Category Archives: book chapter

update: “Virtual Heritage: A Guide”

Dear Rosa and Andrea (and Michael)

Thanks to the colleagues and co-authors who helped inspired me to edit a concise book for students that will be open access (i.e. free PDF downloads).

Virtual Heritage: A Guide will be available on Thursday 22 July 2021 at https://www.ubiquitypress.com

I’d appreciate any feedback from staff or students for future editions.

2021: my year in print

What have I been doing this year? Playing a lot of piano, badly. But also (and I hope to add 2 journal articles and a book project and a serious game design project to this mix):

Invitations:

  • Invited CI, ARC LIEF Grant LE210100021. $440,000. “Australian Cultural Data Engine for Research, Industry and Government.” Joining as a Chief Investigator, 26 April 2021. Led by Prof Rachel Fensham, Melbourne.
  • Invited CI, Australian Research Data Commons (ARDC) platforms grant: Time-Layered Cultural Map of Australia 2.0 $100,000. 25/11/2020. https://ardc.edu.au/news/new-data-projects-will-help-transform-australian-research/
  • Invited reviewer, Springer-Nature.
  • Invited onto the European Science Foundation College of Expert Reviewers.
  • Invited to speak to New South Wales Local Studies Librarians group, “Virtual heritage: tools, projects, hopes and challenges,” Zoom, 23 March 2021.
  • Invited guest lecturer and tutor, Data Science Visualisation, Science & Engineering, Curtin University.
  • Invited to Professor of Design interview panel, SUSTech, China, by Dean Thomas Kvan.
  • Invited advisor for Swedish-Finnish grant application: PLATYPUS Engaging diverse publics through participatory play in heritage institutions, led by Uppsala University.
  • Opening speaker, invited, webinar on smart tourism. ASEAN Australia Smart Cities Webinar Series Part 7: Promoting Smart Tourism Recovery via Virtual Reality. ZOOM webinar 2 March 2021. Organiser: Asian Development Bank.
  • Invited to speak at University of Aberdeen Academic Forum and New South Wales Local Studies Librarians group-Zoom (date?).
  • Interviewed for Canvas8 magazine. Quine, O. (2021). Are Britons ready for virtual holidays? canvas8. Retrieved from https://www.canvas8.com/content/2021/03/23/britons-virtual-holidays.html
  • Interviewed by UNSW students on the subject of virtual tourism.
  • Invited to co-chair the EuroMed2020 conference www.euromed2020.eu, Springer-Nature LNCS. Co-chairs include Professor Marinos Ioannides, ERA and UNESCO of Chair Digital Cultural Heritage, Mrs Eleanor Fink, USA, former Getty Digital Techs Director and inventor of Object-ID standard, Professor Lorenzo Cantoni from Switzerland, UNESCO Chair in ICT.

2021 PUBLICATIONS

Conference Proceedings (as Book):

  • Ioannides, M., Fink, E., Cantoni, L., & Champion, E. (Eds.) (2021). Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. 8th International Conference, EuroMed 2020, Virtual Event, November 2–5, 2020, Revised Selected Papers. DOI:10.1007/978-3-030-73043-7. ISBN 978-3-030-73043-7.

Published articles

  • Rahaman, H., Johnston, M., & Champion, E. (2021). Audio-augmented arboreality: wildflowers and language. Digital Creativity, 1-16. https://doi.org/10.1080/14626268.2020.186853
  • Champion, E. (2020). Culturally Significant Presence in Single-player Computer Games. Journal on Computing and Cultural Heritage, 13(4). DOI: 10.1145/3414831. https://dl.acm.org/doi/10.1145/3414831
  • NB AWARD: in 2021 this paper won Virtual Archaeology Review Journal’s 2020 Paper of the Year. “Survey of 3D digital heritage repositories and platforms”, by Erik Champion and Hafizur Rahaman. DOI: https://doi.org/10.4995/var.2020.13226

Published Fully Referred Conference Papers

  • Champion, E., Kerr, R., McMeekin, D., & Rahaman, H. (2020, 2-5 November 2020). Time-Layered Gamic Interaction with a Virtual Museum Template. Paper presented at the EuroMed 2020 Conference, Online/Cyprus. Revised Selected Papers. Springer-Nature. Published in 2021.

