Category Archives: digital heritage

Open access book on paradata

M. Ioannides, D. Baker, A. Agapiou, & P. Siegkas (Eds.), 3D Research Challenges in Cultural Heritage V: Paradata, Metadata and Data in Digitisation. Springer Nature Switzerland. Open Access. https://link.springer.com/book/10.1007/978-3-031-78590-0

I have a chapter in there.

Champion, E. (2025). Usable, Useful, Reviewable and Reusable Metadata. In M. Ioannides, D. Baker, A. Agapiou, & P. Siegkas (Eds.), 3D Research Challenges in Cultural Heritage V: Paradata, Metadata and Data in Digitisation (pp. 176-183). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-78590-0_15. Open Access.

CFP Digital Heritage 2025 Siena Italy 8-13/9/25

Digital Heritage Congress is the big meta-conference of the digital heritage/virtual heritage field. I have been to the first one in Marseille (2013) and reviewed for others.

https://digitalheritage2025.unisi.it/call-for-paper

I thought it was going to be in Thailand in December 2025, so best not to ask me any details but go to the website!

free book chapter

Our book chapter Galleries, Libraries, Archives and Museums [GLAM]-focused Games and Gamification is free to access until 21 October 2024. https://www.emerald.com/insight/content/doi/10.1108/S0065-283020240000054006/full/html

Engaging with digital heritage requires understanding not only to comprehend what is simulated but also the reasons leading to its creation and curation, and how to ensure both the digital media and the significance of the cultural heritage it portrays are passed on effectively, meaningfully, and appropriately. The United Nations Educational, Scientific, and Cultural Organization defines ‘digital heritage’ to comprise of computer-based materials of enduring value some of which require active preservation strategies to maintain them for years to come.

With the proliferation of digital technologies and digital media, computer games have increasingly been seen as not only depicters of cultural heritage and platforms for virtual heritage scholarship and dissemination but also as digital cultural artefacts worthy of preservation. In this chapter, we examine how games (both digital and non-digital) can communicate cultural heritage in a galleries, libraries, archives, and museums [GLAM] setting. We also consider how they can and have been used to explore, communicate, and preserve heritage and, in particular, Indigenous heritage. Despite their apparently transient and ephemeral nature, especially compared to conventional media such as books, we argue computer games can be incorporated into active preservation approaches to digital heritage. Indeed, they may be of value to cultural heritage that needs to be not only viewed but also viscerally experienced or otherwise performed.

Reflective experiences with immersive heritage

I have uploaded the author version of my chapter entitled “Reflective Experiences with Immersive Heritage” for

1st Edition

Difficult Heritage and Immersive Experiences

Edited By Agiatis Benardou, Anna Maria Droumpouki Copyright 2023

The explosion in the development and communication of digital humanities has seen fascinating digital visualisation projects. Some focus on slavery and massacre, such as the Monroe and Florence Work Today website, (Monroe & Florence Work Unknown), a database and mapping platform of lynching in America, Slave voyages visualized by SLADE magazine (Kahn and Bouie 2015) and in Australia the Colonial Frontier Massacres in Australia 1788-1930 map, Australia. (Allam and Evershed 2019; Ryan 2019). Some focus on outright horror, others use digital technology to convey contestation and issues of ambiguity. Despite the growth and spread of these digital humanities visualisation projects, parallel and accessible examples in immersive virtual heritage are harder to find. Over the last three decades, immersive technologies (especially as “new” media) have embraced digital heritage to create showstopping instant experiences, but existing, durable examples of virtual heritage (virtual reality applied to cultural heritage) are relatively rare, and examples of difficult heritage far rarer. To review and address this gap, I will summarize dilemmas in present research on immersion, presence and immersivity; cover recent developments in virtual, augmented and mixed reality technology. Then, inspired by UNESCO charters, indigenous manifestos and ethical design principles in digital humanities, (Hepworth and Church 2018), I will attempt to formulate a theoretical framework with criteria and guidelines to help immersive environment designers address the depiction or evocation of difficult pasts.

Museum Big Data

#CFP International Conference on Museum Big Data
Paper submission deadline is NOW 31 August, 2024 and conference days (on-site in Athens & Online): 18-19 November, 2024.

