Category Archives: 3D and game editors

Metadata in 3D file formats

Something to explore at a later date but it seems X3D and Collada are recommended when placing metadata (like exif) in a 3D file.

VR silos and weak onsite mobile-based virtual heritage experiences

Has anyone written on gaps (in power, features, or connection, etc.) between offsite (desktop virtual environments (VEs), and headset VEs) and mobile device-based AR/MR that augments the experience onsite?

Seems to me the offsite desktop environments (and headset VR) experiences are often silos while the onsite/mobile (phone or tablet) AR/MR experiences are typically limited, break down easily, and don’t fully leverage connectivity potential.

I have seen papers on either platform, of course, but not papers explaining why we are missing great potential synergy between the two: offside VR/VE and onsite XR (MR AR).

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

Notes from DH2015 presentation

Infrastructure Requirements For A World Heritage Archival Infrastructure

Conference: DH2015 UWS Sydney

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

Abstract

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

Digital heritage disappearing faster than the real heritage

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

Virtual Heritage Environments (VHEs) should help the public to

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

Examples:

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

Missing infrastructures

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

The museums of tomorrow

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

Digital Preservation Does Not Mean Digital Safety

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

Learning problems: how to

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

DH involves community and collaboration

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

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

Bad citation rates

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

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

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

Research transcends disciplines, geography, institutions and stakeholders

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

Infra-infrastructure

Cultural heritage tools and archives 2013 workshop

Digital Heritage 2013

note: digital heritage 2015 Granada Spain 5-9 Oct

APA Bologna model

Blender (interactive in OpenSceneGraph)

International efforts

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

2 year workshops-collab project

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

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

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

Australia

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

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

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

Australasian world heritage

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

Maintenance issues

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

Options

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

Incentives

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

Format issues

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

References-software

Conclusion

 

“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.

New Journal Article on Geospatial Semantic Web

The amount of digital cultural heritage data produced by cultural heritage institutions is growing rapidly. Digital cultural heritage repositories have therefore become an efficient and effective way to disseminate and exploit digital cultural heritage data. However, many digital cultural heritage repositories worldwide share technical challenges such as data integration and interoperability among national and regional digital cultural heritage repositories. The result is dispersed and poorly-linked cultured heritage data, backed by non-standardized search interfaces, which thwart users’ attempts to contextualize information from distributed repositories. A recently introduced geospatial semantic web is being adopted by a great many new and existing digital cultural heritage repositories to overcome these challenges. However, no one has yet conducted a conceptual survey of the geospatial semantic web concepts for a cultural heritage audience. A conceptual survey of these concepts pertinent to the cultural heritage field is, therefore, needed. Such a survey equips cultural heritage professionals and practitioners with an overview of all the necessary tools, and free and open source semantic web and geospatial semantic web platforms that can be used to implement geospatial semantic web-based cultural heritage repositories. Hence, this article surveys the state-of-the-art geospatial semantic web concepts, which are pertinent to the cultural heritage field. It then proposes a framework to turn geospatial cultural heritage data into machine-readable and processable resource description framework (RDF) data to use in the geospatial semantic web, with a case study to demonstrate its applicability. Furthermore, it outlines key free and open source semantic web and geospatial semantic platforms for cultural heritage institutions. In addition, it examines leading cultural heritage projects employing the geospatial semantic web. Finally, the article discusses attributes of the geospatial semantic web that require more attention, that can result in generating new ideas and research questions for both the geospatial semantic web and cultural heritage fields.

Authenticity and Communicating the Past

Day 1 of #ComPDA conference (program) at the University of Cologne and authenticity is a big topic in Q&A

I wonder if

  1. a workshop session on writing a charter/guidelines on Authenticity in Digital and Interactive media would be of interest.
  2. A gane idea where exoloring and avoiding or collecting the most authentic would be part of the gameplay
  3. A tool inside a game/VE to show levels of contestation/interpretation/historical authenticity can reveal the schema/paradata postplay or preplay..

Xavier from Edinburgh is now talking about the exciting non educatonal aspects of Assassin’s Creed (Origins vs Odyssey for example) – I wonder if someone has done a survey of the game assets/narratives and scored/compared their educational/authentic-inauthentic/’fun’ levels and areas. Are fun and education really always directly opposed in these sort of games?

References

Assassin’s Creed

General

Free UT (Unreal game engine) assets

I’m having some trouble finding suitable Unreal engine assets for an intern to use the latest Unreal engine on our (stereo) cylinder and semi-dome at Curtin, but in the meantime..

UPDATE: here is the EPIC Sun temple download link: https://developer.nvidia.com/ue4-sun-temple

[And I assume you have something like
http://www.meshlab.net/ to convert and a 3D modeller like (free) Blender 3D
https://www.blender.org/ ]

Thanks for many of the above links, to the Unreal engine forum.