2021 Conference and Journal Reviewer

  • Invited committee member, Australian Museums & Galleries Association (AMaGA) National Conference (Perth). 
  • Invited onto Program Board of Culture & Computing 2021 Conference, Springer ( HCI International). 
  • Invited reviewer, Springer-Nature Scientific Reports.
  • Invited reviewer, the Journal of Open Archaeology (De Gruyter).
  • Invited reviewer, CAA2021.

2021-22 PUBLICATIONS IN PRESS

Books in press

  • Champion, E. (2021: November). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series.
  • Champion, E. (Ed). (2021: May). Virtual Heritage: A Guide. Ubiquity Press, London.
  • Champion, E. (Ed). (2022: pending). Screen Tourism and Affective Landscapes.
  • Champion, E., & Hiriart, J. (Eds.). (2022: in press). Assassin’s Creed in the Classroom, Museum, and Gallery: De Gruyter: Video games and the Humanities series, 18 chapters, 25 international authors.

Book Chapters in press

  • Champion, E., Nurmikko-Fuller, T., & Grant, K. (2022: invited). Chapter 12 Alchemy and Archives, Swords, Spells, and Castles: Medieval-modding Skyrim. In R. Houghton (Ed.), Games for Teaching, Impact, and Research UK: De Gruyter. 
  • Champion, E., & Hiriart, J. (2022). Workshopping Board Games for Space Place and Culture. In M. Lasansky & C. Randl (Eds.), Playing Place: Board Games, Architecture, Space, and Heritage. Cambridge, Massachusetts, USA: MIT Press.
  • Champion, E. (2022). Reflective Experiences with Immersive Heritage: A Theoretical Design-Based Framework. In A. Benardou & A. M. Droumpouki (Eds.), Difficult Pasts and Immersive Experiences. London, UK: Routledge.
  • Champion, E. (2022). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities. Anderson, South Carolina, USA: Parlor Press.
  • Champion, E. (2021: pending). Biodiversity and Cultural Diversity: Virtual opportunities. In E. Wandl-Vogt (Ed.),Biodiversity in connection with Linguistic and Cultural Diversity. Vienna, Austria.
  • Champion, E. (2021: pending). Workshopping Game Prototypes for History and Heritage. In Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company. Chapter.

Conference activities to take place

  • Wright, H., et al., 2021. S12: Digital Infrastructures and New (and Evolving) Technologies in Archaeology (Roundtable). CAA2021: Digital Crossroads. Cyprus/Online. https://2021.caaconference.org/sessions/ 14-18 June.

Alchemy and Archives, Swords, Spells, and Castles: Medieval-modding Skyrim

This is our proposed draft chapter (7500-9000 words) for a book on medieval modding within a game (Elder Scrolls V: Skyrim).

Ear Zow Digital, Australian National University, University of Western Australia

Terhi Nurmikko-Fuller, Australian National University

Katrina Grant, Australian National University

Elder Scrolls V: Skyrim, through its rich modding possibilities, has great potential as a teaching and learning tool. The world of Skyrim, although “pseudo-medieval”,[1] can, through the use of mods, aim for a level of historical accuracy comparable to many scholarly digital 3D reconstruction projects. These types of projects are now widely accepted as a vehicle for a new way of thinking about old topics, and as a valuable prompt for engaging students. The advantage of using Skyrim is that the historically informed mods can be combined with sophisticated game mechanics to immerse and inspire students as procedural, contestable, and reconfigurable simulations. Through playful exploration, students can investigate the game world and engage with both the historically-informed and fantastical elements. But they can also become designers, and investigate historical developments through the creation of new assets, modified game mechanics, and social storytelling. Designing simulations is a further learning experience and Skyrim’s Creation Kit is thus also a pedagogical tool.

