Category Archives: visualisation

LUDIC PASTS workshop at DiGRA2017 Melbourne

LUDIC PASTS: “Game Simulations of Past Cultures and Places” Workshop

ORGANIZERS:

Erik Champion, Curtin University Australia, email erik.champion@curtin.edu.au
Michael Nitsche, Georgia Institute of Technology, USA, email michael.nitsche@gatech.edu

The fusion of archaeology and gaming has become known as archaeogaming, although this term covers several approaches. For example, Reinhard (Reinhard 2015) wrote: “I had originally thought of Archaeogaming as a framework around studying how archaeology and archaeologists are portrayed by game developers, and how they are received by gamers. I was also curious to see how (or even if) I could apply real-world archaeological methods to virtual spaces, studying the material culture of the immaterial.” However, this is not simply a workshop about archaeogaming, there are other related fields interested in the ludic simulation of past places and past cultures (art history, museum studies, media studies, anthropology, sociology, urban design, geography, to name a few). There may be specific issues that distinguish, say heritage-based games (Champion 2015) from history-based games (Chapman 2016) but there are also common themes, authenticity, accuracy, imagination and how interaction helps learning.

Despite increasing interest in archaeogaming theory, there is little discussion of the field in terms of actual game design. And despite the increasing range and quality of courses (Schreiber 2009), books (Fullerton 2014) and presentations (Lewis-Evans 2012) on game design and game prototyping, there is still a paucity of available game design tools and techniques specifically for capturing and communicating the past (Manker 2012) (Neil 2016, 2015). In addition, we face a lack of venues for archaeogaming developers and related experts to present, pitch, playtest and perform their game prototypes (Ardito, Desolda, and Lanzilotti 2013, Unver and Taylor 2012, Ardito et al. 2009). Hence content experts in history and heritage-related fields often lack the experience or knowledge to test game ideas, and, conversely, game studies scholars may not be aware of discipline-related problems in history, heritage, museum studies and archaeology.

This half-day (4 hour) workshop brings together researchers and designers interested in evaluating and tackling issues in the simulation of past places, events and cultures through computer game interaction. The format will combine the presentations with a discussion centered on the question of how games can support cultural heritage. Each participant will present on a particular theme, challenge or case study.

We invite contributions from any domain, including game analysis, interaction design, digital humanities, play studies, among others. In the second part, we will identify key issues arising from the presentations and in small groups will suggest a game design scenario that could address the issue in an interesting way. We are also interested in theoretical papers that examine and suggest answers for issues in converting history, heritage and general archaeology projects into potential games.

SUBMISSION:

  1. Please email a one page proposal to champion@curtin.edu.au, with the title “DIGRA workshop-LUDIC PASTS-<your surname>”.
  2. Provide a short but descriptive title.
  3. A description of the issue that you wish to present, whether it is a theoretical theme, design challenge or case study
  4. Mention any examples that exist.
  5. Outline any potential solutions or ideas that you wish to discuss.
  6. Is there anything you would like to bring, show or demonstrate?
  7. In one short final paragraph please explain your related background, why this issue is significant to you and which audience would be interested in a potential solution, is it specific to a field or of wider interest and impact in game studies?
  8. Lastly include contact details, your name, job title and any affiliated institute or organization.

 DEADLINES:

  • 6 March 2017                      deadline for papers
  • 10 March 2017                    announce selected authors
  • 3 July 2017                            LUDIC PASTS workshop, DIGRA2017, MELBOURNE (http://digra2017.com/)

WORKSHOP GOALS:

  • Critical discussion from multiple related domains of archaeogaming.
  • Design sketches indicating possible approaches to address them.
  • We will discuss a potential shared book publication about the topic.

THE FORMAT AND ACTIVITIES PLANNED FOR THE WORKSHOP:

  • Individual presentations of key challenges.
  • Identify shared themes and concerns to form small groups developing game sketches for archeogaming and related fields.
  • Presentation of the concepts and conclusion.

WORKSHOP SCHEDULE (4 hour workshop, 240 minutes total):

  1. 160 minutes: 8 presentations, each a maximum of 20 minutes long (including questions).
  2. 60 minutes: work on game scenarios (scene) in one of 4 groups.
  3. 20 minutes: summarize and report findings to all attending.

POTENTIAL TOOLS:

Whiteboard, pen and paper. If there is a video projector or large screen, then digital game scenarios/sketches could be shown as well.

 AUDIENCE

  • Of interest to content experts in history and heritage-related fields, game studies scholars, game designers and developers.
  • Ideal size of audience: up to 32 not including the 8 speakers

PUBLICATION

We will discuss approaching a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.

