet about digital, a jaded annoyance about wasted time and resources and opportunities squandered. Today I was reminded about an old project that was the epitome of digital idiocy, one of those thoughtless knee-jerk “we must have an app!” projects that make me want to throw a toddler tantrum, kicking and screaming “but who is it for?” until someone agrees to at least do a bit of audience research or string together a minimally viable set of objectives. And that reminder seems to have brought it all to the surface, so here goes.

I am fed up of seeing people and organisations produce digital rubbish: poor apps, clunky games, badly designed microsites and other half-arsed online, mobile and technological systems and whatnots. I am fed up of people who are smart about digital…

View original post 892 more words

Call for Presentation Proposals Immersive Learning Research Network 1st Meeting & Virtual Symposium:

Call for Presentation Proposals-
Immersive Learning Research Network 1st Meeting & Virtual Symposium: iLRN Corvallis, Oregon 2014 Meetup

“Immersed in the Future, Together: Scholarship, Experience, and Community”

13th – 15th November 2014
Corvallis, OR, USA

Oregon State University is pleased to announce the ILRN Corvallis, Oregon 2014 Meetup and Virtual Symposium. This regional meeting and virtual symposium will feature expert researchers, theorists, practitioners, and developers showcasing projects and products that offer “immersive” learning experiences enhanced by digital technology. Immersive environments include virtual worlds, video games, augmented reality applications, and other ways to give people a sense of “Being There”. The Oregon meeting and worldwide virtual symposium will be the first official event of the globally represented Immersive Learning Research Network (IRLN).

The Oregon 2014 Meetup and ILRN Committees invite all immersive learning professionals from across the disciplines to propose a presentation for this Corvallis event, either in person or virtually via the Internet.

Proposal acceptances will be communicated on a first-come, first-served basis starting September 10th. If your proposal is accepted, you will be provided with the ability to schedule a presentation time that is convenient to your time zone and work schedule. Early proposal submission and acceptance will give you the most flexibility for scheduling your presentation. The deadline to submit presentation proposals for guaranteed space is October 13th; proposals received after that date, up until a final deadline of October 27th, will be accepted on a space-available basis. For presentation requirements, please visit: http://immersivelrn.org/ilrn-corvallis-oregon-2014-meetup

Note: Presenters do not need to be active ILRN members. However, everyone is encouraged to join for free before January 1st, 2015 when membership application fees may apply. See http://immersivelrn.org/ for information on joining the Network.

The details of this Call for Presentation Proposals are below and also available online: http://immersivelrn.org/ilrn-corvallis-oregon-2014-meetup

Meetup Theme

As the inaugural event for the Immersive Learning Research Network, the Oregon Meetup Committee believe it fitting to emphasize the communal interest in gathering expertise from across the disciplines, the need to meaningfully connect research to practice, and the critical necessity for people to have mutual experiences and frames of reference. These are hallmarks of meaningful Communities of Practice.

The theme for the IRLN Corvallis, Oregon 2014 Meetup is “Immersed in the Future, Together: Scholarship, Experience, and Community”.

The ILRN Oregon Meetup Committee will give preference to those proposals of Immersive Learning presentations that feature:

– Attempts to substantively bridge multiple kinds of expertise to generate a sense of “immersion” (e.g. psychology, pedagogy, architecture, computer science, etc);
– Sharing resources and visions for Immersive Learning researchers and practitioners to use in developing a common future.
– Sharing technical expertise on creation of Immersive Learning experiences that is not readily available for free elsewhere;
– Featuring design- or evidence-based reasoning for learning within the design of an immersive experience;
– Explicitly develops capacity within immersive learning experiences to form community OR focuses on the community that forms as a result of efforts to create immersive learning experiences;
– Providing Open Educational Resources or open source possibilities for developing Immersive Learning to everyone – to encourage community and sharing.
– Articulating conceptual frameworks or definitions for specific kinds of Immersive Learning expertise that may be of possible benefit or use by others. – Other ideas? Pitch them to the Oregon 2014 Meetup committee!