In this chapter we will explore ways in which Skyrim can be used and modified to explain, through play, three related aspects of medieval society: culture, architecture, and landscape. We will then discuss the modding capability of Skyrim, and conclude with some suggestions for how future Elder Scrolls games and game mods could be leveraged as a teaching and learning tool.


[1] von Lünen, Alexander, Katherine J Lewis, Benjamin Litherland, and Pat Cullum. 2019. Historia Ludens: The Playing Historian. Vol. 30. New York, USA: Routledge.

Book Chapters on the way (provisionally)

  1. Champion, E. (2021: pending). Biodiversity and Cultural Diversity: Virtual opportunities. In E. Wandl-Vogt (Ed.), Biodiversity in connection with Linguistic and Cultural Diversity. Vienna, Austria. Written.
  2. Champion, E. (2021: 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. Written.
  3. Champion, E. (2021: under review). Workshopping Game Prototypes for History and Heritage. In Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company. Written.
  4. Champion, E., & Hiriart, J. (2021: pending). Workshopping Board Games for Space Place and Culture. In C. Randl & M. Lasansky (Eds.), Playing Place: Board Games, Architecture, Space, and Heritage. Written. Publisher being negotiated.
  5. Champion, E. (2021). Reflective Experiences with Immersive Heritage: A Theoretical Design-Based Framework. In A. Benardou & A. M. Droumpouki (Eds.), Difficult Pasts and Immersive Experiences. London, UK: Routledge. Abstract accepted.
  6. Champion, E., Nurmikko-Fuller, T., & Grant, K. (2021: pending, invited). Blue Sky Skyrim VR: Immersive Techniques to Engage with Medieval History. In R. Houghton (Ed.), Games for Teaching, Impact, and Research UK: De Gruyter. Abstract accepted, full chapter due March 2021.
  7. Champion, E. (2022: pending). Swords, Sandals and Selfies: A Tour You’d Kill For. In C. Lee & E. Champion (Eds.), Screen Tourism and Affective Landscapes Publisher to be confirmed.

Assassin’s Creed in the Classroom Book Project

I have started an 18 chapter 25 author edited book project with De Gruyter (Video Games and the Humanities series) and Dr Juan Hiriart as co-editor. I hope to publish it in 2022. Confirmed authors are from Canada, USA, the Netherlands, Germany, Belgium, Finland, Australia, New Zealand, and the UK. The aim is to explain how the Ubisoft Assassin’s Creed Series can and has and could be used in the classroom, museum, or gallery (or as escape space). De Gruyter and Ubisoft historians  have been very encouraging. I’d love contributions from the Caribbean or Middle East but very happy with what we have going forward.

There is some possibility of related online learning materials being made available.

Assassin’s Creed in the Classroom, Museum and Gallery

Alternative title:  Assassin’s Creed: History’s Playground or a Stab in the Dark?

NB This is not the final chapter order.

  1. Ubisoft’s Archaeology And History-Making: From The Inside
  2. Using The Assassin’s Creed Discovery Tours In The Classroom: A Tutorial
  3. Creation Of Teacher Curriculum Guides For The Assassin’s Creed Discovery Tour Games To Improve Teachers’ TPCK And TAM
  4. Gaming The Classroom: Assassin’s Creed Odyssey As A Learning Tool For First Year Undergraduates
  5. Understanding Problems Of Historical Writing Through Historical Videogame Design  
  6. Preparing High School Students For An Academic Trip To Greek Archaeological Sites By Using The Ubisoft Discovery Tour On Ancient Greece    
  7. Assassin’s Creed Odyssey And Its Use In The Context Of The Archaeological Museum In Muenster (Germany)  
  8. Viking Life: Using Assassin’s Creed Valhalla Settlements To Teach Social History And Everyday Life In School Classrooms          
  9. Living Through The Animus: Conceptualizing Playful Time Travel In The Classroom     
  10. Christian Vikings Storming Templar Castles: Anachronism As A Teaching Tool 
  11. The Discovery Tour And Historical Characters In Ancient Greece
  12. An Unholy Alliance? Ubisoft And The Future Of Archaeological (Re)Animation
  13. Classical Creations In A Modern Medium
  14. Discovering The Past As A Virtual Foreign Country: Assassin’s Creed As Historical Tourism
  15. Assassin’s Creed @ The Carlos: Merging Videogames And Education At The Michael C. Carlos Museum
  16. Learning The Past By Walking Through Biomes
  17. Historical Video Games And Teachers Practices In French-Speaking Secondary Schools In The Montreal Metropolitan Area      
  18. Religion Is History: Teaching Religion To Postsecular Audiences         

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.

