Tag Archives: book

Books on the way (I think)..

Books to be on the way

  1. Champion, E. (2021: in press). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series. In a week they should be sending me the first proof.
  2. Champion, E. (Ed). (2021: in press). Virtual Heritage: A Guide. Ubiquity Press, London. All the chapters have been sent to the publisher and they go to print very quickly, in my experience. Open Access.
  3. Lee, C. & Champion, E. (Ed). (2022: pending). Screen Tourism and Affective Landscapes. This is still under consideration but some authors have already sent complete chapters so I think it is just a case of helping out my overloaded co-editor. Oh and overcoming field trips stopped by Covid.
  4. Champion, E., & Hiriart, J. (Eds.). (2022 (needs to be submited to academic review)). Assassin’s Creed in the Classroom, Museum, and Gallery: De Gruyter: Video games and the Humanities series. This is to be submitted but have very enthusiastic editor and series editors to help us complete it. For some reason I will particularly look forward to the reviews. 25 authors, 19 chapters, about 90,000 words and no grayscale image limits. We may have abstracts available in foreign languages. Ubisoft people may help us out as well, they have been very supportive so far.

Assassin’s Creed in the Classroom

Have sent out a proposal to people who use the above game series in the classroom and/or write about it. Have spoken to Ubisoft about this so possibly can work with historians and archaeologists working with Ubisoft as well.

Authors: Will be an ongoing negotiation process, from abstract/title to publisher and external reviews (depending on the publisher).

Audience: Would be useful if it can be used in a classroom (perhaps university-level undergraduate) but with some thoughtful articles.

Content: How Assassin’s Creed evolved in terms of history and simulation, how it is seen (inside and outside Ubisoft) in terms of its potential in education, heritage and tourism. Indeed a book I am co-editing has a chapter on Assassin’s Creed and screen tourism and I have been tasked to write it! But for this project, I would be very happy to get a conversation going between game designers, consultants, historians, academics and game design teachers.

Focus: How could Assassin’s Creed change or create more flexibility for use and reuse and input from these sectors? How do the scholars and designers see new ways of using games to learn about aspects of history that would be of interest to Ubisoft in particular and game companies in general?

Language: I think I should find a co-editor and possibly French-speaking, would it make sense to have French language chapters and or a French version?

Publisher: I don’t have funds for open access publisher fees but ideally it would be (at least in part) free on the web so it could easily be picked up by classrooms. Update: have received some interest already.

Timing: We are looking at a mid to late 2021 final submission by authors so the book might have to appear in 2022.

Rethinking Virtual Places

I mentioned this before (it went through 3 years of reviews) but the (updated) Rethinking Virtual Places book (97,000 words, approx 30 images) will be published by Indiana University Press in The Spatial Humanities series. Probably in 2021.

1-A Potted History of Virtual Reality
2-Dead, Dying, Failed Worlds
3-Architecture: Places Without People
4-Theories of Place & Cyberspace
5-Rats & Goosebumps-Mind, Body & Embodiment
6-Games are not Interactive Places
7-Do Serious Gamers Learn From Place?
8-Cultural Places
9-Evaluating Sense of Place, Virtual Places & Virtual Worlds
10-Place-Making Interfaces & Platforms
11-Conclusion

Rethinking Virtual Places

I have written a book on the above which looks like (touch wood) will go into production.

I have about 30 images in the planned book but am wondering if I can or should place there an image (8×11 inches, landscape orientation or portrait if there is an area for the cover page text). Do any of the below look ok? Or should I ask a game company for screenshot permission?

Chapter titles are:

1 A Potted History of Virtual Reality
2 Dead, Dying, Failed Worlds
3 Architecture: Places Without People
4 Theories of Place & Cyberspace
5 Rats & Goosebumps-Mind, Body & Embodiment
6 Games are not Interactive Places
7 Do Serious Gamers Learn From Place?
8 Cultural Places
9 Evaluating Sense of Place, Virtual Places & Virtual Worlds
10 Place-Making Interfaces & Platforms
11 Conclusion

Initial image: Microsoft HoloLens in the Duyfken showing mixed reality maps and 3D models (Mafkereseb Bekele PhD project); Ikrom Nishanbaev and Susan at Ballarat Heritage Weekend, Ballarat Town Hall; Ikrom and public member, Ballarat; the HoloLens demo’d at the WA State Archives..

