Category Archives: Conference

CFP: Translating Pasts into Futures: Decolonial Perspectives on Things in Art, Design & Film

13- 14 October 2017, Hamburg, Germany
Speculations and fictions allow us to journey through time, drawing on the narratives of the pasts to craft and shape possible futures. These narratives have the potential to influence the present, and they call a linear conception of time into question. Stories shatter into fragments, bound together diagrammatically or as a bricolage, queering historical narratives, regimes, and geographies. What sort of futures will be created in the rereading of past eras? Is the future already colonized? What sort of postcolonial strategies are being developed in contemporary design, contemporary art, and film for the shaping and creation of possible futures?
The symposium focuses on observations of temporality with regard to the function, production, use, and significance of things in colonial, decolonial, and postcolonial contexts. Questions arising from this theme include:
How does the temporal interchange of things come about?
How should we deal with omissions and absences of things in archives?
What sort of transformational potential is inherent in things, or assigned to them? Can things be translated, or do they themselves do the translating?
Can things — or the way they are used and perceived — be emancipated from their contexts?
We are looking for artistic, essayistic, and scholarly responses to these questions. We are particularly interested in designers and artists whose work is rooted in these topics.
We are also looking for submissions in the form of performances, short films, and objects. In addition, we are
open to suggestions for workshops which deal with relevant questions, as well as other forms of presentation go beyond the boundaries of the categories mentioned.
The symposium will take a flexible structure. It will be organized around artistic contributions, artist talks, workshops, and thematic discussions. After the symposium, a book publication is planned, which will gather a selection of contributions.
Please email your submission to mara.recklieshamburg.de with the subject line
“Proposal Translating Pasts into Futures” by March 31, 2017
.Contributions, workshops, and other formats: 1,500 characters as a PDF.
Performances, videos, exhibition displays, images: images/reproductions, along with a short description, as a PDF. Article proposals for the book project without participation in the symposium: proposal of 1,000 – 1,500 characters with a reading sample as a PDF.
We ask each applicant to include a brief CV as a PDF.
Travel and accommodation costs may be covered by a grant subject to approval, as can transport
costs and screening fees.
Idea and realization: Eva Knopf, Sophie Lembcke, Mara Recklies, University of Hamburg and University of the Fine Arts of Hamburg.
For more information, please contact: sophie.lembcke@hfbk – hamburg.de
This event will take place under the auspices of the interdisciplinary research group “Übersetzen und Rahmen. Praktiken medialer Transformationen” (Translation and Framing: Practices of Medial Transformations) at the Universität Hamburg and the Hochschule für bildende Künste Hamburg.

https://www.bw.uni-hamburg.de/uebersetzen-und-rahmen/english-version.html

CFP: Heritage Across Borders,” Association for Critical Heritage Studies, 4th Biennial Conference

Call for Session Proposals: “Heritage Across Borders” Association for Critical Heritage Studies, 4th Biennial Conference

01-06 September 2018, Hangzhou, China

The global rise of heritage studies and the heritage industry in recent decades has been a story of crossing frontiers and transcending boundaries. The 2018 Association of Critical Heritage Studies conference, held in Hangzhou, China, thus takes ‘borders’ as a broadly defined, yet key, concept for better understanding how heritage is valued, preserved, politicised, mobilised, financed, planned and destroyed. Thinking through borders raises questions about theories of heritage, its methodologies of research, and where its boundaries lie with tourism, urban development, post-disaster recovery, collective identities, climate change, memory or violent conflict. Held in the city of Hangzhou, China, Heritage Across Borders will be the largest ever international conference in Asia dedicated to the topic of heritage. It has been conceived to connect

international participants with local issues, and in so doing open up debates about the rural-urban, east-west, tangible-intangible and other familiar divides.

Borders tell us much about the complex role heritage plays in societies around the world today. Historically speaking, physical and political borders have led to ideas about enclosed cultures, and

a language of cultural property and ownership which marches forward today in tension alongside ideals of universalism and the cosmopolitan. More people are moving across borders than ever before, with vastly different motivations and capacities. What role can heritage studies play in understanding the experiences of migrants or the plight of refugees? And what heritage futures do

we need to anticipate as the pressures of international tourism seem to relentlessly grow year by year?