ILRN Corvallis, Oregon 2014 Meetup and Virtual Symposium Submission format

Presentation proposals must include:

– A concise title.
– The names and affiliations of the presenters; please not whether as part of the MEETUP (i.e. in person presentation) or part of the VIRTUAL SYMPOSIUM (i.e. remote presentation).
– Proposed duration of the presentation – 30 minutes or 50 minutes. The organizers may exceptionally consider well justified longer presentations.
– Preference for a date (November 13, 14, or 15); but, the proposal must not be conditioned on the presentation date, since it is likely that some will not get their preferred date.
– A statement of the presentation’s objective/goals related to Immersive Learning.
– A statement detailing: Why is the presentation topic important? Why is the presentation timely? How is it relevant to Immersive Learning Research and/or Practice?
– A description of the presentation format: how many invited speakers, type of activities (e.g., video overview, live demonstration, live interactive participation, short paper presentation, invited discussion, link to papers, posters, etc.), and an approximate timeline. The keys to a successful ILRN presentation are twofold: Relevant Audience Engagement & Connections to Quality Learning
– A short bio of the presenters, including a description of their qualifications relative to the topic area, and past experience in related conference or research meetings.

Proposal Submission

Complete proposals will have incorporate the above criteria and should be written in English at no more than three pages in length (10pt with reasonable margins) and must be in PDF or plain unformatted text (.txt).

Workshop proposals should be submitted through: http://immersivelrn.org/ilrn-corvallis-oregon-2014-meetup-submission/

Venue

ILRN Corvallis, Oregon 2014 Meetup and Virtual Symposium will take place between 13th and 16th of November 2014 in Corvallis, Oregon on the Oregon State University campus. Visitors may fly into Portland International Airport (PDX) or Eugene Mahlon-Sweet Airport (EUG). More information on: http://immersivelrn.org/ilrn-corvallis-oregon-2014-meetup

Oregon Meeting Organization

General Chair: Jonathon Richter, University of Montana, USA
Local Chair: Jon Dorbolo, Oregon State University, USA
Program Co-Chair: Monica Marlo (to be confirmed)
Program Co-Chair: Kimmy Hescock, Oregon State University, USA Special Events Chair: Eric Smith (to be confirmed)

iLRN Advisory Board

Jonathon Richter, University of Montana, USA
Jon Dorbolo, Oregon State University, USA
Michael Gardner, University of Essex, UK
Jennifer B. Elliot, University of North Carolina, USA
Christian Gütl, Graz University of Technology, Austria
Carlos Delgado Kloos, Universidad Carlos III de Madrid, Spain François Garnier, École Nationale Supériore des Arts Décoratifs, France Béatrice Hasler, University of Barcelona, Spain
Pasi Mattila, Center for Internet Excellence, Finland
Colin Allison, University of St Andrews, UK

Publicity & Public Relations: Anasol Pena-Rios, University of Essex, UK

About the iLRN Meetings and Virtual Symposia Series

Immersive Researchers and Developers gather and showcase their work, gather to form community, connect with experts around the world, support one another and generate CAPACITY to reach the high level of quality results that is demonstrated formally at the iLRN Annual Conference. The 1st Annual iLRN Conference is to be held in Prague, Czech Republic in July, 2015. Prior to then, iRLN members around the world may host Regional Meetings and/or Virtual Symposia. Each Regional Meeting &/or Worldwide Symposia generally has a topic or theme. These meetings serve to build capacity for attendees as well as to generate content for the online iLRN presence and materials (newsletters, announcements, etc). The activities and products of these Regional Meetings generates content and stimulates dialogue throughout the iLRNetwork online. These meetings are intended to help create community in local/regional/national areas and connect them with people throughout the world through the virtual symposia.

About iLRN

The vision of the immersive Learning Research Network (iLRN) is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. To achieve this, the iLRN mission is to invite and organize scientists, practitioners, organizations, and innovators across the disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. Further the conference, meetings, and virtual symposia aim to build capacity to explain and demonstrate how these immersive learning environments best work using a variety of rigorous, systematic, and meaningful research methods and outreach strategies.

To join the Immersive Learning Research Network or find out more about events and other initiatives, visit http://immersivelrn.org/

CFP: Immersive Learning Research Network Conference

ANNOUNCEMENT

Immersive Learning Research Network Conference
iLRN Prague 2015
13th – 14th July 2015
Prague, Czech Republic

The international conference will be organized by Graz University of Technology and University of Essex under the umbrella of the immersive Learning Research Network Conference as an special event of the International Conference on Intelligent Environments (http://www.intenv.org).

We are happy to announce the information about the iLRN Prague 2015, also available online http://immersivelrn.org/ilrn2015prague

CHNM2014@Curtin

We ran a Cultural Heritage and New Media (#chnm2014) event at Curtin on Thursday 25 September 2014.

