Notes to self: Parkour History and Assassin’s Creed

Notes to self on the above game.

How can the parkour mechanic of Assassins Creeed be better utilised?

  • The game does not have an editor
  • You cannot export assets
  • Can you game play with an avatar
  • Can you have reflection in the game
  • Can you explore interpretation
  • Can you understand East West transfers of knowledge and culture

References
http://www.gamasutra.com/view/news/253678/The_world_design_of_Assassins_Creed_Syndicate.php

Chris Kerr (2015, September 18). The world design of Assassin’s Creed: Syndicate. Gamasutra, http://www.gdcvault.com/play/1012306/Designing-Assassin-s-Creed. During the production of Assassin’s Creed 2, the design team faced the challenges of an enormous scope, one of the biggest development teams ever assembled and a limited time frame. This session is about sharing our best practices to ship high quality games through a focused and rigorous Design Process while maximizing the output of production.
Patrick, Ploude. This talk demonstrates why identifying core game mechanics is critical to improving the quality of your title. It also shows how a solid Documentation process can made sure that your team follows a clear path throughout production. GDC 2010. URL: http://www.gdcvault.com/play/1012895/Designing-Assassin-s-Creed

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.

Book Chapter Abstract

Book Chapter For Book On Computational Archaeology, redTDPC, INAM, Mexico

Title: A Schematic Division of Game-Learning Strategies Relevant to Digital Archaeology and Digital Cultural Heritage

Abstract

How can we transmit the values and interpretations of cultural heritage (using virtual reality) which is low-cost, contextually appropriate, educationally effective, and collaborative? While much excellent research has been undertaken on social presence in virtual environments (Swinth, 2002), research on the design and evaluation of cultural presence, the perception another culture is portrayed and experienced in a virtual environment, lags behind. Where cultural presence has been explored, it has not been directed towards the experiencing of culturally significant heritage (Riva et al., 2002), and organizations such as UNESCO have not prescribed how to determine if the user experience achieved the goals of the designers and shareholders. One possible solution for digital archaeology is to deploy commercial games that allow themselves to be modded (as in modified). This chapter will provide a simple classification of the ways in which game-based examples may help communicate digital archaeology and related content, and argue that there are at least four major areas of research that need to be investigated further.

Curtin Cultural Makathon

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

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

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

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

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

Registration: Free via Eventbrite

For more information visit the Curtin Cultural Makathon website.

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

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

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.

talk in Malta tomorrow: ‘Role of computer games in national heritage’

if you are in Valetta, stop by at 6PM, I am talking about computer games and history/archaeology.

http://www.timesofmalta.com/articles/view/20161011/social/Role-of-computer-games-in-national-heritage.627610

Role of computer games in national heritage

A talk linking computer games and culture and heritage is being held tomorrow at St James Cavalier in Valletta, Malta.

Part of Spazju Kreattiv’s programme, the talk will discuss the fundamental challenges and promises of computer game design and interactive media when created to assist the communication and preservation of digital heritage.

Delivered by Erik Champion, a professor at Curtin University, Australia, the lecture will examine serious games designed for history and heritage, definitions and challenges of ‘virtual heritage’ and possible technical and imaginative solutions. It will focus particularly on examples of built heritage.

Research Fellow Opportunity

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

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

The role starts in 2016.

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

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

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

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

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

PhD Scholarships at Curtin University

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

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

 

How do you create past-ness through place?

I remember walking though Berlin once. I didn’t know the exact history of where I was but I could ‘feel’ it. That night I researched where I had been and the associated events. I was right, I had been in very ‘dark’ places which now just appeared to be civic areas.
My little blog post isn’t about Berlin though. It is about those places you visit where you feel there is ‘history’ there, a past-ness.
Totally subjective, misguided? Perhaps. But I am sure I am not the only one who occasionally encounters this sensation.
And if some or many people encounter this experience, how can we also encounter it in virtual worlds? Or is that impossible? I was wondering if I could find thoughts on this from exhibition designers, amusement park builders, neo-ancient architects.
I know E.G. Asplund of Sweden (1885-1940)  used techniques to make the buildings seem older but I’ll also have to find others.
So much to think upon.

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

 

Supporting digital scholarship in the humanities

31 August, I was part of a panel in Curtin’s research week to discuss digital scholarship. And from my notes I was asked to email here are some of my suggestions that might be of some interest and not just for library makerspaces..