I should note a potential conflict of interest. I am a keynote, but looks like they haven’t yet used my sent bio! Anyway, hope to see you there, happy to receive links and news about big GLAM data viz and immersive and game-like experiences!

Yes the venue is very close (walking distance I think) to that site…

Edit image from conference site, not my own. I’ll add attribution when I find the details.

Intangible heritage

Intangible and tangible heritage are two sides of the same coin, perhaps. It has been a great step forward for UNESCO to add the concept of intangible heritage, but I can’t help but feel heritage is the relationship between the two. How can digital heritage help re-span this gap?

NB isn’t “cultural heritage” saying the same thing twice? Oh yes, there is industrial heritage, but as soon as it becomes heritage it achieves some form of cultural status…

Assassin’s Creed in the Classroom

Assassin’s Creed‹ in the Classroom History’s Playground or a Stab in the Dark? HAS been published by De Gruyter, on 18 December. Thanks to my co-editor Dr Juan Hiriart, and our authors.

https://degruyter.com/document/isbn/9783111250724/html

Erik Champion and Juan Hiriart
Introduction: History’s Playground or a Stab in the Dark?

Marc-André Éthier and David Lefrançois
Chapter 1: Historical Video Games and Teaching Practices

Chu Xu, Robin Sharma and Adam K. Dubé
Chapter 2: Discovery Tour Curriculum Guides to Improve Teachers’ Adoption of Serious Gaming

Ylva Grufstedt and Robert Houghton
Chapter 3: Christian Vikings Storming Templar Castles: Anachronism as a Teaching Tool

Julien A. Bazile
Chapter 4: Ludoforming the Past: Mediation of Play and Mediation of History through Videogame Design

Nathan Looije
Chapter 5: Exploring History through Depictions of Historical Characters in Assassin’s Creed Odyssey

Juan Hiriart
Chapter 6: Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour

Kevin Péloquin and Marc-André Éthier
Chapter 7: The Discovery Tour as a Mediated Tool for Teaching and Learning History

Angela Schwarz
Chapter 8: Discovering the Past as a Virtual Foreign Country: Assassin’s Creed as Historical Tourism

Hamish Cameron
Chapter 9: Classical Creations in a Modern Medium: Using Story Creator Mode in a University Assignment

Kira Jones
Chapter 10: Assassin’s Creed @ The Carlos: Merging Games and Gallery in the Museum

Manuel Sánchez García and Rafael de Lacour
Chapter 11: From the Sketchbook to Assassin’s Creed Valhalla: An Experiment in Architectural Education

Ear Zow Digital
Chapter 12: Assassin’s Creed As Immersive and Interactive Architectural History

Upcoming talks: Norway Iceland UK

Thanks to echoing.eu and NTNU for inviting me to Europe.

MONDAY 16 October NTNU talk, Gunnerus Library, TRONDHEIM NORWAY 12:00-13:00

LUNCH WITH A WRITER: “PLAYING WITH THE PAST”

The eCHOing project is inviting you to a lunch lecture, join us for an exciting event that explores the fascinating world of visitor experiences in the GLAM sector (Galleries, Libraries, Archives, and Museums). Photo: gunnerus.no NTNU UB

TUESDAY 17 OCTOBER Hands-on Game Design Workshop, TRONDHEIM NORWAY, 09:30-14:30

Join us for an exciting event that explores the fascinating world of visitor experiences in the GLAM sector (Galleries, Libraries, Archives, and Museums).

Whether you’re a student curator, librarian, archivist, or museum enthusiast, this event is a must-attend to stay ahead in the ever-evolving GLAM landscape.

In this half-day workshop Erik Champion will help small groups of 4 brainstorm (“ideate”) ideas to create engaging games using a simplified working definition of computer games, and with the help of physical items. Although these game ideas could eventually become digital games, escape rooms, augmented or mixed reality projects, this introductory workshop will concentrate on creating and testing physical (analogue) demos and simple prototypes. Although Erik’s focus has been on history and heritage games, this workshop will be open to other types of games, but particularly on those where players can learn beyond the game, and where the game is a series of engaging challenges. You may bring your own idea for a game, or develop a game idea on the day in a group. No programming necessary. 