 If you are interested in submitting a chapter, but cannot attend the workshop, please email the organizers a proposal similar to the 1 page workshop proposal outlined above.

CITATIONS AND REFERENCES

  1. Ardito, Carmelo, Paolo Buono, Maria Francesca Costabile, Rosa Lanzilotti, and Antonio Piccinno. 2009. “Enabling Interactive Exploration of Cultural Heritage: An Experience of Designing Systems for Mobile Devices.” Knowledge, Technology & Policy 22 (1):79-86. DOI: 10.1007/s12130-009-9079-7.
  2. Ardito, Carmelo, Giuseppe Desolda, and Rosa Lanzilotti. 2013. “Playing on large displays to foster children’s interest in archaeology.” DMS.
  3. Champion, E. 2015. Critical Gaming: Interactive History and Virtual Heritage.
  4. Chapman, A. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice.
  5. Fullerton, Tracy. 2014. Game design workshop: a playcentric approach to creating innovative games: CRC press.
  6. Lewis-Evans, Ben. 2012. “Introduction to Game Prototyping & research.” Slideshare, Last Modified 16 December 2012, accessed 24 January. http://www.slideshare.net/Gortag/game-prototyping-and-research.
  7. Manker, Jon. 2012. “Designscape–A suggested game design prototyping process tool.” Eludamos. Journal for computer game culture 6 (1):85-98.
  8. Neil, Katharine. 2015. “Game Design Tools: Can They Improve Game Design Practice?” PhD, Signal and Image processing. Conservatoire national des arts et metiers, CNAM.
  9. Neil, Katharine. 2016. How we design games now and why. Gamasutra. Accessed 24 January 2017.
  10. Reinhard, A., 2015. Excavating Atari: Where the Media was the Archaeology. Journal of Contemporary Archaeology, 2(1), pp.86-93.
  11. Schreiber, Ian. 2009. ““I just found this blog, what do I do?”.” Game Design Concepts – An experiment in game design and teaching, 9 September 2009. https://gamedesignconcepts.wordpress.com/2009/07/02/level-2-game-design-iteration-and-rapid-prototyping/.
  12. Unver, Ertu, and Andrew Taylor. 2012. “Virtual Stonehenge Reconstruction.” In Progress in Cultural Heritage Preservation: 4th International Conference, EuroMed 2012, Limassol, Cyprus, October 29 – November 3, 2012. Proceedings, edited by Marinos Ioannides, Dieter Fritsch, Johanna Leissner, Rob Davies, Fabio Remondino and Rossella Caffo, 449-460. Berlin, Heidelberg: Springer Berlin Heidelberg.

TO CONTACT THE ORGANIZERS

Erik Champion, Curtin University Australia, email erik.champion@curtin.edu.au
Michael Nitsche, Georgia Institute of Technology, USA, email michael.nitsche@gatech.edu

 

Digra 2017 Workshop: Playtesting

This workshop proposal has only been provisionally accepted for Digra2017 international games conference in Melbourne Australia, on 3 July 2017, we need to convince the organisers on how it will run.

What do you suggest? It should be more generic, more hands on? More focused or more open and free-ranging? We’d love our CAA2017 participants to attend, but we’d also be more than happy if those who can’t attend Georgia Atlanta in March can attend this start of July, in Melbourne Australia (not Melbourne Florida!)

Playtesting, Prototyping & Pitching History & Heritage Games

This half-day workshop brings together history and heritage experts, interested game designers, and designers of game prototyping tools. The approach is to playtest each idea presented and provide an avenue for feedback by audience, organisers, and other presenters. It will follow on from a game mechanics workshop run at CAA2017 in Atlanta in March but will aim to extend and polish game prototypes.

Keywords

Playtesting, pitching, prototyping, archaeology, heritage, history, archaeogaming, serious games.

INTRODUCTION

In March 2017 in Georgia Atlanta for the Computer Applications and Quantitative Methods in Archaeology (http://caaconference.org/) conference, the two workshop organizers will run a session (Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists) on the initial topic, how to playtest pitch and present archaeology games. At DiGRA, with some of the initial presenters but also with new presenters, we will focus on how to pitch and prototype to and with game developers and potential clients, as well as how to perform game scenarios to reach new potential audiences and markets. The general field of research has become known as archaeogaming (Reinhard 2013), which “can include, but is in no means limited to: the physical excavation of video-game hardware, the use of archaeological methods within game worlds, the creation of video-games for or about archaeological practices and outcomes or the critical study of how archaeology is represented in video-games.(Wikipedia contributors 2016). There may be specific issues that distinguish heritage (Champion 2015) and history (Chapman 2016) games but there are also common themes, authenticity, accuracy, imagination and how interaction helps learning.