Virtual Heritage Book Proposal Reviewers

If you’d like to be suggested as a reviewer for an edited book proposal we will send to a publisher on virtual heritage (a concise guide) please let me know and I will tell the editor (I won’t know who the final chosen reviewers will be and I’d rather not re-bother the usual suspects) … with the authors, we are deciding whether to write a very concise 30,000 words or a normal 80,000-word book proposal (but the latter would be more expensive for university students, the primary audience).

Free access: Phenomenology of Real and Virtual Places

Routledge is running a monograph sale through June 11th. Readers can now access The Phenomenology of Real and Virtual Places free-of-charge for seven days. At the end of the trial period, they’ll have the opportunity to purchase the eBook for £10/$15.

Here are the links to the offer.

Upcoming 2020-21 Publications

Books in press/pending

  • Lee, C. & Champion, E. (Ed). (2021: pending). Screen Tourism and Affective Landscapes. Edited book. Still under review/acceptance process but I am quietly confident.
  • Champion, E. (2021: pending). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series. Also, final internal review.

Book chapters in press/pending

  • Champion, E. & Foka, A. (2020: in press). “Chapter 17: Art History, Heritage Games, and Virtual Reality”, in Brown, K. J. (Ed.). The Routledge Companion to Digital Humanities and Art History. Routledge, UK. May 2020. Chapter.
  • Champion, E., Nurmikko-Fuller, T., & Grant, K. 2020 (pending, invited). “Blue Sky Skyrim VR: Immersive Techniques to Engage with Medieval History.” In Games for Teaching, Impact, and Research edited by Robert Houghton, Winchester University. Chapter. Abstract accepted, chapter due end of 2020.
  • Invitation to Austrian Academy of Sciences (Vienna) by Professor Eveline Wandl-Vogt to contribute to manifesto and “Biodiversity and Cultural Diversity: Virtual opportunities” chapter for e-book Biodiversity in connection with Linguistic and Cultural Diversity. 22-23 October 2019. Editors from Austrian Academy of Sciences and Austrian Centre for Digital Humanities; European Citizen Science Association; metaLab (Harvard) etc. Chapter submitted, abstract accepted.
  • Champion, E. (2020: under review). “Not Quite Virtual: Techné between Text and World.” In Texts & Technology: Inventing the Future of the Humanities, edited by Anastasia Salter and Barry Mauer, University of Central Florida, Orlando Florida USA. Chapter. Abstract accepted. Invited.
  • Champion, E. (2020: under review). “Workshopping Game Prototypes for History and Heritage” for Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company. Chapter submitted. Invited.

Conferences (pending/postponed/cancelled)

Upcoming Invitations

Upcoming Visiting Scientist/Professorship

  • One month visiting scientist, University of Padova (Padua), Veneto, Italy. Now on hold. Candidature finanziate.

 

“Rethinking Virtual Places: Dwelling, Culture, Care” book to publishers

I have sent this off to Indiana University Press Spatial Humanities Series. There have been 3 reviews, by 2 reviewers, and probably there will be a fourth (internal?) one. And i would love to know how to automatically convert Chicago 17 Author-Date reference style to Chicago 17 Footnotes (but I don’t think it exists). Hopefully it will be published early 2021.

Chapter summaries currently read as:

Chapter One explores the innovation and wilder inventions of early virtual environments and computer games. Have these developments, along with the increasing popularity of science fiction, promulgated fertile concepts of virtual places? I will suggest they have not.

Chapter Two explores the early development of virtual worlds, and game-worlds. Despite the hype of early virtual worlds, they, along with virtual museums (Huhtamo 2010), have seldom managed to capture and retain worthwhile visitor numbers (Styliani et al. 2009). What were the main features and attractions of virtual museums? Why have they gone in and out of fashion and have they actually been of any benefit to real-world museums? I will specifically look at how they use or change the use of space, and which if any place affordances were used in their design. I will then look briefly at the changing commercial and community virtual worlds that were developed, grew and fell during the last two decades.