In my brief chat I said when I was the project leader of Dighumlab for 4 universities (and now 2 libraries) in Denmark, I asked myself the following questions (abridged):

  • What is a research infrastructure?
  • What do we mean by a laboratory – is there only one?
  • What kind of databases do we have?
  • What about funding?
  • Who is the audience?
  • What should we deliver and when?
  • What are the goals for success after the 5 year period (our contract period) and how do we measure it?

I suggested that genuine infrastructures invest and support not just equipment but also people, skills, training, exchanges, enthusiasm.
Most DH centres are resource based or centre-based, few are distributed. But the most important thing is to work out who you want to work for and with and what resources and profile you hope to focus around.
For our discussion in research week I was not sure if people are talking about a cluster, centre, lab, and for learning, scholarship or support. Perhaps all three but I suggest to focus on one or two but ensure knowledge is carried on past individuals and some of the research aims to evaluate maintain and improve the quality or quantity of that information (it should not just be a pipeline, the pipeline itself should also be an area of research).
I did say some form of meeting space is important (like Curtin Library Makerspace!), archives are important (our Library has that but perhaps it needs to start looking at new more public focussed ones as well), and there are related degrees. So you could tackle any one of those three areas I mentioned, learning, scholarship and support.

For example with this UNESCO chair I have 3 years of workshop funding and 4 years of visiting fellowship funding. Rather than invite people who arrive talk and leave I think it best for me to build it around the makings a 3D archive, invite experts* in the first year to help us survey and build best practice, invite people to help us build it, invite experts in year 3 to help us evaluate it with local communities etc.. AND build a summer workshop or senior class around the visiting experts and workshop funding.

*With DIGHUMAB in 2012 I organised a 1 day conference, invited 4 experts from Nordic/UK countries and 2 infrastructure leaders (CLARIN and DARIAH), in areas we wanted to learn more about or connect with, to come and talk.
What did we get out of that? DARIAH helped DIGHUMLAB academics find partners for an EU project application and asked to host a meeting in Copenhagen, CLARIAH received ERIC EU status with a strong Danish leadership component, Sweden (HUMLAB) invited two of us to their conference; Oslo invited me for a talk and so did Aalto U (Finland), and Lorna Hughes helped bring NeDiMAH people to Copenhagen in 2013 for a conference on cultural heritage tools and archives, and a book (Cultural Heritage Digital Tools and Infrastructures, Routlege 2017 or 2018, google books?) will come out of that. All from a one day conference with just 6 invited and 4 local speakers! Oh, breakout time helps.

See also

 

 

 

 

Kinect GUI for Minecraft and others..

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

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

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

Public talk, 12 October, Valetta Malta

Image By Frank Vincentz – Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=31999344

Title: Talk on Game Design, Virtual Heritage and Digital History by Professor Erik Champion

Time: 18:00-19:00, Wednesday, 12 October.

Location: Studio 8, National Centre of Creativity, Fondazzjoni Kreattività – Spazju Kreattiv, St James Cavalier, Valletta, VLT 1060, Malta

Abstract:
Professor Erik Champion of Curtin University, Australia, will discuss fundamental challenges and promises of computer game design and interactive media when designed to help the communication and preservation of digital heritage, focusing particularly on examples of built heritage. He will examine serious games designed for history and heritage, definitions and challenges of ‘virtual heritage’ and possible technical and imaginative solutions.

Presentations, GCH2016, Genoa

Time: 15:45 – 17:15 (session) , Wednesday 5 October.

Location: Area della Ricerca di Genova, Via De Marini 6, 16149 Genova (Genoa), Italy.

Title: The Missing Scholarship Behind Virtual Heritage Infrastructure

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 game environment which composes levels at runtime from streaming multimédia components would offer advantages in terms of editing, customisation and personalisation. The paper concludes with three recommendations for virtual heritage infrastructures.

Time: 11:00 – 12:00 (short paper, session) , Thursday 6 October.

Location: Area della Ricerca di Genova, Via De Marini 6, 16149 Genova (Genoa), Italy.

Title: 3D in-world Telepresence With Camera-Tracked Gestural Interaction

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, as they don’t integrate the presenter with interactive 3D media. Nor do they allow spatial or component-based interaction controlled by the presenter in a natural and intuitive manner, without needing to sit or stoop over a mouse or keyboard. A third feature that would be very useful is to mirror the presenter’s gestures and actions so that the presenter does not have to try to face both audience and screen.

To meet these demands we developed a prototype camera-tracking application using a Kinect camera sensor and multi-camera Unity windows for teleconferencing that required the presentation of interactive 3D content along with the speaker (or an avatar that mirrored the gestures of the speaker). Cheaply available commercial software and hardware but coupled with a large display screen (in this case an 8 meter wide curved screen) allows participants to have their gestures, movements and group behavior fed into the virtual environment either directly or indirectly. Allowing speakers to present 3D virtual worlds remotely located audiences while appearing to be inside virtual worlds has immediate practical uses for teaching and long-distance collaboration.