As it is for DiGRA, we are also interested in theoretical papers that examine and suggest answers for issues in converting history, heritage and general archaeology projects into potential games.

Relation to DiGRA themes: Game cultures; games and other cultural forms; communication in game worlds; games criticism; gaming in non-leisure settings; game studies in other domains; hybrid and non-digital games; history of games; game design.

The major objectives and expected outcomes of the workshop

Improved prototypes, enhanced critical discussion and feedback of prototypes, and potential open access book.

Justification for the workshop informed by current trends and research

Despite the increasing range of courses (Schreiber 2009), books (Fullerton 2014) and presentations (Lewis-Evans 2012) on game design prototyping, there is still a paucity of available game design prototype tools (Manker 2012) (Neil 2016, 2015) and a lack of venues for archaeogaming developers and related experts to present, pitch, playtest and perform their game prototypes (Ardito, Desolda, and Lanzilotti 2013, Unver and Taylor 2012, Ardito et al. 2009).

The format and activities planned for the workshop

Presentation and playtesting of games, feedback from audience and one of the other presenters.

Potential tools: Gameplay cards, game prototyping tools, scenes or videos from a 3D editor or game editor (Unity, Unreal, Blender), board games as prototypes, playing cards, physical artifacts that are role-played by the presenter, illustrations, slideshows, game editors (like the SIMS: https://www.thesims.com/en_GB) used to make films (Machinima), roleplaying videos, flowcharts, interactive fiction (like https://twinery.org/). We will provide a fuller list of tools and examples to potential attendees before the workshop.

The duration (half- or full-day) of the workshop

Half-day for 6 presenters.

The anticipated number of participants

Participants: 26 maximum (ideally) where 6 present. We require half an hour a presenter so three hours for 6 presenters, 6 hours a whole day if we want to go to 12 presenters. Ideally the non-presenting audience is not too large, preferably up to 20.

How participants will be recruited and selected

Via an online website we will create, and mailing to digital archaeology and heritage and serious games groups.

Publication plans arising from the workshop activities

We will approach a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.

Citations and References

Ardito, Carmelo, Paolo Buono, Maria Francesca Costabile, Rosa Lanzilotti, and Antonio Piccinno. 2009. “Enabling Interactive Exploration of Cultural Heritage: An Experience of Designing Systems for Mobile Devices.” Knowledge, Technology & Policy 22 (1):79-86. doi: 10.1007/s12130-009-9079-7.

Ardito, Carmelo, Giuseppe Desolda, and Rosa Lanzilotti. 2013. “Playing on large displays to foster children’s interest in archaeology.” DMS.

Champion, E. 2015. Critical Gaming: Interactive History and Virtual Heritage.

Chapman, A. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice.

Fullerton, Tracy. 2014. Game design workshop: a playcentric approach to creating innovative games: CRC press.

Lewis-Evans, Ben. 2012. “Introduction to Game Prototyping & research.” Slideshare, Last Modified 16 December 2012, accessed 24 January. http://www.slideshare.net/Gortag/game-prototyping-and-research.

Manker, Jon. 2012. “Designscape–A suggested game design prototyping process tool.” Eludamos. Journal for computer game culture 6 (1):85-98.

Neil, Katharine. 2015. “Game Design Tools: Can They Improve Game Design Practice?” PhD PhD, Signal and Image processing. Conservatoire national des arts et metiers, CNAM.

Neil, Katharine. 2016. How we design games now and why. Gamasutra. Accessed 24 January 2017.

Reinhard, A. 2013. “What is Archaeogaming?” archaeogaming, 24 January. https://archaeogaming.com/2013/06/09/what-is-archaeogaming/.

Schreiber, Ian. 2009. ““I just found this blog, what do I do?”.” Game Design Concepts – An experiment in game design and teaching, 9 September 2009. https://gamedesignconcepts.wordpress.com/2009/07/02/level-2-game-design-iteration-and-rapid-prototyping/.

Unver, Ertu, and Andrew Taylor. 2012. “Virtual Stonehenge Reconstruction.” In Progress in Cultural Heritage Preservation: 4th International Conference, EuroMed 2012, Limassol, Cyprus, October 29 – November 3, 2012. Proceedings, edited by Marinos Ioannides, Dieter Fritsch, Johanna Leissner, Rob Davies, Fabio Remondino and Rossella Caffo, 449-460. Berlin, Heidelberg: Springer Berlin Heidelberg.