Chapter Three discusses the representation-orientated and essentialist nature of major architectural theories. The second half of this chapter describes related design tools and asks a question of the training of architects for designing virtual places. If architects are not trained in usability and interaction design principles, how can they design engaging and profound interaction in these virtual worlds? Are traditional devices and technologies for designing, experiencing, and reflecting on place in danger of being lost in this digital era?

Chapter Four summarizes relevant philosophical exploration of real places and extrapolates them to virtual places and to notions of cyberspace. Related concepts discussed include the notion of VR as control, realism, authenticity and presence.

Chapter Five overviews a few key recent developments in neuroscience and how they may help our understanding of how people experience, store and recollect place-related experiences. Can these discoveries help our design of virtual places? Do philosophical explanations of memory and place (Ihde 2002, Tavanti and Lind 2001) reflect recent discoveries in scientific experiments (Farovik et al. 2015)? Can science help us better design virtual places (Johnson 2013, Moore 2005)? Do they explain how people navigate and orient themselves in virtual places (Cockburn 2004, Zimring and Dalton 2003)? The second part of Chapter Five discusses the importance of affordances and the confusion surrounding them.

Understanding game mechanics is of great relevance to virtual place designers, Chapter Six summarizes conflicting definitions of game mechanics and an explanation of different types of game mechanics suited to differing design purposes. This chapter also briefly discusses gamification.

Chapter Seven asks “Do Serious Gamers Learn from Place?” We could summarize this concern in the following three questions: do we know if learning has taken place, if it has taken place effectively, and if the knowledge that resulted from the learning is transferable? In contrast to James Gee (Gee 2003) I do not believe that all games are good games, and that all games are therefore good learning environments but in I will discuss procedural rhetoric and whether serious games help people engage with pedagogical objectives of humanities subjects.

Chapter Eight focuses on the relationship of culture to place. This chapter revisits definitions of culture, explores how culture can be communicated and understood in virtual places (transmissions), and determines whether there are specific requirements with virtual worlds. I also discuss the importance of roles, rituals and agents. In order to measure how closely culture can be observed, appreciated or understood through virtual environments, I have suggested that cultural presence be defined as the feeling of being in the presence of a similar or distinctly different cultural belief system (Champion 2011).

Chapter Nine explores evaluation methods (both traditional and recent), which address the complicated problem of understanding how people evaluate places, and whether this knowledge can be directly applied to the evaluation of virtual places. How do they get around the problem of the newness of virtual reality or the subjectivity/objectivity debates surrounding immersion and presence? Are they inspired by related but highly theoretical fields such as phenomenology, or has philosophy in general been left behind in the practical evaluation of place?

Chapter 10  discusses the emerging platforms and related tools that claim to help distribute, store and preserve virtual places Understanding the significance of the latest research is not enough, we also need to understand the significance and issues of the software, hardware and platforms that can be used for the design and experience of virtual places. There is an increasing trend to the more accessible, portable and component-based, does this mean we are on the brink of Convergent Cultures? In particular, I suggest that virtual heritage has focused more on communication than on preservation. We cannot afford to have our digital heritage disappearing faster than the real heritage or the sites it seeks to ‘preserve’ otherwise all of our technological advances, creative interpretations, visualizations and efforts will have been in vain.

Book series in Digital Humanities and Digital Heritage

Digital Heritage/Archaeology

Digital Humanities

See also https://adho.org/publications which lists

Books and Book Series

NB Is UWM also a Digital (book series) publisher? http://dc.uwm.edu/arthist_mobilizingthepast/1/

new book chapter out: Travels in Intermedia[lity]

Today I received my copy of

Travels in Intermedia[lity]: ReBlurring the Boundaries (Interfaces: Studies in Visual Culture) [Paperback]

It took a long time to see this in print, so congratulations to the editor for his perserverance, and to the publishers, quite a nice looking book!