Heritage Across Borders will consider how the values of heritage and approaches to conservation change as objects, experts, and institutions move across frontiers. It will ask how new international cultural policies alter creation, performance, and transmission for artists, craftspersons, musicians, and tradition-bearers.

What are the frontiers of cultural memory in times of rapid transformation? How can museums engage with increasingly diverse audiences by blurring the distinctions between the affective and

representational? And do digital reproductions cross important ethical boundaries?

One of the key contributions of critical heritage studies has been to draw attention to the role of heritage in constructing and operationalising boundaries and borders of many kinds

-national, social, cultural, ethnic, economic and political.

In what ways do international flows of capital rework indigenous and urban cultures, and reshape nature in ways that redefine existing

boundaries?

We especially welcome papers that challenge disciplinary boundaries and professional divides, and explore cross-border dialogues.

What lessons can be learned from Asia where the distinctions between the tangible and intangible are less well marked? And how can researchers bridge

cultural and linguistic barriers to better understand these nuances?

Organised by Zhejiang University this major international conference will be held in Hangzhou, China on16 September 2018

Please send your session proposals to the following email address: 2018achs by the 31st of March, 2017.

For more information please visit http://www.2018achs.com/#/

Research Infrastructures

I found myself in a meeting yesterday on the above. It reminded me of the DH2014 workshop that I wrote the call for and then couldn’t get to go to.

The points below, I feel I have to return to:

1. What are the objectives of each digital infrastructure project, and what are its intended users?
2. What are the functionalities and outcomes it aims to provide, and how do they serve the overarching goal of supporting and transforming humanities research?
3. To what extent were the needs of humanities researchers considered, and how is the digital humanities research community involved in the project?
4. Are there potential synergies, and actual collaboration, with other infrastructure projects? Conversely, are there any overlaps?
5. What are the main lessons learned from the life of the project so far? What are the pitfalls and potential failures, and what improvements could be achieved?

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.