Wikipedia contributors. 2016. “Archaeogaming.” Wikipedia, The Free Encyclopedia, 24 January. https://en.wikipedia.org/w/index.php?title=Archaeogaming&oldid=729472193.

A 3D Pedagogical Heritage Tool Using Game Technology

Just published an Open Access article in the International Journal of Mediterranean Archaeology & Archaeometry!

Abstract:

This paper will propose and address issues that contribute to a serious challenge for virtual heritage: that there are few successful, accessible and durable examples of computer game technology and genres applied to heritage. Secondly, it will argue that the true potential of computers for heritage has not been fully lever- aged and it will provide a case study of a game engine technology not used explicitly as a game but as a serious pedagogical tool for 3D digital heritage environments.

Citation:

Champion, E. (2016: in press). 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

CFP: PRESENCE Call for Papers – “VR/AR in Culture and Heritage” (deadline March 2017)

A new Call for Papers:

This special issue will be highly interdisciplinary in nature, and submissions which promote collaboration between science and engineering and arts and humanities will be welcomed. The Call is attached in .pdf fom, and is also accessible from the PRESENCE home page:

http://www.mitpressjournals.org/loi/pres

PRESENCE: Teleoperators and Virtual Environments
An MIT Press Science & Technology Journal
Visit us at mitpressjournals.org/loi/pres

==========
Scope and Topics
Virtual heritage is a testament to the impact of digital transformation in the arts and humanities, and a driving force for technological innovation generated through the arts and humanities’ increasing appetite for digital technology. In this special issue, we aim to examine present trends in culture and heritage within the context of virtual reality and augmented reality. The scope of the special issue includes the following topics:

• New approaches in culture and heritage applications and interpretations
• Responsive, adaptive and evolvable behaviors in immersive virtual environments that capture culture and tangible and intangible heritage
• Multiuser virtual environments
• Mixed reality and the experience of real and virtual environments
• Presence and phenomenology in culture and heritage applications
• High definition imaging, stereoscopic displays, interactive cinema
• Intelligent and High Performance Computing for Virtual Cultural Heritage
• Ubiquitous computing and new forms of culture and heritage representations via VR and AR
• VR and AR in Galleries, Libraries, Archives and Museums
• Interactive Exhibits in Public Spaces
• Digital Transformations of Museums with Immersive & Interactive Time Machines
• VR and AR as a narrative
• Education in culture and heritage via VR and AR
• Tools, techniques, frameworks and methodologies
• Virtual environments case studies

Schedule
• Manuscript submission deadline: March 1, 2017
• Final revisions: September 1, 2017
• Planned publication: PRESENCE 27-1 (Early 2018)

Submissions
Manuscripts should conform to the journal’s submission guidelines:
http://www.mitpressjournals.org/page/sub/pres

Authors, please note that audio and video files can be hosted as supplementary onlinematerial accompanying published articles. For more information about multimedia file formats and submission guidelines, please contact presence@mit.edu.

Contact
Dr. Eugene Ch’ng, Director, NVIDIA Joint-Lab on Mixed Reality, University of Nottingham (China Campus). Email: eugene.chng@nottingham.edu.cn

Further information: http://www.mitpressjournals.org/loi/pres
==========

Curtin Cultural Makathon

Thanks to a Curtin MCCA Strategic Grant six reseachers and Library staff at Curtin University bought Virtual Reality and Augmented Reality equipment and ran two events to help staff develop digital prototypes and experiences using cultural data resources and digital humanities tools and techniques

  1. 26/08/2016 (AM) GLAM VR: talks on Digital heritage, scholarly making & experiential media (26/08/2016 (AM) 49 registrations-twitter: #GLAMVR16
    THEN Cultural Datasets In a Game Engine (UNITY) & Augmented Reality Workshop 6/08/2016 (PM) 34 registrations
  2. Curtin Cultural Makathon (11/11/2016) 20 registrations-twitter: #ccmak16 OH and before the Makathon, there was a TROVE API workshop! Or read Kathyrn Greenhill’s notes.

Our Curtin Cultural Makathon, great fun, four finished projects, excellent judges and data mentors, fabulous colleagues and atmosphere, plus pizza! Must do again but with more 3D and entertainment technology! Slides: http://slides.com/erikchampion/deck-4#/

There are also GLAMVR16 slides: http://slides.com/erikchampion/glamvr16-26-08-2016#/

Yes you can control the slides.com slides from your phone! if you like the slides.com technology, check out http://lab.hakim.se/reveal-js/

Want Western Australian / Australian datasets for your own hackathon? http://catalogue.beta.data.wa.gov.au/group/about/curtin-cultural-makathon

 

New Journal Article Published

I have a new article out online:

Digital humanities is text heavy, visualization light, and simulation poor, Digital Scholarship in the Humanities, Oxford Journals, http://dsh.oxfordjournals.org/content/early/2016/11/07/llc.fqw053 DOI: http://dx.doi.org/10.1093/llc/fqw053 First published online: 11 November 2016. Issue , 7 November 2016.