Table of contents includes the following chapters

• Travels in Intermedia[lity]: An Introduction – Bernd Herzogenrath

• Four Models of Intermediality – Jens Schröter
• 
Intermediality in Media Philosophy – Katerina Krtilova
• 
Realism and the Digital Image – W. J. T. Mitchell
• 
Mother’s Little Nightmare: Photographic and Monstrous Genealogies in David Lynch’s The Elephant Man Lars Nowak
• 
Laughs: The Misappropriated Jewels, or A Close Shave for the Prima Donna – Michel Serres
• 
Words and Images in the Contemporary American Graphic Novel – Jan Baetens
• Music for the Jilted Generation
: Techno and | as Intermediality – Bernd Herzogenrath
• 
Genuine Thought Is Inter(medial) – Julia Meier
• 
Theater and Music: Intermedial Negotiations – Ivana Brozi
• 
The Novel as Hypertext: Mapping Thomas Pynchon’s Against the Day – Brian W. Chanen
• 
Delightful Vistas: Revisiting the Hypertext Garden – Mark Bernstein
• 
Playing Research: Methodological Approaches to Game Analysis – Espen Aarseth
• 
The Nonessentialist Essentialist Guide to Games – Ear Zow Digital
• 
“Turn your Radio on”: Intermediality in the Computer Game Grand Theft Auto: San Andreas – Gunter Süss
• 
Television as Network—Network as Television: Experiments in Content and Community – Ben Sassen
• 
Social Media and the Future of Political Narrative – Jay David Bolter

 

http://www.upne.com/TOC/TOC_1611682595.html

It is part of the University of New England Press Interfaces: studies in visual culture series

The below will be out next year, a new collection of essays on Intermedia, my chapter is on intermedia, games and the magic circle. Looking forward to finally seeing this in print!

Travels in Intermedia[lity]: ReBlurring the Boundaries, Bernd Herzogenrath, ed. Interfaces: Studies in Visual Culture Series, Dartmouth College Press, 2012. NB Not in stock or not yet published, expected: June 2012. URL: http://www.upne.com/1611682595.html

UPDATE: appears to be available at Amazon.com

reminder: I need book chapter proposals for GAME MODS (ETC Press)

Call For Book Chapters: Game Mod Design Theory and Criticism

This will be both a practical and reflective book on game-mods, designing, playing and evaluating the quality, success and effectiveness of game engines for modding, individual game mod levels, related tools and techniques, and the social and cultural issues related to the design and use of game mods.

The type of book chapter content I am looking for:
· An overview of what is possible and what is commendable or admirable with exemplars.
· Critiques of game mods and game mod/engine technologies (and reviews of mods as creative and critical and reflective extensions of games and game audiences).
· The ethical and social implications using commercial game engines and the content supplied · A comparison of game mod technologies.
· Case studies (Unreal, Source, Panda 3d, Blender 3D, Neverwinter Nights, Marathon, XNA, Oblivion, Cobalt, Crystal Space, WoW, Halo, Far Cry and Crysis etc, Sims, Jedi Academy, Ogre 3D) etc.
· Feature art and aesthetics.
· Machinima features hindered and helped by mods.
· Review of terrible experiences trying to build game mods. · A feature list to help people choose the right game engine for their mod.
· Some sample chapters on how to get started, tips, quick step tutorials as simple 3D, animation, lighting, behaviors, interface customization.
· The social and cultural implications of using and designing game mods (issues with violent content, cultural empathy, copyright, educational issues and so on).

The publisher will be ETC Press, an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com The book will be published under a Creative Commons license. For more details about ETC Press refer http://www.etc.cmu.edu.

Time Line

· March 18 2011 Please send me a title and 300 word abstract, the earlier the better! Please email your submission to gamemodbook AT gmail DOT com

· March 25 2011 you should have heard back from me.

· June 10 2011 draft chapters to me.

· And after many drafts and checks and proofs later…by the end of 2011 (optimistically speaking), publication!

Editor:
Associate Professor Erik Champion
Auckland School of Design, Albany Village Campus
College of Creative Arts
Massey University
Auckland New Zealand
email: nzerik AT gmail DOT com OR e dot champion AT massey DOT ac DOT nz for general questions.
Send submissions to gamemodbook AT gmail DOT com

wanted: inspirational case studies of virtual heritage projects

I am writing a book (“Playing With the Past”)on virtual heritage for the HCI series published by Springer, and I am interested in hearing of leading, inspiring and unusual case studies in Virtual Heritage.
Permission to print an image or two and to link to relevant publications would also be appreciated. It also occurred to me that it would be useful to list research centres with a speciality in virtual heritage. I will add my current list to this blog in the next few days, feel free to suggest others. My email address is nzerik AT gmail dot com