CFPs

*START*DUECONFERENCETHEMELOCATION
14-Mar-1728-Oct-16CAA2017Digital Archaeologies Material Worlds (call for sessions)Atlanta Georgia USA
07-Jun-1713-Feb-17web3Dworld wide web 3DBrisbane Australia
15-Jun-1715-Feb-17CDHCentre of Digital HeritageLeiden Netherlands
26-Jun-1701-Feb-17ilrn2017immersive Learning Research Network (iLRN) Special tracksCoimbra Portugal
03-Jul-1726-Feb-17DiGRA2017Digital Games (workshops, papers due 26/02/2017)Melbourne Australia
04-Jul-1703-Feb-17HypertextThe 28th ACM Conference on Hypertext and Social MediaPrague Czech Republic
08-Aug-1717-Feb-17DH2017Digital humanities workshops: Access/AccèsMontreal Canada
28-Aug-1722-Mar-17SimtechAustralasian Simulation: People Energising InnovationSydney Australia
28-Aug-1701-Feb-17CIPA 2017Digital Workflows for Heritage ConservationCarleton Canada
30-Aug-1727-Mar-17DCH2017Digital Cultural HeritageBerlin Germany
15-Sep-1715-Feb-17IM2017Inclusive museumManchester UK
25-Sep-1713-Feb-17ASA2017Diverse Worlds, Australian Society of ArchivistsMelbourne Australia
25-Sep-1731-Jan-17InteractInteractMumbai India
05-Oct-1716-Feb-17ECGBL11th European Conference on Game Based LearningGraz Austria
07-Oct-17SUI 2017ACM Spatial User InteractionPortsmouth England
15-Oct-1714-Apr-17CHIPLAY17CHIPLAYAmsterdam Netherlands
23-Oct-1707-Apr-17acm mm25th ACM Conference on MultimediaMountain View USA
02-Nov-17?HASTAC17The Possible Worlds of Digital HumanitiesOrlando Florida
08-Nov-1730-Jun-17VRSTVirtual Reality Software and TechnologyGothenburg Sweden
13-Nov-1712-May-17ICMI19th ACM International Conference on Multimodal InteractionGlasgow Scotland
21-Apr-18?CHI2018CHI Conference on Human Factors in Computing SystemsMontreal, Canada
19-Jun-18?IDC2018ACM Interaction Design and ChildrenTrondheim, Norway
24-Jun-18?DH2018Digital Humanities 2018Mexico City, Mexico
12-Aug-18?SIGGRAPH18SIGGRAPHVancouver Canada
START*DUE*CONFERENCETHEMELOCATION
25-Sep-1731-Jan-17InteractInteractMumbai India
26-Jun-1701-Feb-17ilrn2017immersive Learning Research Network (iLRN) Special tracksCoimbra Portugal
28-Aug-1701-Feb-17CIPA 2017Digital Workflows for Heritage ConservationCarleton Canada
04-Jul-1703-Feb-17HypertextThe 28th ACM Conference on Hypertext and Social MediaPrague Czech Republic
07-Jun-1713-Feb-17web3Dworld wide web 3DBrisbane Australia
25-Sep-1713-Feb-17ASA2017Diverse Worlds, Australian Society of ArchivistsMelbourne Australia
15-Jun-1715-Feb-17CDHCentre of Digital HeritageLeiden Netherlands
15-Sep-1715-Feb-17IM2017Inclusive museumManchester UK
05-Oct-1716-Feb-17ECGBL11th European Conference on Game Based LearningGraz Austria
08-Aug-1717-Feb-17DH2017Digital humanities workshops: Access/AccèsMontreal Canada
03-Jul-1726-Feb-17DiGRA2017Digital Games (workshops, papers due 26/02/2017)Melbourne Australia
28-Aug-1722-Mar-17SimtechAustralasian Simulation: People Energising InnovationSydney Australia
30-Aug-1727-Mar-17DCH2017Digital Cultural HeritageBerlin Germany
23-Oct-1707-Apr-17acm mm25th ACM Conference on MultimediaMountain View USA
15-Oct-1714-Apr-17CHIPLAY17CHIPLAYAmsterdam
13-Nov-1712-May-17ICMI19th ACM International Conference on Multimodal InteractionGlasgow Scotland
08-Nov-1730-Jun-17VRSTVirtual Reality Software and TechnologyGothenburg Sweden
02-Nov-17?HASTAC17The Possible Worlds of Digital HumanitiesOrlando Florida
21-Apr-18?CHI2018CHI Conference on Human Factors in Computing SystemsMontreal, Canada
24-Jun-18?DH2018Digital Humanities 2018Mexico
12-Aug-18?SIGGRAPH18SIGGRAPHVancouver Canada
07-Oct-17?SUI 2017ACM Spatial User InteractionPortsmouth England
19-Jun-18?IDC2018ACM Interaction Design and ChildrenTrondheim, Norway

notes about places

I’m writing a book,  DESIGNING THE ‘PLACE’ OF VIRTUAL SPACE, Indiana University Press, Spatial Humanities series.

Current planned book chapters

  • Place Theory Applied To Virtual Environments
  • Dead, Dying, Failed Worlds
  • How Mind Remembers Space, How Places Are Meaningful And Evocative
  • Place Affordances Of Virtual Environments Learnt From Affordances In Real Places
  • Place Interaction And Mechanics
  • Learning From Place
  • Place-Making Devices, Place-Finding Devices
  • Evaluation
  • Conclusion

My notes include the following:

  1. Place theory seldom clarifies different types of place features and different types of place genres, for example, fantasy places. There are places imaginative because they don’t clearly and explicitly relate to current place objects or interactive place relations, or imaginative because they don’t follow common sense, lived experience, or known physics. I don’t however know of a classification of them suitable to the design of virtual worlds.
  2. Such places are captivating but vague, what are the general affordances that mark them out as distinctive places but allow a variety of events and actions to take place?
  3. The place affordances of mobile places (tents, boats, stones, trailers) are seldom described but of great design interest to me. Where do I find this literature?
  4. Places are typically
    1. gathering (a center focusing or center-pulling away)
    2. the placing or gathering components are imaginatively or allegorically linked
    3. ecosystems
    4. related to other places
    5. allow a placing between the dynamic and the static (is there a better word than threshold?) This allows them to support creativity or allow time to imagine creativity..
    6. Depict a marking by or resistance to time (no, not exactly Kenneth Frampton’s architecture as heroic environmental resistance or critical regionalism theory). A place is a diary of us, a tapestry of meetings, of planned and spontaneous encounters.
  5. Place evaluation: places are very difficult to evaluate, to capture or to imitate. It is very difficult to observe a place without being there (and hence the appeal of phenomenology). For they are more network than tree, not linear and not directly observable.
  6. The levels of observable interaction are granular but of differing scale and not actually tailored directly to the scale and capabilities of a human observer, something we often forget when we design a virtual place, where everything is meant to be observed from and be seen to make sense from a human-height eye level. The layers and eddies of reality are infinitely complex. That does not mean that everything needs to be simulated or generated about that place.