New Book Chapter Planned

Last week I was asked if I would write a book chapter for an edited volume “Difficult Pasts and Immersive Experiences” to be published by Routledge (History, Heritage Studies & Archaeology series) in 2021, edited by Dr. Agiatis Benardou and Dr. Anna Maria Droumpouki.

I suggested a chapter on the theoretical problems but also potential interaction design-related ways to create more reflective virtual environments to engage with these “difficult pasts”. I have been inspired by an article on Forbidden Knowledge by Stanley Godlovich, but I have now lost that paper reference (here is another: https://philosophicaldisquisitions.blogspot.com/2020/04/can-we-morally-judge-past-on-williamss.html)

Current working title: Chronological Relativism: Retrovisiting Dark and Forbidden Heritage.

Assassin’s Creed: What is it doing in the history class?

I’ve been thinking of asking historians, art historians and archaeologists, if they would like to contribute to a new edited book, primarily (or only) on Assassin’s Creed. How do they or could they use it for teaching and research. What new features would they love to see? Could we get some of the professional historians who advised on the series to write their thoughts, advice, and experiences? Perhaps even one of the game designers who worked on the series?

What would be a good title?

  • Assassin’s Creed for Academics: What We Wrote in the Shadows? (What We Taught in the Shadows?)
  • Assassin’s Creed: Academics Take Aim
  • Assassin’s Creed: An Educated Stab in the Dark
  • Assassin’s Creed in the Classroom: Have Eagle, Will Travel
  • update: Alex Butterworth suggested Under the Hood

References

Art History, Heritage Games, and Virtual Reality chapter

According to Routledge’s online article “Publishing Open Access Books: Chapters” I am allowed to archive a preprint copy on my own site or the site of my institute (but not the published version). Please remember there may be slight variations to the published chapter. My thanks to Associate Professor Anna Foka, (Humlab and Uppsala University) for being such a wonderful co-author and collaborator.

To cite the article (in APA format):

Champion, E., & Foka, A. (2020). Art History, Heritage Games, and Virtual Reality. In K. J. Brown (Ed.), The Routledge Companion to Digital Humanities and Art History, (pp. 238-253). Oxford, UK: Routledge.

DOI is: https://doi.org/10.4324/9780429505188

Preprint chapter:

Figure 17.2 The Virtual Reality environment and avatar in 2D, digitizing ancient dance 2016, Humlab.

“Cultural Heritage Infrastructures in Digital Humanities” free for 7 days

Cultural Heritage Infrastructures in Digital Humanities (2017) is free to access for one week, get free access to the book (via this link) for 7 days.

After this 7-day period, you can buy a copy for £10/$15!

You can also visit the official Routledge History, Heritage Studies etc. Twitter page

and thanks to Routledge editor Heidi Lowther.

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.

Book chapter to write for 2021

With Dr Terhi Nurmikko-Fuller and Dr Katrina Grant (both at ANU), I have decided to write a chapter on serious games for medieval(!) purposes for an edited book by Dr Robert Houghton (publisher still to be confirmed) on medieval games.. but this is not due until March 2021. Still, does this sound potentially interesting?

Chapter 12 by Erik Champion, Terhi Nurmikko-Fuller, and Katrina Grant explores the ways in which Skyrim can be used and modified by undergraduate and postgraduate students to explain, through play, three related aspects of medieval society: the distinctive, related and unique characteristics of Romanesque and Gothic architecture, the art, craft and preservation of calligraphy, literature, inscription and lore; and the importance of the medieval landscape in art history.