Abstract
This article examines the question of whether Digital Humanities has given too much focus to text over non-text media and provides four major reasons to encourage more non-text-focused research under the umbrella of Digital Humanities. How could Digital Humanities engage in more humanities-oriented rhetorical and critical visualization, and not only in the development of scientific visualization and information visualization?

Curtin Cultural Makathon 11 Nov 2016

Hack/slash/cut/bash/scrape/mod/mash – it’s a culture thing
Join the School of Media, Culture and Creative Arts and Curtin Library Makerspace to hack cultural datasets and heritage information.

Use government, institutional research data portal, gallery, library, archive and museum information as data sources. Experiment with data for a research project or proposal; create something accessible, beautiful and/or useful using craft, games, virtual reality, apps or something else: it’s up to you.

Date:
Thursday 10 November 2016  (5pm – 7pm launch / team registration) &
Friday 11 November 2016 (8.30am – 6pm)

Location:
Lounge @ your Library, Level 2
Robertson Library (Building 105)
Curtin University
Kent Street, Bentley

Registration: Free via eventbrite

For more information visit the Curtin Cultural Makathon website.

What are the Big (not only Grand) Challenges in Virtual Heritage?

Seems to me we leave this sort of topic to keynote speakers who almost accidentally argue for a field/issue/method/tool that they themselves (research centre, department) and associates are currently working on.
Human nature. But if people who are currently not working on defined projects/tools/applications/sites met and discussed the issues what would they say? I’ll stick my neck out and say

1 Impossible to find, access and use/re-use the models, tools, paradata.
2 No consistant, standard framework.
3 No best practices, prizes*, competitions (but plenty of surveys and state of the art papers-only they read to me more as literature reviews).
4 Interaction is not saved ( not just user data but the game mechanics and interactive tools and techniques).

How would this lead to challenges?

  • Are there tools or portals that can scrape the web and auto-retrieve not just 3D models but 3D heritage models?
  • Are the aims, objectives, paradata clearly available and could we create metadata wizards that coax this into the project?
  • What incentives are needed to convince content creators to link to, record or even deposit their models and related assets?
  • Can grant agencies (with their increased focus on data management) convince applications to deposit the models and provide ranked, hierarchical, freemium levels of access and reuse?
  • Can community tools and web portals (Mediawiki, Sketchfab, Archivematica) be sharpened as kit sets for communities?

*Best of heritage? I had high hopes but I met an organiser who told me this is not primarily what Best of heritage does. It isn’t a ranking/rating/critical appraisal system but a communication of what is happening in the (museum) field.

Curtin Cultural Makathon

Hack/slash/cut/bash/scrape/mod/mash – it’s a culture thing

Join the School of Media, Culture and Creative Arts and Curtin Library Makerspace to hack cultural datasets and heritage information.

Use government and institutional research data, gallery, library, archive and museum information as data sources. Experiment with data for a research project or proposal; create something accessible, beautiful and/or useful using craft, games, augmented or virtual reality, apps or something else: it’s up to you.

Date:    Thursday 10 November 2016 (afternoon) & Friday 11 November 2016 (9am – 5pm)

Location: Makerspace, level two, Robertson Library (building 105), Curtin University,  Kent Street, Bentley

Registration: Free via Eventbrite

For more information visit the Curtin Cultural Makathon website.

To volunteer to assist with data or to sponsor a prize please contact Dr Lise Summers or Dr Karen Miller.

Curtin Cultural Makathon is funded by a MCCA strategic grant. For more details on the project contact Professor Erik Champion.

Research Fellow Opportunity

UNESCO Research Fellow in Cultural Heritage & Visualisation, Curtin University.

Direct Link here or at the Curtin University Vacancies, Perth, Western Australia.

The role starts in 2016.

Position Title:UNESCO Research Fellow in Cultural Heritage & Visualisation
Position Number:3553170
Tenure:Full-time, fixed term until 1 September 2020
Salary Range:$97,076 – $115,277 (ALB)
Location:Bentley
Description:Do you have experience with digital archaeology and a passion to join the School of Media, Culture and Creative Arts?