  • Work in interdisciplinary groups with real life problems 
  • Be an agent of change as your ideas will help professionals reach a wider audience for their cultural institutions!
  • Learn the fundamentals of serious games and why so many fail.
  • Discover how paper prototyping in groups can help you quickly create engaging game ideas.

Short bio for NTNU workshop

Erik Champion tutors game jam projects in South Australia at UniSA, and has hosted game design workshops in Australia, Italy, Poland, the United States, Qatar, and Finland, and co-hosted remotely a game design workshop with school children in Rapa Nui (Easter Island) with Dr Juan Hiriart. He is currently working on research projects with Tencent Games and Ubisoft. He wrote Playing With The Past: Into The Future (Springer 2022), and edited the open access book Virtual Heritage: A Guide (Routledge, 2021) and has written books on the intersection between video games and cultural heritage. He has honorary appointments at Curtin, UWA, and ANU and was recently a visiting professor at the University of Jyvāskylā, Finland, a partner of the Centre of Excellence in Game Studies (https://coe-gamecult.org/).

Skills required: none.

The eCHOing project is an EU-funded programme that aims to foster collaboration through open innovation between universities and 29 cultural institutions in five European countries. Don’t miss out on this unique opportunity to gain valuable insights from our invited gaming guru and writer of the book PLAYING WITH THE PAST.

WEDNESDAY 18 October MediaCity, Salford University, MANCHESTER, ENGLAND, UK, 15:00-19.00

Flexible Heritage Games, Extended Reality and Heritage Futures

My talk: Flexible Heritage Games, Extended Reality and Heritage Futures, focuses on XR and escape rooms, what can we learn from them?

Featuring four presentations as part of the Southern Je immersive exhibition.

FRIDAY 20 October, VR Lab, University of Iceland, REYKJAVIK, ICELAND, 14:00-16:00

Linking Digital Heritage, Games and Virtual Tourism: Menningararfur í sýndarheimum – Cultural Heritage in Virtual Worlds Symposium.

This talk will examine how key challenges in digital heritage involving 3D models could be brought to life and re-opened to interpretation by game design, and how game-like interaction could also help increase the richness and immersive qualities of XR (extended reality) and virtual tourism. Can 3D models, the scholarly information surrounding them, and the involvement of the public be brought closer together? And can we harness the speed and complexity of new technologies to ensure both the data and our understanding of that data can be recorded, interpreted, and shared more fairly, openly, and democratically?

Tickets: EVENTBRITE.

The other speakers will be talking on:

a) making digital twins of statues and monuments that can be used for different purposes in preservation and promotion (https://sketchfab.com/ListasafnEinars/models);

b) working with heritage and even heritage artefacts into a computer game https://islandofwinds.com

NB Morning Workshop on game prototyping: to be determined.

MONDAY 23 October Watershed Media Centre BRISTOL, ENGLAND, UK, 18:00-20:00

Screen Tourism and Affective Landscapes Book Launch

WEDNESDAY 25 October School of Journalism, Media and Culture, Central Square, CARDIFF UNIVERSITY, WALES, UK, 16:00-17:15

Reflective Experiences with Immersive Heritage (Difficult Digital Heritage)

Despite the growth and spread of digital humanities visualisation projects, parallel and accessible examples in immersive virtual heritage are harder to find. Over the last three decades, immersive technologies (especially as “new” media) have embraced digital heritage to create spectacular experiences, but existing and durable examples of virtual heritage (virtual reality applied to cultural heritage) are relatively rare, while examples of difficult heritage far rarer. In this talk I will summarize relevant dilemmas in presence research, and recent developments in virtual heritage, reflect on some difficult lessons learnt, and offer some recommendations as to how we could address the depiction or evocation of difficult pasts in the near future.

BIO

Erik Champion is an Enterprise Fellow at UniSA, Emeritus Professor at Curtin University, Honorary Research Fellow at UWA, and Honorary Research Professor at ANU. He has published books and papers on serious games and game mods, virtual heritage, virtual world phenomenology, digital humanities infrastructures, and architectural history.