Converting Unreal Tournament Levels

Hope to convert an Unreal Tournament (UT2004) game level to UT3. My models (originally), but ported to UT from Adobe Atmosphere and re-textured (read: sculptures/reliefs removed) by students in 2005.

And tutorials warn I have to delete almost everything to convert, and it may well not work. Great!

Perhaps it would be easier to import from 3DS (3D Studio Max) but I no longer have the models! Oh well, that is virtual heritage for you.

If others have virtual heritage models in the UDK editor (Unreal 3) or directly in the latest Unreal 4 engine, please let me know, a student intern here is modifying Unreal to run on the Curtin HIVE cylindrical screen and (semi) dome.

Kinect & HMD collaborative engagement

Corbin is my summer intern, looking at
1. Kinect-Minecraft v2: a software framework for non-programmers to create their own gestures for Minecraft interaction: https://www.youtube.com/watch?v=09tc3nLgx9w

See also: https://maker.library.curtin.edu.au/2016/08/02/creating-a-gui-for-kinect-v-2/

2 Kinect-Unity pointer software:

3. Point clouds with a Head Mounted Display (HMD) /Unreal. Status: exploratory.

Reference http://digitime.nazg.org/index.php/2016/10/09/exploring-massive-point-clouds-in-virtual-reality-with-nvidia-tech-demo/

See also CAA2017 slides from Damien Vurpillot: https://www.academia.edu/30171751/Exploring_massive_point_clouds_how_to_make_the_most_out_of_available_digital_material

4. Corbin will narrow down the above into one main investigation. Evaluate: sharing virtual experiences across different displays (cylindrical versus HMD): to uncover similar papers with a collaborative learning focus. Ideally there will be a comparison of Unity versus Unreal.

 

 

 

hardware, software, simple coding

Time for a quick update on recent tech offerings

CAA 2017 Mechanics, Mods and Mashups session

Our session of presentations, projects, play-testing, game pitches for CAA2017:
March 14-16, 2017: ATLANTA

Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists

“I Don’t Want to Set the World on Fire”: Ruin Interactions and Attitudes in Fallout-Emily Jean Booker

Video games are a popular form of media, with over 155 million gamers in America today, and they thus serve as a unique way to analyze how pop-culture can influence public perceptions of the past. The player’s ability to move through, interact with, and have an effect on virtual environments creates intimate, complicated relationships with virtual materials, including artifacts and ruins, that can have real-world effects. Although aspects of archaeology are often included in video games, the discipline is not always portrayed as scholars would like. However, as problematic as games like Tomb Raider or Uncharted might be, they are quickly becoming a key way in which the public learns about and interacts with archaeology.

This paper will explore the ways the popular 2015 game Fallout 4 shapes ruined landscapes (‘ruinscapes’) for specific thematic purposes that ultimately influence player interactions with ruins in both the virtual and real worlds. To do this, I will create a walkthrough exploring the ruinscapes of Fallout 4 and consider how the game’s strong themes of anti-capitalism and relative morality can create biases and preconceptions of Mid-Century Modern ruins.

Games like Fallout 4 are extremely popular and consumed by millions of gamers worldwide. Video game analysis is an essential element to understanding current public perceptions of ruins and, more generally, archaeology. By considering the representation of virtual ruinscapes and how their thematic underpinnings can affect popular attitudes towards ruins, archaeologists can become better equipped to engage with public audiences.

Sailing with the Gods: Argonauts and Samothracians in an Ancient Sea-Robert C Bryant, Sandra Blakely, Joanna Mundy, Cole Furrh

The goal of the Samothracian sailing simulation is to recreate the ancient social networks of Greece through the lens of the maritime infrastructure as a video game. How did maritime trade affect the societies of the Mediterranean and their interaction? By reconstructing the physical landscape of the ancient Mediterranean in the Unity3D game engine, we can study the behavioral patterns and decision making of contemporary human beings as players when placed under the same stressors and variables as their ancient Greek mariner counterparts. With this data we hope to bolster the existing social network analysis of the area with quantitative human behavior. This data is gleaned by tracking all player interactions of sailing and trading through the simulated environment to search for patterns that help explain ancient analogs. The game also serves as a ludic and pedagogical experience for the players through attached myth and literature that act as the narrative for the world. Currently, we have a working and very functional prototype already tested in a classroom of 60+ students. By the time of this conference, the prototype will be finished with plans for expansion.

Reference:
https://scholarblogs.emory.edu/samothraciannetworks/the-game/play-the-game/

How Waterloo was Won-Stuart Eve

The Battle of Waterloo (1815) as well as being the turning point in a huge European struggle has been the subject of a number of computer games. These range from the innovative turn-based mechanics of Mirrorsoft’s Amiga game – Waterloo (1989) to the sophisticated and highly graphically appealing Napoleon: Total War with a vast number in between. However, none of these games allow for a detailed examination of the individual parts of the highly complex battle, mostly focusing on the wider strategy of the day.