The presentations ran at the HIVE and building 104 (behind Common Ground Cafe) at Curtin University, Thursday 25 September.We hope it proves to be an effective networking event and hopefully a special issue on the topic will appear via a related Journal.

Speakers included:

  • Tim Sherratt, TROVE, National Library of Australia
  • Stuart Bender, Curtin University
  • Demetrius Lacet, UNIPE, Centro Universitário de João Pessoa, Brazil
  • Torsten Reiners, Curtin University
  • Pauline Joseph, Curtin University
  • Jeff Harris, SciTech Planetarium
  • Paul Arthur, University of Western Sydney
  • Ali Mozafarri, Curtin University
  • Brian Steels, Curtin University
  • Sambit Datta, Curtin University (Erik Champion presented for him)

Three workshops ran in the afternoon:

Stuart Bender: Create 3D Digital Film
Joshua Hollick: Create Content for the HIVE
Karen Miller, Kim Flintoff and Leah Irving: Setting up a Library Makerspace

Thanks to Andrew Woods (and for the introduction) and Joshua Hollick (and Nick) for allowing us to run the first session of presentations in the HIVE.

Tim Sherratt started the presentations by pre-recorded video but his online presence via twitter was thwarted by dodgy wifi-sorry Tim!
Tim makes his presentations and keynotes available online at http://www.slideshare.net/wragge

Curtin’s own Stuart Bender presents in the HIVE on 3D film making..(Curtin has its own new 3D film making studio!)

Participants view the Maldives (3D), a work in progress..

Demetrius Lacet talks about panoramas, HMDs, community engagement and graffiti in Brazil..

He also demonstrates a panoramic of a church interior with an embedded host (movie) and the software he developed to run it on $10 Google cardboard (VR)..

Torsten Reiners of Curtin discusses his nDIVE simulation research

Pauline Joseph (Curtin) discusses archives, collections, and motorsports…

…then she demonstrates panoramic movies of Caversham race track

After the morning tea break Jeff Harris of Scitech planetarium discusses what can be shown in planetariums the audience coverage, and what will happen in the near future

Paul Arthur, University of Western Sydney, Australia’s first Professor of Digital Humanities, and local organiser of DH2015 in Sydney. discusses Digital Humanities, what makes it so important, and what will take place next year at DH2015.

Brian Steels talks about his Welcome to Country app, phone developers/web developers please see him!

3D Film making workshop where participants made their own 3D films run by Stuart and Keith Coote (sorry I don’t have photos of the other 2 workshops)..

Time for me to buy a dedicated camera and not resort to an iPhone 5!

To be published/In press list

In press, pending, to be published? How do you or should you cite yet to be published book chapters? What about when you still have to write or otherwise deliver them? Just don’t put them in the resume? And how do you list them? By publication date or by format?I recall writing and citing a blog post that academic book chapters seldom get read, but ironically I look at my to do and soon to be out in print list and I see book chapters are taking up a lot of my publication time.

  • Champion, E. (2015: contracted). Critical Gaming: Interactive History And Digital Heritage, Digital Research in the Arts and Humanities Series, Ashgate Publishing, UK.
  • Champion, E, Dallas, C., and Benardou, A. (). (2015: contracted). Cultural Heritage Creative Tools And Archives. Ashgate Publishing.
  • Champion, E. (2014: in press). “Virtual Heritage, an introduction” in Robyn Gillam and Jeffrey Jacobson, (eds.), The Egyptian Oracle Project; Ancient Ceremony in Augmented Reality, Bloomsbury. Chapter. In press.
  • Champion, E. (2015). ” Either/Or: Culture Heritage, Digital Heritage” in Weigung Guo Henry Li and John Hartley, (eds.), Culture+8, Fudan University Press. Chapter.
  • Champion, E. (2014). Heritage and Social Media: Understanding heritage in a participatory culture [Book Review]. Heritage & Society, 7(2). In press.
  • Champion, E. (2014). A 3D Cultural Heritage And Visualisation Depository For Australia. eResearch 2014 conference, Melbourne, 27-31 October 2014. Accepted.
  • Champion, E. (2014). Appetite For Destruction-Entertainment And Heritage. International Conference of Entertainment Computing (ICEC2014), workshop: Entertainment in Serious Games and Entertaining Serious Purposes, Sydney, 30 September 2014.
  • Warren, R., & Champion, E. (2014). Linked Open Data Driven Realistic Simulations and Games. The 13th International Semantic Web conference. ISWC workshop, Trento Italy, 19-23 October 2014. Accepted.
  • Champion, E. (2014). The cultural and pedagogical issues of new media and the humanities. Cultural and Technological Innovation Symposium (CTIS 2014), Shenzhen University, PRC, 30 November 2014. Invited.
  • Champion, E. (2014). Critical Theory, Game-Based Learning and Virtual Heritage. Critical Heritage Studies, Canberra, 2-4 December 2014. Accepted.