Updated Call For Papers page

The new CFPs are here.

Major conferences include

SiteTitleLocation
www2017World Wide Web 2017 posters and workshops and alt tracksPerth Australia
TechnoheritageScience & Technology for the Conservation of Cultural HeritageCádiz Spain
web3Dworld wide web 3DBrisbane Australia
DPASSH2017Preserving Abundance: The Challenge of Saving Everything(sp, w)Brighton UK
CDHCentre of Digital HeritageLeiden Netherlands
ilrn2017immersive Learning Research Network (iLRN) Special tracksCoimbra Portugal
CC2017ACM Creativity and CognitionSingapore
DiGRA2017Digital Games (workshops, papers due 26/02/2017)Melbourne Australia
UNESCO-WHCWorld Humanities ConferenceLieges Belgium
DH2017Digital humanities workshops: Access/AccèsMontreal Canada
CIPA 2017Digital Workflows for Heritage ConservationCarleton Canada
DCH2017Digital Cultural HeritageBerlin Germany
ASA2017Diverse Worlds, Australian Society of ArchivistsMelbourne Australia
HASTAC17The Possible Worlds of Digital HumanitiesOrlando Florida
DH2018Digital Humanities 2018Mexico

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.

report on trip to Italy, Malta (abridged)

Erik Champion was awarded a small school grant of $2000 to present conference papers at Genoa Italy in October 2016.

GENOA ITALY
He presented two conference papers which are now in the Eurographics Digital Library.

  1. Champion, Erik Malcolm; Qiang, Li; Lacet, Demetrius; Dekker, Andrew. https://diglib.eg.org/handle/10.2312/2630933/browse?value=Champion%2C+Erik+Malcolm&type=author3D in-world Telepresence With Camera-Tracked Gestural Interaction (The Eurographics Association, 2016) While many education institutes use Skype, Google Chat or other commercial video-conferencing applications, these applications are not suitable for presenting architectural or urban design or archaeological information ..
  2. Champion, Erik Malcolm, The Missing Scholarship Behind Virtual Heritage Infrastructures (The Eurographics Association, 2016). This theoretical position paper outlines four key issues blocking the development of effective 3D models that would be suitable for the aims and objectives of virtual heritage infrastructures. It suggests that a real-time …

At the presentation in Genoa he was invited to discussion collaboration with the world heritage lab: HIVE, University of California Merced:

VENICE ITALY
He was also invited to present at Ca Foscari Venice (picture above) -apart from being the guest speaker on a digital humanities panel at the academic year opening of Ca Foscari, University of Venice and he was interviewed by their student paper.
VALETTA MALTA
He was also invited to present at the National Centre of Creativity, organised by the University of Malta and the talk was announced in the national paper, Times of Malta. He also met Heritage Malta and another institute who are keen to collaborate in cultural heritage projects.

He’d like to thank MCCA-Curtin, Arianna and Milena for organising his talks in Venice and Malta respectively and Eurographics for the GCH conference in Genoa.

Digra2015 paper in TODIGRA journal

Free online at http://todigra.org/index.php/todigra

Worldfulness, Role-enrichment & Moving Rituals:

ABSTRACT

Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more needs to be done in order to create worldfulness, moving rituals and role enrichment. I will provide examples from The Elder Scrolls IV: Oblivion andThe ElderScrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.