Conference URL: http://gch2016.ge.imati.cnr.it/index.php/technical-program

Public Talk: Ca Foscari University, Venice

Serious Games For History & Heritage: Learning From Triumphs & Disasters

Date: 10:00 -11.00, Monday 2 October 2016

Venue: Aula Magna Silvio Trentin,Ca’ Foscari University, Palazzo Ca’ Dolfin, Venice, Italy.

The Games Industry. In 2016, will reputedly become a 100 billion USD industry with mobile games overtaking PC and game consoles for the first time. While the year before, in 2015 Minecraft became the second highest selling game of all time, at $54 billion USD (GameCentral for Metro.co.uk, 2015; Mojang, 2016). And the year before that, in 2014, Microsoft bought Minecraft for 2.5 billion US dollars. So surely it would make sense to appropriate game design to the purposes of the humanities, especially to history and heritage? In this talk I will examine the promise  of serious games and the related global industry for communicating aspects of the past, but I will also outline key issues that have hindered the employment of games for education and dissemination, and provide examples of serious games and virtual heritage projects that I have worked on over the last fifteen years.

References

  1. http://venturebeat.com/2016/04/21/video-games-will-become-a-99-6b-industry-this-year-as-mobile-overtakes-consoles-and-pcs/
  2. GameCentral for Metro.co.uk. (2015). Minecraft is now second best selling video game ever. Metro. Retrieved from Metro website: http://metro.co.uk/2014/06/26/minecraft-is-now-second-best-selling-video-game-ever-4776265/
  3. Mojang. (2016). MINECRAFT STATISTICS. Retrieved from https://minecraft.net/stats
  4. Champion, E. (2015) Critical Gaming: Interactive History And Virtual Heritage. Digital Research in the Arts and Humanities UK: Routledge. https://www.routledge.com/Critical-Gaming-Interactive-History-and-Virtual-Heritage/Champion/p/book/9781472422903

UNESCO Chair-the fun begins

Announced via our internal Curtin University website:

Partnership with UNESCO

Curtin recently signed a contract to establish the University’s first UNESCO Chair of Cultural Heritage and Visualisation for Professor Erik Champion (School of Media, Culture and Creative Arts). The Chair will cooperate closely with UNESCO on programs and activities, and facilitate new projects and collaborations with other UNESCO chairs and scholars, particularly in the field of digital cultural heritage. Two related PhD Scholarships and a Research Fellow position will shortly be advertised and there will be a program to invite visiting fellows from around the world.

At the partnership signing with Professor Alan Dench, Associate Professor Michele Willson and Professor Erik Champion of the Faculty of Humanities.

Current Projects

Grants

UNESCO Chair in Cultural Visualisation and Heritage

  • UNESCO and CURTIN signed.
  • Now writing up Research Fellow and 2 PhD positions
  • Will re-contact proposed advisory board
  • Drafting up specs for PCs/MACs, Blog post here.

GLAMVR project (MCCA School Strategic Research grant, $12,700, CI., with colleagues from MCCA)

  • Digital Heritage: Workflows & issues in preserving, exporting & linking digital collections (especially heritage collections for GLAM.
  • Scholarly Making: Encourage makerspaces & other activities in tandem with academic research.
  • Experiential Media: Develop AR/ VR & other new media technology & projects esp. for humanities.

The symposium/workshop is now over (my blog post here, EVENTBRITE details here, twitter feed here), cultural hackathon next. VR equipment has already started to arrive.

ARC-Linkage Grant Proposal

Working on proposal with Dr Stuart Bender and A. Prof Michael Broderick (Murdoch), based on Fading Lights.

WAND

Small Grant WAND application, advisor:  (submission by Michael Ovens, CI., UWA). See Michael’s blog https://thineenemyproject.wordpress.com/

DAAD

https://www.universitiesaustralia.edu.au/global-engagement/international-collaboration/international-agreements-and-activities/Australia–Germany-Joint-Research-Cooperation-Scheme#.V1Y5xOckjuA

Submitted “Travelling heritage – exploring mixed realities for the digital reuse of cultural materials” application with colleagues and U of Hamburg and Leuphana. Results due November.

OTHER

CAA ‘Other’ Session (CAA2017, Atlanta)

Title “Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists” and blog post here.