Museum Experience: individual or social?

Would like to know the original paper, and evaluation data!

Interaction, Organisation & Technology

I have just come back from a workshop at a museum where we discussed the use of labels and mobile systems, PDAs, Audioguides, or mobile phones to support or even enhance people’s experience of exhibits and exhibitions. As in other museums, the managers and curators still largely think of abele and electronic systems as information sources for individual visitors. Hence, information is written or recorded for an individual visitor to retrieve. This is somewhat surprising for a number of reasons, including the observation of the same managers and curators that devices and systems like movie phones, touch-screen systems, PDAs and Audioguides encourage people to spend more time with the systems than with with exhibits. When managers and curators report their observations in exhibitions they talk about visitors reading labels and looking at the screens of digital systems for considerable time whilst spending considerably less, sometimes no, time with the works of art…

View original post 251 more words

CFPS for 2014-2016 by DEADLINE

*START*DUECONFERENCETHEMELOCATION
30-Mar-1530-Sep-14CAA2015Computer Applications & Quantitative Methods in ArchaeologySiena Italy
18-Apr-1506-Oct-14chi2015Human Factors in Computing Systems: CrossingsSeoul Korea
06-Jul-1510-Oct-14CAADFuturesThe city of the futureSao Paolo Brazil
01-Jun-1501-Nov-14virtual archaeology2nd International Conference on Virtual ArchaeologySaint-Petersburg Russia
18-May-1503-Nov-14www2015world wide web conferenceFlorence Italy
29-Jun-1503-Nov-14DH2015Digital Humanities 2015: Global Digital HumanitiesSydney Australia
22-Jun-1512-Dec-14Ed-media2015Educational Multimedia, Hypermedia & TelecommunicationsMontreal Canada
11-Aug-1516-Jan-15Serious GamesSerious Games/ISSSG2015Singapore
13-Jul-1516-Jan-15iLRN Prague 2015Intelligent Environment (IE)Prague Czech republic
14-Sep-1523-Jan-15Interact 2015Connection.Tradition.InnovationBamberg Germany
27-Nov-1527-May-15ICDHConference on Digital HeritageLondon UK
07-May-1606-Oct-15chi2016Computer-Human Interaction:workshops, notes etcSan Jose USA
06-Jun-1626-Jan-16DIS2016Designing Interactive SystemsBrisbane Australia
14-May-15?digra2015International Digital Games Research AssociationLüneburg Germany
08-Jun-15?NEHHumanities Heritage 3D Visualization: Theory and PracticeArkansas USA
06-Jun-16?NEHHumanities Heritage 3D Visualization: Theory and PracticeLA USA
29-Jun-15?LODLAMLinked Open Data in Libraries Archives and MuseumsSydney Australia

CFP: iLRN 2015 Conference -July 13, 2015 – July 14, 2015 – Prague Czech Republic

Immersive Learning Research Network Conference 13-15 July 2015 Prague
http://csee.essex.ac.uk/ariel/event/ilrn2015prague/http://csee.essex.ac.uk/ariel/event/ilrn2015prague/
The objective of the immersive Learning Research Network (iLRN) Conference Series is to bring together researchers, educators, practitioners, decision makers, and industry on a global scale. The conference offer knowledge exchange and open discussions in scientific presentations streams, poster sessions and panels. Fairly new is the hands-on demo stream, which combines a short paper presentation with an extended hands-on presentation for the attendees. Following a bottom-up way, special tracks and workshops cover emerging topics and trends suggested and organized by the community and focused groups. Also speed sessions enable participants to present an aspect of their work or interest in a fun and speedy way. The international conference will further offer a platform to explore and initiate research collaborations, and give international research consortiums room to share their results.