Curtin University has, in cooperation with UNESCO, established a Chair in Cultural Heritage and Visualisation. The purpose of the Chair is to promote an integrated system of research, training, information and documentation on virtual heritage sites and facilitate collaboration between high-level, internationally-recognized researchers and teaching staff of the University and other institutions in Australia, Europe and North America and in other regions of the world.

As a Research Fellow, you will work with the UNESCO Chair on a project which aims to survey and promote guidelines, tutorials and open access tools for the design, preservation and teaching of 3D models and landscapes of UNESCO heritage sites, particularly in Australia. You will be expected to contribute to grant writing and research publications.

Along with a relevant doctoral qualification, the ideal candidate would have experience in aspects of digital archaeology, architectural computing, or databases and related programming (especially in the creation and maintenance of online repositories). Evidence of quality research outputs and interpersonal skills are also essential.

Benefits and Remuneration:The salary ranges presented are those which are contained within the University’s Enterprise Agreements; as are the employee benefits which include employer superannuation contribution at the rate of the current Government Superannuation Guarantee amount up to 17 percent, study assistance, a comprehensive salary packaging and wellness programs and flexible and family friendly work practices.
Contact Person:Professor Erik Champion
Contact Email:erik.champion@curtin.edu.au
Valuing Diversity and Affirmative Action:Curtin University embraces diversity and inclusion and invites applications from women, men and intersex individuals who share the University’s values, ethics, international outlook, value diversity and have an informed respect for indigenous people. We are committed to making reasonable adjustments to provide a positive, barrier-free recruitment process and supportive workplace, therefore, if you have any support or access requirements, we encourage you to advise us at time of application. We will then work with you to identify the best way to assist you through the recruitment process. All personal information will be kept confidential in compliance with relevant privacy legislation.
Submit Application:To submit an application, click on the Apply Now button.
Disclaimer:Curtin reserves the right at its sole discretion to withdraw from the recruitment process, not to make an appointment, or to appoint by invitation, at anytime.
Applications Close:5 pm, Monday 24 October 2016 (AWST)

PhD Scholarships at Curtin University

The call for PhD scholarships (UNESCO Cultural Heritage and Visualisation) at Humanities, Curtin University, has now been extended to 17 October 2016. See https://scholarships.curtin.edu.au/scholarships/scholarship.cfm?id=2782.0

I can be contacted for enquiries or submission but I am away from 1-16 October so email replies may be slow.

 

PhD Scholarships-Cultural Heritage & Visualisation

There are 2 PhD scholarships now open at Curtin University, for students interested in 3D models of heritage sites, community participation, heritage issues and preservation of the 3D models themselves:

http://scholarships.curtin.edu.au/scholarships/scholarship.cfm?id=2782.0

 

Kinect GUI for Minecraft and others..

In Semester 1 (March to June) and from July Karen Miller of the Library Makerspace and Information Studies and myself are ‘clients’ for Curtin software engineering students. Their brief is to build a flexible Graphic User Interface (GUI) that connects the Microsoft Kinect 1 camera to various game engines like Minecraft so that non-programmers can easily select and modify their own gestures to a command library in the virtual world/game level.

The forerunner of this project coded by Jaiyi Zhu was cited in the NMC Technology Outlook Horizon Report. Dr Andrew Woods, HIVE manager wrote:

Congratulations Karen Miller, Erik Champion and Jaiyi Zhu on having their work cited in the NMC Technology Outlook Horizon Report < https://t.co/YeZMHU76gI >
This project was supported by the 2015 HIVE Summer Internship Program and I’m very happy this great project and Jiayi’s hard work is being acknowledged. https://maker.library.curtin.edu.au/2016/02/19/minecraft-edu-in-the-library-makerspace/

UNESCO Chair in Cultural Heritage & Visualisation at Curtin University of Technology

Just received this by email, last night:

Establishment of a UNESCO Chair in Cultural Heritage and Visualisation at Curtin University of Technology. Third Parties: United Nations Educational, Scientific and Cultural Organization.

So the agreement is signed and I will hear from Human Resources regards the provision of two PhD students and a contracted Research Fellow. The majority of their work will be in providing workflows and tutorials and repository guidelines for the storage and deployment and educational use of 3D heritage models/site simulations. I will have to find other avenues of funding for my major line of research, game-like simulation design of heritage sites and historical events and processes.

The specific objectives of this Chair are to:

  • create a Cultural Heritage and Visualisation network to use and advise on 3D models of World Heritage Sites, as well as to show how 3D models can be employed in teaching and research;
  • build capacity through community workshops and learning materials and distribute the teaching resources digitally at no cost to the end user, as well as train research students, post-doctorate scholars and visiting fellows;
  • recommend long-term archive guidelines and ways of linking 30 models to scholarly publications and related scholarly resources and infrastructures;
  • disseminate the results of research activities at conferences and workshops, via online papers, applications and learning materials; and,
  • cooperate closely with UNESCO on relevant programmes and activities, as well as with other relevant UNESCO Chairs.