Archaeologists and people of a historical persuasion:

  • Either take a game with an inspiring concept, technique or mechanic
  • OR extrapolate a current or past game to a game or simulation of the future
  • OR they share their vision of a game or simulation that reveals, expresses or augments their own research.

At the workshop the writers will either:

  • Bring their own designs, video cut-scenes, and illustrations and media depicting what this new vision would look like
  • OR have some form of play-testing demonstration, cards, or illustrations or physical play-throughs (preferably involving the CAA workshop audience) revealing how this new level, mod or gameplay episode COULD be experienced or how it could be revealed.

The writers will:
Ask the audience to play through or role-play the actions that would be in the creative piece.

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

PENDING PUBLICATIONS

Books

  1. Benardou, A., Champion, E, Dallas, C., and Hughes, L., (). (2017: In press). Cultural Heritage Digital Tools and Infrastructures. Routledge, UK. https://www.routledge.com/products/9781472447128. ISBN 9781472447128.

Book chapter

  1. Champion, E. (2017: in press). “The Role of 3D Models in Virtual Heritage Infrastructures” in Benardou, A., Champion, E, Dallas, C., and Hughes, L. (Eds.). (2017). Cultural Heritage Digital Tools and Infrastructures. Routledge, UK. https://www.routledge.com/products/9781472447128. ISBN 9781472447128.

Book review

  1. Champion, E. (2016). Heritage and Social Media: Understanding heritage in a participatory culture [Book Review]. Heritage & Society, 8(2). In press.

Journal article

  1. Champion, E. (2016: accepted). Digital Humanities is Text-heavy, Visualization-light and Simulation-poor. Digital Scholarship in the Humanities (DH2015 Special issue).
  2. Champion, E. (2016: in press). Bringing Your A-Game To Digital Archaeology: Why Serious Games And Virtual Heritage Have Let The Side Down And What We Can Do About It. SAA Archaeological Record: Forum on Digital Games & Archaeology (special issue).
  3. Champion, E. (2016: accepted, I think!). Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs. Transactions of the Digital Games Research Association (ToDIGRA), (special issue, selected DiGRA2015 conference papers). URL: http://todigra.org/index.php/todigra/index
  4. Champion, E. (2016: accepted). Ludic Challenges For New Heritage and Cultural Tourism. International Journal of Mediterranean Archaeology & Archaeometry, (special issue, selection of VAMCT2015 conference papers). URL: maajournal.com International Journal MAA (ISI Arts & Humanities Citation Index, Thomson Reuters, USA; Scopus) scheduled for Dec 2016, Vol.16, No.5.

Conference paper/session

  1. Champion, E. (2017: accepted). “Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists”. Other session, Computer Applications and Quantitive Methods in Archaeology (CAA), Atlanta, Georgia, USA, 14-16 March, 2017. URL: http://caaconference.org/
  2. Champion, E. (2016: accepted). Virtual Heritage Infrastructure. 14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage, 5-7 October 2016, Genova, Italy. URL: http://gch2016.ge.imati.cnr.it/.

Upcoming talks

  1. Talk at Aula Silvio Trentin (Aula Magna) of Ca’ Foscari University, in Palazzo Ca’ Dolfin, organized by Ca Foscari University, Venice, 3 October.
  2. The EUROGRAPHICS GCH conference as above, in Area della Ricerca di Genova, Via De Marini 6, 16149 Genova (Genoa), 5-7 October.
  3. Talk at Spazju Kreattiv (the National Centre for Creativity), Malta, 12 October.

STILL TO FINISH WRITING

Books

  1. Champion, E. (2017: in process). Phenomenology, Place and Virtual Place. Routledge.
  2. Champion, E. (2017: accepted). DESIGNING THE ‘PLACE’ OF VIRTUAL SPACE. Indiana University Press, Spatial Humanities series.
  3. Champion, E. (2017: contracted). Organic Design in Twentieth-Century Nordic Architecture, Routledge.

Book Chapters

  1. Champion, E. (2017: invited). 3D models and cultural heritage. Open access book chapter with Herder-Institut für historische Ostmitteleuropaforschung. Details to be updated.
  2. Champion, E. (2017: invited). “State of the Art: A Critical Review of Games and Game-Like Simulations Relevant to Digital Archaeology and Digital Cultural Heritage” in Jimenez, D. (Eds.). (2017). Title to be confirmed, redTDPC, Mexico.
  3. Champion, E. (2017: in process). “The Missing Theory of Virtual Places”In Malpas, J. (Ed). Virtuality and Place. Provisional. In discussion with Bloomsbury/Malpas.