Dates
Special Tracks Proposals:15 November 2015
Papers:1 February 2015
Workshop Proposals ans Posters:15 April 2015
Main Conference and Special Sessions:13th – 14th July 2015

3D-ARCH 2015 – 6th Int. Workshop “3D Virtual Reconstruction and Visualization of Complex Architectures, 25-26-27 February 2015, Avila, Spain

3D-ARCH 2015 – 6th Int. Workshop “3D Virtual Reconstruction and Visualization of Complex Architectures, 25-26-27 February 2015, Avila, Spain

Date: 27 August 2014 10:08:10 am ACST

To: undisclosed-recipients:;

***** 3D-ARCH 2015
***** Int. Workshop “3D Virtual Reconstruction and Visualization of Complex Architectures”
***** 25-26-27 February 2015, Avila, Spain
***** http://www.3d-arch.org

Dear friends and colleagues,

we kindly invite you to the 6th 3D-ARCH international workshop on “3D Virtual Reconstruction and Visualization of Complex Architectures” which will be held in Avila (Spain) on 25-26-27 February 2015.
Avila is a UNESCO World Heritage city since 1985 and is very close to Madrid.

The event is the 6th in a row after the successful editions in
– 2005 in Venice (http://www.isprs.org/proceedings/XXXVI/5-W17/),
– 2007 in Zurich (http://www.isprs.org/proceedings/XXXVI/5-W47/),
– 2009 in Trento (http://www.isprs.org/proceedings/XXXVIII/5-W1/),
– 2011 in Trento (http://www.int-arch-photogramm-remote-sens-spatial-inf-sci.net/XXXVIII-5-W16/),
– 2013 in Trento (http://www.int-arch-photogramm-remote-sens-spatial-inf-sci.net/XL-5-W1/)

The 2015 edition will focus on the steps and processes for smart 3D terrestrial modelling, accessing and understanding of virtual environments from multiple data sources.

Topics are limited to:
– Multi-source data and multi-sensors approaches
– Low-cost sensors and open-source algorithms for terrestrial 3D modeling
– Automation in data registration
– Image matching and 3D reconstruction
– Point cloud analysis
– Procedural modeling
– Accuracy requirement and assessment in 3D reconstructions
– Virtual and Augmented Reality applied to the visualization and conservation of complex architectures and heritage

The event will have single-track technical sessions with oral presentations and poster sessions.

REGISTRATION FEE:
The registration fee includes the participation at the scientific event, proceedings, lunches, coffee breaks, welcome party and social dinner.
EARLY:
Student before January 15th, 2015: 170 Eur
Regular before January 15th, 2015: 200 Eur
REGULAR:
Student after January 15th and before February 20th, 2015: 220 Eur
Regular after January 15th and before February 20th, 2015: 250 Eur
ON-SITE:
Student: 270 Eur
Regular: 300 Eur

IMPORTANT DATES:
– Abstract submission (at least 1000 words, possibly with figures): November 24th, 2014
– Notification to authors: December 19th, 2014
– Full paper (ISPRS format, max 8 pages): January 30th, 2015

PAPERS PUBLICATION:
The accepted articles will be published in the ISPRS International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences (http://www.isprs.org/publications/archives.aspx).
Each submitted paper needs at least one paid registration fee.

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

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

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

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

 