CAA 2017 Other session “Mechanics, Mods and Mashups” ACCEPTED!

My proposal to the 2017 Computer Applications and Quantitive Methods in Archaeology (CAA) international conference, March 14th and 16th, 2017 at Georgia State University, Atlanta, GA, USA) has been accepted.The below will be updated when I speak to the co-organisers but we are thinking of a morning presentation and (possible) game pitch, and an aftertoon work on key ideas..

CAA2017 Atlanta: Other Session

Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists
Organizers: Erik Champion, Michael Nitsche, Natalie Underberg-Goode

Are you a fan of Assassin’s Creed but upset over how it could have made history exciting without having to employ and manipulate central historical characters? Love Lara Croft: Tomb Raider if only the tomb-raiding (stealing) mechanics could be replaced by something more meaningful? Wish that the Total War Series allowed you to employ agent modeling to test competing archaeological theories of migration, colonization and invasion or just to improve its historical accuracy? Dream you could use the language, graphic vision and immersion of Far Cry Primal in the classroom to explain (through engaging interaction) the Mesolithic rather than primarily use it as a backstage to fight semi- believable creatures? Then this workshop is for you. Correction. This workshop is BY you.

Archaeologists and people of a historical persuasion:

  • Either take a game with an inspiring concept, technique or mechanic..
  • OR extrapolate a current or past game to a game or simulation of the future
  • OR they share their vision of a game or simulation that reveals, expresses or augments their own research.At the workshop the writers will either:
  • Bring their own designs, video cut-scenes, and illustrations and media depicting what this new vision would look like
  • OR have some form of play-testing demonstration, cards, or illustrations or physical play-throughs (preferably involving the CAA workshop audience) revealing how this new level, mod or gameplay episode COULD be experienced or how it could be revealed.The writers will:
    Ask the audience to play through or role-play the actions that would be in the creative piece.

    The audience will:
    Give the writers feedback ideas and nominate the best presentation in terms of fun and engagement, imaginative ideas, and archaeological relevance (in promoting archaeology, teaching archaeology or extending archaeological scholarship).

    Potential tools:
    Gameplay cards, game prototyping tools, scenes or videos from a 3D editor or game editor (Unity, Unreal, Blender), board games as prototypes, playing cards, physical artifacts that are role-played by the presenter, illustrations, slideshows, game editors (like the SIMS: https://www.thesims.com/en_GB) used to make films (Machinima), roleplaying videos, flowcharts, interactive fiction (like https://twinery.org/). We will provide a fuller list of tools and examples to potential attendees before the workshop.

    Equipment:
    PC with sound and display, some floor space to move around in for physical re-enactments. Tables or some form of desk to provide written or graphical feedback.

    Length:
    Participants: 26 maximum (ideally) where 6 present. We require half an hour a presenter so three hours for 6 presenters, 6 hours a whole day if we want to go to 12 presenters.
    Ideally the non-presenting audience is not too large, preferably up to 20.

    Outcome:
    We will approach a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.
    We would also like to invite presenters – if they can make it – to a workshop at DIGRA2017 Melbourne Australia to test out their demonstrations and play-throughs to game academics.

    References
    Champion, E. (2012) Game Mods: Design, Theory and Criticism. Entertainment Technology Centre Press.

#GLAMVR16

Well #GLAMVR16 was the twitter hashtag for Friday 26 August’s event held at the HIVE Curtin university, Perth. In the morning two invited speakers (Assistant Professor Elaine Sullivan and Mr Conal Tuohy) gave talks on Digital Karnak and Linked Open Data. They were followed by myself and my colleagues at the School of Media, Culture and Creative Arts, then a workshop on Trove data feed into UNITY game engine dynamically (Mr Michael Wiebrands) and Augmented Reality, Vueforia>Unity (Mr Dominic Manley).

There were three themes/reasons for the morning talks and afternoon workshops.

1.Digital Heritage: Workflows & issues in preserving, exporting & linking digital collections (especially heritage collections for GLAM.

2.Scholarly Making: Encourage makerspaces & other activities in tandem with academic research.

3.Experiential Media: Develop AR/VR & other new media technology & projects esp. for humanities.

The event was part of a strategic grant received from the School of Media Culture and Creative Arts, so thanks very much to MCCA!