Full Text: PDF

 

Thoughts on Keynotes

I’ve been helping a conference or two lately on the topic of invited speakers and keynotes.
I enjoy conferences where there are no keynotes and no parallel sessions (often because I can’t often tell my interest in a paper presentation from reading a conference abstract) but I also enjoy an inspiring speech.

Some of my favourites have been:

I’ve seen more famous people speak, philosopher Daniel Dennett, architect John Andrews, a couple of Noble Prize winners (3, I think, astronomer Brian Schmidt was genuinely awe-inspiring), and Apple’s Steve Jobs (most incredible business presenter/seller ever). But the first three mentioned really set the mood, key and tone of the conference.

So what is a keynote speaker for?

  • To inspire and prepare attendees for the future
  • To survey and inform attendees of with what has been done (personal projects or overview of field, startling or unusual or little known discoveries, inventions, crises and projects)
  • To critically examine..

In other words, what has been done (and why), what must or should be done, what could or will be done..

I seldom hear the why, or the must be done or the (what we think) will be done..

Often keynotes are invited because

  • They are famous and will lend gravitas to the conference
  • The program chair wants to meet them and bathe in their reflected glory
  • They are famous for being keynote speakers..

I know of 2 or 3 who are invited so often to keynote, they give ever more and more polished versions of their original talk.
Rather than just an individual’s projects, in general I think I’d like to hear more from #3 and also from younger, fresher researchers, but too often what really happens differs from what I’d like to see happens…

Some hopefully useful links

 

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.

How many journals should you review for?

If like me you are asked every week or so to review for a journal, then I have the following suggestion (for both of us).

  1. Write to the best journal in your field that you wish to support (after all, you are contributing your time and risking your academic reputation by association so considering the accessibility of the journal is important).
  2. Offer your services.
  3. Stick with them as long as the arrangement is mutually beneficial.
  4. Quality not quantity.

NB Ensure you know whether the journal will republish your material without informing you – this has happpened to me.

Taylor and Francis offer the following helpful guide: http://editorresources.taylorandfrancisgroup.com/reviewers-guidelines-and-best-practice/

If you are writing an article there are various suggestions on the web:

Sorry, I had intially titled this post inaccurately, I’ll blame it on jetlag.

Digital scholarship, makerspaces and libraries

Thanks to Karen for her talk, the relationship and specific role of digital scholarship, university and library is of great interest to many of us!

infoliterati

I first came across the concept of ‘digital scholarship’ around 3 years ago when I was the Faculty Librarian for Humanities at Curtin University and first learned about the wonderful but nebulous thing called ‘digital humanities’, its relationship to digital scholarship, and how academic libraries were central to both.

Digital scholarship is a broad term and can mean a number of different things. One definition that captures some of its complexity is “the use of digital evidence and method, digital authoring, digital publishing, digital curation and preservation, and digital use and reuse of scholarship.” (Abby Smith Rumsey, 2011)

According to the ACRL, digital scholarship is one of the top academic library trends of 2016.  The increasing importance of the role of academic libraries in supporting and contributing to digital humanities projects is evident in the growth of digital scholarship centres, often established as partnerships between the academic…

View original post 510 more words

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

 

CFP: www2017, 3-7 April 2017, Perth

http://www.www2017.com.au/ main conference website

http://www.www2017.com.au/about/call-for-papers.php call for papers

For more than two decades, the International World Wide Web Conference has been the premier venue for researchers, academics, businesses and standards bodies to come together and discuss latest updates and the future of the web. The proceedings of WWW are published online (open access) and through ACM Digital Library, and it is considered one of the most impactful conferences in computer science.

Research tracks

  • Computational Health
  • Crowdsourcing
  • Internet Monetisation and Online Markets
  • Search
  • Security and Privacy
  • Semantics and Knowledge
  • Social Networks and Graph Analysis
  • Systems and Infrastructure
  • Ubiquitous and Mobile Computing
  • User Modeling, Personalisation and Experience
  • Web Mining and Content Analysis

Important dates
(All deadlines are 11:59pm, anywhere in the world)

  • Abstract submission Wednesday, October 19, 2016
  • Full paper submission: Monday, October 24, 2016
  • Acceptance notification: Wednesday, December 21, 2016