cfps: Conferences for 2014-2016

*START*DUECONFERENCETHEMELOCATION
04-Sep-1401-Jun-14DHODigital Humanities CongressSheffield
15-Sep-1428-Jul-14HCITOHC2014Human-Computer Interaction, Tourism and Cultural HeritageSan Marino Italy
01-Oct-1401-Jun-14ICEC2014Entertainment ComputingSydney Australia
04-Oct-1427-Jun-14Spatial SUI symposiumSpatial symposiumHonolulu Hawaii
06-Oct-1410-Jun-14GCH12th EUROGRAPHICS Workshop on Graphics and Cultural Heritage (GCH)Darmstadt Germany
16-Oct-1401-Jul-14meaningfulplayMeaningful playMichigan USA
27-Oct-1413-Jun-14eResearch AustraliaeResearch AustraliaMelbourne Australia
03-Nov-1416-Jun-14ICIDSInteractive Digital Storytelling ConferenceSingapore
03-Nov-1430-Jun-14euromedInternational Congress on Cultural HeritageLemessos Cyprus
11-Nov-1430-Jun-14VRST2014ACM Virtual Reality Software and TechnologyEdinburgh Scotland
11-Nov-1412-May-14ACEComputers in EntertainmentFunchal Madeira
12-Nov-1409-May-14ICMIMultimodal InteractionIstanbul Turkey
19-Nov-1420-Jun-14mab2014Media Architecture BiennaleAarhus Denmark
24-Nov-1415-Jun-14E-iED2014European Immersive Education Summit:virtual worlds, learning gamesVienna Austria
25-Nov-1401-Aug-14MUMMobile and ubiquitous mediaMelbourne Australia
02-Dec-1401-Jun-14Critical HeritageSessionsCanberra Australia
02-Dec-1407-Jul-14ozchi2014Designing futures: the future of designSydney Australia
02-Dec-1416-Aug-14ie2014Interactive EntertainmentNewcastle Australia
03-Dec-1410-Jun-14CSAACultural StudiesWollongong Australia
03-Dec-1403-Jun-14siggraph asia 2014Shenzen China
09-Dec-1428-Jul-14vsmm2014Virtual Systems & Multimedia: Image & ArchiveHong Kong
31-Jan-1501-Aug-14tei2015Tangible, Embedded, and Embodied InteractionStanford USA
18-Apr-1522-Sep-14chi2015Human Factors in Computing Systems: CrossingsSeoul Korea
08-Jun-15invitedproposedHumanities Heritage 3D Visualization: Theory and PracticeArkansas USA
06-Jul-1510-Oct-14CAADFuturesThe city of the futureSao Paolo Brazil
06-Jul-15?DH2015Digital HumanitiesSydney Australia
14-Sep-1523-Jan-15Interact 2015Connection.Tradition.InnovationBamberg Germany
06-Jun-16invitedproposedHumanities Heritage 3D Visualization: Theory and PracticeLA USA
06-Jun-1626-Jan-15DIS2016Designing Interactive SystemsBrisbane Australia
START*DUE*CONFERENCETHEMELOCATION
04-Sep-1401-Jun-14DHODigital Humanities CongressSheffield
01-Oct-1401-Jun-14ICEC2014Entertainment ComputingSydney Australia
02-Dec-1401-Jun-14Critical HeritageSessionsCanberra Australia
03-Dec-1403-Jun-14siggraph asia 2014Shenzen China
27-Oct-1413-Jun-14eResearch AustraliaeResearch AustraliaMelbourne Australia
06-Oct-1410-Jun-14GCH12th EUROGRAPHICS Workshop on Graphics and Cultural Heritage (GCH)Darmstadt Germany
03-Dec-1410-Jun-14CSAACultural StudiesWollongong Australia
24-Nov-1415-Jun-14E-iED2014European Immersive Education Summit:virtual worlds, learning gamesVienna Austria
03-Nov-1416-Jun-14ICIDSInteractive Digital Storytelling ConferenceSingapore
19-Nov-1420-Jun-14mab2014Media Architecture BiennaleAarhus Denmark
04-Oct-1427-Jun-14Spatial SUI symposiumSpatial symposiumHonolulu Hawaii
03-Nov-1430-Jun-14euromedInternational Congress on Cultural HeritageLemessos Cyprus
11-Nov-1430-Jun-14VRST2014ACM Virtual Reality Software and TechnologyEdinburgh Scotland
16-Oct-1401-Jul-14meaningfulplayMeaningful playMichigan USA
02-Dec-1407-Jul-14ozchi2014Designing futures: the future of designSydney Australia
15-Sep-1428-Jul-14HCITOHC2014Human-Computer Interaction, Tourism and Cultural HeritageSan Marino Italy
09-Dec-1428-Jul-14vsmm2014Virtual Systems & Multimedia: Image & ArchiveHong Kong
25-Nov-1401-Aug-14MUMMobile and ubiquitous mediaMelbourne Australia
31-Jan-1501-Aug-14tei2015Tangible, Embedded, and Embodied InteractionStanford USA
02-Dec-1416-Aug-14ie2014Interactive EntertainmentNewcastle Australia
18-Apr-1522-Sep-14chi2015Human Factors in Computing Systems: CrossingsSeoul Korea
06-Jul-1510-Oct-14CAADFuturesThe city of the futureSao Paolo Brazil
14-Sep-1523-Jan-15Interact 2015Connection.Tradition.InnovationBamberg Germany
06-Jun-1626-Jan-15DIS2016Designing Interactive SystemsBrisbane Australia
06-Jul-15?DH2015Digital HumanitiesSydney Australia