The charity Waterloo Uncovered is currently excavating at the battlefield in Belgium and uncovering new information every year about the minute details of the day of the battle. Our current focus is the struggle for Hougoumont Farm and we are discovering how the micro-topography, architectural structures and even the types of plants in the gardens would have affected the soldiers and how they moved and fought on the day. We would like to see how a gaming engine and game mechanics could be used to investigate this – charting the fall of musketballs (and comparing them with the recovered remains), simulating the visual and physical impact of hedges and ditches, and even modelling the build-up of dead bodies on the field and how they would have affected movement, morale and the will to continue the fight.

Blur the lines – Games as tools for archaeological research-Lennart Linde

In the past decade, Agent Based Models (ABM’s) have become a functional part of the archaeologist’s toolbox. Many ABM’s include elements of game theory in their ruleset, which is the foundation of a working model. The line between a purely scientific ABM and a video game from the simulation genre is already thin, but why not blur the line further and blend an ABM into a full-blown game experience?
The use of games as tools of research is the next logical step. Instead of formalizing our theories in a ruleset for an ABM, we could design a game based on them. Where the player makes choices through gameplay and be monitored exploring various strategies!
This talk will investigate the potential of the given approach, based on a fictive open-world game, set in the European Bronze Age. The players will have to manage resources and tackle the spatial organization of a village. They are also bound to make decisions on the social organization of their village. There is no direct interaction with the inhabitants of the game world as they act as agents. The collected datasets will be analyzed with emphasis on the correlation between certain forms of social organization and the rise of warfare, as well as on connections between wealth distribution and tensions within the tribe.
Archaeogaming does not need to be limited to the research of games anymore; we can try to take a step forward and do research through games.

Arpilleras and Ayni: Roleplaying Reciprocity-Natalie Underberg-Goode and Peter Smith

The project is based on the work of Peruvian arpillera (appliqué) artist Flora Zárate, whose three dimensional “story cloths” narrate cultural stories both of people from her native Peru and of immigrants in the United States. Although not created in the ancient past, these works illustrate very old and persistent themes found in Quechua-language (the language of the Incas) mythology and folktales such as the concept of ayni, or reciprocity, expressed in such activities as cooperative labor. In addition to identifying key themes in Andean mythology, we consider how elements of mythic thinking and Andean worldview that figure in Quechua folktales—such as the presence of religious syncretism, the relation between time and space in Andean thought, and the conception of gender complementarity and dependence—could be integrated into the design of the interactive experience based on exploration of an arpillera reimagined as board game prototype. Throughout the game, the main character will have to make choices that relate to Andean culture, including understanding and demonstrating the importance of reciprocity or, “today for me, tomorrow for you.” We will present a paper prototype using materials including paper, blocks, dice, and index cards, identifying the presence of these recurring Andean cultural themes in the arpilleras, addressing how the design is intended to present characters whose roles relate to corresponding knowledge and tasks, and how objects are linked to culturally-relevant potential uses. Participants will be invited to play through the prototype, giving feedback and making design suggestions.

Designing and Using Game Environments as Historical Learning Contexts-Juan Francisco Hiriart

The virtual presentation of landscapes in games, thanks to the exponential increase of representational power of digital technologies, has been progressively challenging the capacity of gaming audiences to distinguish virtual environments from real-world referents. This spectacular growth, however, has not been mirrored by a comparable progress in the simulation of the natural and social processes from real environments. Although highly realistic, game landscapes in most commercial titles still remain as inert theatrical scenery, devoid of any capacity to reflect the effects of human life agency and the inextricable nature of social and natural processes.
In this presentation, I would like to demonstrate a historical game prototype that I have been developing as part of a PhD research, with the purpose of investigating possible design solutions to the problem of creating game environments capable of transmitting the inherent complexity of historical landscapes. The game reconstructs Early Medieval Britain, focusing on the micro-histories of everyday life instead of more stereotypical forms of gameplay centred on the simulation of violent conflicts. Currently in its final version, the game has been iteratively produced in cycles of development and play-testing sessions with the participation of archaeologists, historians, and educators who have given valuable feedback about its design, direction, and potential use.

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

 

WebTundra based VirtualOulu at Web3D Conference

Been keeping tabs on this for awhile, looks like good potential for scholarly heritage.

realXtend

University of Oulu’s realXtend Tundra & Webtundra based VirtualOulu environment was presented and analyzed at Web3D 2016, presented in late July in Anaheim, California. Article is in open access at ACM: VirtualOulu: collaborative, immersive and extensible 3D city model on the web

VirtualOulu has been in testing for long already, is hosted on Meshmoon and features Jonne Nauha’s early stab from a couple of years ago on kd-tree based scalable scene management, with prioritized asset loading etc. The test for measurements in the article is this walk from the market square to the cultural center near town hall:

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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.

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