Schedule and links to slides

Session title and links to slidesharePRESENTER
IntroductionsEar Zow Digital
Digital KarnakElaine Sullivan, UCSC USA
Linked Open Data VisualisationConal Tuohy, Brisbane
MORNING TEAmorning TEA
Making collections accessible in an online environmentLise Summers
Digital scholarship, makerspaces and the libraryKaren Miller
Digital Heritage Interfaces and Experiential MediaEar Zow Digital
Simple Biometric Devices for Audience EngagementStuart Bender
Usability of interactive digital multimedia in the GLAM sectorBeata Dawson
Emotive Media – Visualisation and Analysis of Human Bio-Feedback DataArtur Lugmayr
Visualising information with RAM iSquaresPauline Joseph
LUNCH
digital workflows (UNITY) Michael Wiebrands
Introduction to Augmented RealityDominic Manley
final questions/social networking/ SUNDOWNERCentre for Aboriginal Studies Foyer

GLAM-VR

 Event: GLAMVR short talks and workshop (Friday 26 August, THE HIVE, from 9:00AM)

On Friday 26 August (just before Curtin Research week) a School of Media Culture and Creative Arts academics, Curtin University Library and friends will host at the HIVE a morning series of short presentations.

The main themes are:

  • Digital Heritage: Workflows and issues in preserving, exporting and linking digital collections (especially heritage collections).
  • Scholarly Making: How to encourage makerspaces & other activities in tandem with academic research.
  • Experiential Media: How to learn and develop AR/VR and other new media technology and projects especially for the humanities.

Primary Objectives:

  1. To encourage humanities and especially digital humanities research, connecting research project ideas with an idea of possible equipment and the skills required.
  2. To get people together to discuss their projects and get feedback
  3. To help push forward prototypes and proof-of-concepts
  4. To uncover potential design ideas and available datasets for the Cultural Hackathon later in the year (see below).

Friday Morning: Short Presentations (on Digital Heritage, Scholarly Making & Experiential Media)
Speakers include

  • Assistant Professor Elaine Sullivan, University of California, Santa Cruz, USA, who will speak on Digital Karnak.
  • Mr Conal Tuohy, software developer from Brisbane, will speak on digital collections, visualisation and Linked Open Data.
  • Short presentations from academics at Curtin and there may be a few slots available to others in Perth.

Friday Afternoon: Digital Workflows/Augmented Reality WORKSHOP (3-3.5 hours)

In the afternoon Mr Michael Wiebrands will present workflows on importing digital records and other media assets into the UNITY game engine and he will be followed by Mr Dominic Manley, who will demonstrate Augmented Reality (AR) technology and how to use AR in research projects.

 

Cultural Hackathon, October/November 2016

In October or November we plan to host a CULTURAL HACKATHON. Academics propose ideas, and provide datasets (and so can Libraries, Galleries, Archives and Museums). Hobbyists, programmers, students will spend the entire day in teams working on application prototypes using that data and the VR/AR equipment provided. Proof of concept ideas will be presented and the best project will win a prize and the chance to work with the academics in the near future.

PLEASE NOTE: The event is free for attendees but they will have to register at EVENTBRITE (link to follow) for either the morning presentations or the afternoon workshop. We recommend people register and attend both but having separate registrations is to encourage those who can only make one session. Numbers will be limited.

Entry level 360 degree panorama cameras

I would appreciate any advice or preference on the following 3 cameras, which 1 of the 3 you suggest in terms of quality, coverage, ease of use.
Personally I want to see if I can add 3D layers (using other software, like the old Realviz software) and preferably I can use the camera’s native format before it exports to a more conventional one.

Panoramic (Movie) Cameras (not including delivery)

  1. Ricoh theta $499 AUD
  2. Samsung Gear 360 $499 AUD (Samsang phones only?)
  3. 360fly (HD) $649 AUD

reviews online:

360 Video comparison: Samsung Gear 360 vs. Ricoh Theta S (https://www.youtube.com/watch?v=EyZinuQLVz4)
OR for all three http://createholo.com/lg-cam-360-vs-samsung-gear-360-vs-ricoh-theta-s/

Spec Comparison: LG 360 CAM vs Ricoh Theta S vs Fly 360 vs Fly 360 4K vs Samsung Gear 360: http://ausdroid.net/2016/06/28/lg-360-cam-vs-ricoh-theta-s-vs-fly-360/

Stitching: Preview of Samsung Gear 360 vs. Ricoh Theta S photo comparison: http://360rumors.blogspot.sg/2016/06/preview-of-samsung-gear-360-vs-ricoh.html

NB I believe our Curtin HIVE has the Samsung Gear 360