October Travels in Europe

I think that should be enough for awhile…

Playing Place: Board Games, Popular Culture, Space

Playing Place: Board Games, Popular Culture, Space

 will be released tomorrow by MIT Press.

Dr Juan Hiriart and I have a chapter in it:

Workshopping Board Games for Space Place and Culture.

Full reference:

E. Champion and J. Hiriart. Workshopping Board Games for Space Place and Culture. In: Playing Place: Board Games, Popular Culture, Space, edited by C. Randl and D. M. Lasansky. MIT Press 2023. ISBN: 9780262047838.

New article out: 3D & Panoramas

OA paper written with Dr Hafizur Rahaman and Dr David McMeekin on panorama +3D tools! “Outside Inn: Exploring the Heritage of a Historic Hotel through 360-Panoramas” in MDPI Heritage: Special Issue Photogrammetry, Remote Sensing and GIS for Built Heritage.

This research project investigates the potential of 360-panorama tours to improve the situated and contextual interpretation, virtual visitation, and spatial understanding of recorded or simulated built heritage sites. Our chosen case study was the Subiaco Hotel, a significant heritage building designed by Summerhayes Architecture, which we documented using 360-degree photographs and linked with other media to create an interactive 360-panorama tour. Today, 360-degree panorama tours such as Google Street View enable the virtual exploration of heritage sites and historic buildings. They demonstrate limited interaction and immersion across a range of platforms and devices, without the requirement of expensive virtual reality headsets, but typically do not integrate other media to leverage spatially richer ways to communicate the historical developments of architectural interiors and exteriors. The primary goals of this study were to establish a comprehensive step-by-step workflow for creating an interactive tour of a significant heritage site, demonstrate how other media such as text, videos, and 3D models can be linked, gather feedback from cultural heritage professionals, and offer future research directions and development guidelines. Apart from detailing an optimized workflow for developing interactive 360-degree virtual tours for heritage buildings, we also offer guidelines for optimal panoramic tour creation and implementation.

Keywords: 360-panoramasheritagevirtual tourhistoric hotelSummerhayes ArchitectureSubiaco Hotelheritage interpretationconservationworkflowlinked data

URL: https://mdpi.com/2571-9408/6/5/232 and PDF: https://mdpi.com/2571-9408/6/5/232/pdf

CITE: Rahaman, H.; Champion, E.; McMeekin, D. Outside Inn: Exploring the Heritage of a Historic Hotel through 360-Panoramas. Heritage 20236, 4380-4410. https://doi.org/10.3390/heritage6050232

New book, new cover?

Champion, E., & Hiriart, J. (Eds.). (2023: accepted). Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark? De Gruyter: Video games and the Humanities series.

It looks like the “Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark?” edited book is close to the contract stage, and hopefully will be published by the end of the year…what sort of cover image do you suggest? For De Gruyter’s “Video Games and the Humanities” series (must suit their theme colour):

degruyter.com

Video Games and the Humanities

This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities.

New Journal article

Our article “Exploring Historical Australian Expeditions with Time-Layered Cultural Maps” has been published in IJGI and is available online:

Website: https://www.mdpi.com/2220-9964/12/3/104
PDF Version: https://www.mdpi.com/2220-9964/12/3/104/pdf

Exploring Historical Australian Expeditions with Time-Layered Cultural Maps

The Australian Time Layered Cultural Map platform was created to help digital humanities scholars investigate how online geospatial tools could provide exemplars to their humanities colleagues on how historical collections and cultural data could be extended and re-examined with geospatial tools. The project discussed here investigated how Recogito/TMT could effectively extract spatial and temporal data from pure text-based historical information and generate time-layered interactive maps of that spatio-temporal data using accessible and user-friendly software. The target audience was humanities scholars relatively new to geospatial technologies and relevant programming systems. The interactive maps were created with two free, open-source web applications and one commercial GIS (Geographic Information System) mapping application. The relative pros and cons of each application are discussed. This paper also investigates simple workflows for extracting spatiotemporal data into RDF (Resource Description Framework) format to be used as Linked Open Data.

PhD Opportunity: Audio-Augmented Reality

PhD study opportunity* at the University of South Australia (in Adelaide, South Australia) https://unisa.edu.au/research/degrees/leveraging-audio-augmented-reality

“lead tourists around past & present live music hotspots & live music history locations of Adelaide with directed thematic or user-driven audio tours”

*Sorry, there are no degree fees for locals but there is also no scholarship funding attached to this one.

Playing with the Past: Into the Future

I believe my latest book (well second edition) is out today, “Playing with the Past: Into the Future” (in the Human–Computer Interaction Series) https://link.springer.com/book/10.1007/978-3-031-10932-4 but it just takes to me to my own university library link so I’ll have to take my own word for it!

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments.

This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.

Playing with the past: INTO The Future (2023)

#CFP CIPA 2023

“Over the years, the CIPA Symposium has been an important international crossroad for a wide community of researchers, professionals, and site managers interested in documenting, understanding, and preserving cultural heritage. CIPA was jointly founded in 1968 by ICOMOS (International Council of Monuments and Sites) and ISPRS (International Society for Photogrammetry and Remote Sensing) to facilitate the transfer of technology from the measurement sciences into the heritage documentation and recording disciplines. Since then, the biennial symposia have enabled an ever-growing community to meet, debate, network, and get up-to-date. After the very sad and long period that forced us to stay separated, we will meet again in person during CIPA2023 in Florence, from 25-30 June 2023.”

https://www.cipa2023florence.org/programme/call-for-papers

Authors of selected papers will have the opportunity to present their work during the Symposium as long or short presentations.

Proceedings will collect all the papers that have passed a peer-review process in the ISPRS Archives and Annals.

Selected contributors will be invited to submit an extended version of their papers to Special Issues of Journals linked to the Conference (e.g. Applied Geomatics, Ananke, Sensors, Virtual Archaeology Review – list to be updated).

Special sessions will be reserved to GEORES and ARQUEOLÓGICA 2.0. Have a look to the past edition (2021)!

Paper submission deadlines

The deadlines* for this Call for Papers are as follows:

[EXTENDED] 8th January 2023: Deadline for uploading extended abstract (for papers proposed for ISPRS Archives)

31st January 2023: Review notification for extended abstract (for papers proposed for ISPRS Archives)

10th February 2023: Deadline for uploading full paper (proposed for ISPRS Annals)

10th April 2023: Review notification for full papers (proposed for ISPRS Annals)

10th April 2023: Deadline for uploading full papers (to be published in ISPRS Archives)

10th May 2023: Deadline for uploading camera ready full papers (to be published in ISPRS Annals)

Out in print oh so soon

Books

Playing with the Past: Into the Future (second edition, ebook out soon)

Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic-I’m a co-editor but have a chapter on videogame tourism in there somewhere..

Book Chapters

Working on now/sent

  • Champion, E., Stadler, J., Lee, C., & Peaslee, R. (Eds.). (2023: In press). Screen Tourism and Affective Landscapes: the Real, the Virtual, and the Cinematic. Routledge. https://www.routledge.com/Screen-Tourism-and-Affective-Landscapes-The-Real-the-Virtual-and-the/Champion-Lee-Stadler-Peaslee/p/book/9781032355962
  • Champion, E., & Hiriart, J. (2023: In press). Workshopping Board Games for Space Place and Culture. In C. Randl & D. M. Lasansky (Eds.), Playing Place: Board Games, Popular Culture, Space. MIT Press. 08/2023.
  • Champion, E. M. (2023: In press). Digital Heritage Ethics. In A. Pantazatos, T. Ireland, J. Schofield, & R. Zhang (Eds.), The Routledge Handbook of Heritage Ethics. Routledge. 
  • Champion, E., & Emery, S. (2023: Pending). Gamification of Cultural Heritage as a resource for the GLAM sector. In J. Nichols & B. Mehra (Eds.), Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Indigenous Knowledge in Galleries, Libraries, Archives and Museums. Routledge. 
  • Champion, E. (2022: In press). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities. Parlor Press. 

Conference paper