Category Archives: game

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

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.

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/

Digital Heritage, Scholarly Making & Experiential Media

Our internal small grant (School of Media Culture and Creative Arts, Curtin University) was successful!

Here is a synopsis of the application (redacted):

Digital Heritage, Scholarly Making & Experiential Media

We propose

  • A one-day workshop [Friday 26 August 2016, HIVE] with 3D, Digital APIs, UNITY and Augmented Reality workshops.
  • We will present our projects at that workshop and a month later meet to review progress and each other’s publications and grants.
  • Then we will organize with the Library and other GLAM partners a cultural hackathon in Perth where programmers and other parties spend a day creating software prototypes based on our ideas from the workshop. The best project will win a prize but the IP will be open source and contestants may be invited into the research projects or related grant applications.
  • Equipment to build prototypes and showcases for future grants. Part of the money will also go into Virtual Reality headsets, and Augmented Reality equipment that can be loaned out from the MCCA store to postgraduates and students.

The above would help progress the below research projects:

  • Another need is to develop the maker-space and digital literacy skills in information studies and the Library Makerspace, to develop a research area in scholarly making.
  • Another project is to integrate archives and records with real-time visualisation such as in the area of digital humanities scholarship, software training in digital humanities, and hands on workshops and crafting projects at the Curtin University Library.
  • Another project is to explore how SCALAR can integrate 3D and Augmented Reality and create a framework for cloud-based media assets that could dynamically relate to an online scholarly publication and whether that journal in printed form, with augmented reality trackers and head mounted displays could create multimedia scholarly journals where the multimedia is dynamically downloaded from the Internet so can be continually updated. Can this work inform future developments of eSPACE and interest in ‘scholarly making’ and makerspaces?
  • There is potential to create an experiential media research cluster with the new staff of SODA, to explore immersive and interactive media that can capture emotions and affects of participants or players. This requires suitable equipment.

Curtin Research Fellowship scheme open

Applications for the Curtin Research Fellowship scheme are now open. Early career, senior researcher and Indigenous researcher fellowships are available, but please note that applications require a well-developed research proposal, support from a mentor in the relevant School, and support from the School. The Fellowships are highly competitive.

Please forward this message to researchers who may be eligible and interested in applying for a Fellowship. The attached flyer has more information, as does the webpage:research.curtin.edu.au/guides/fellowships.cfm. Applications close at 9am on Monday 8th August.

-I am happy to give feedback and or mentorship in the area of serious games, digital humanities research infrastructures (preferably 3D) and virtual heritage).

CFP: Virtual Reality Games, International Journal of Computer Games Technology

We are currently accepting submissions for our upcoming Special Issue titled “Virtual Reality Games,” which will be published in International Journal of Computer Games Technology in April 2017. The Special Issue is open to both original research articles and review articles, and the deadline for submission is November 25, 2016. You can find the Call for Papers at http://www.hindawi.com/journals/ijcgt/si/787829/cfp/.

International Journal of Computer Games Technology has been accepted for coverage in the Emerging Sources Citation Index, which is a new edition of the Web of Science that was launched in November 2015. This means that any article published in the journal will be indexed in the Web of Science at the time of publication. The journal is a peer-reviewed, open-access publication, which means that all published articles are made freely available online at http://www.hindawi.com/journals/ijcgt/ without a subscription and authors retain the copyright of their work.

Please read over the journal’s author guidelines at http://www.hindawi.com/journals/ijcgt/guidelines/ for more information on the journal’s policies and the submission process. Manuscripts should be submitted online to the Special Issue at http://mts.hindawi.com/submit/journals/ijcgt/vrga/.

Game Mechanics Part II: Roger Caillois

Forms of Play really elementsStimulates because it isArchaeology games
Competition Agon (competition / strategy)Compete against people, long-term decision makingCivilization? All those build empire games..
Chance AleaHandling unpredictability, humourCould Spore be an archaeoogy game?
Vertigo IlinxMastery of commitment, mental focus, multi-taskingThe extreme parkour of Assassin’s creed?
Mimicry mimesisObservation, control and humour and roleplaying ? Maybe if the Sims 4 was used as anthropological machinima?

Roger Caillois wrote about four forms of play (a spectrum ranging from free play to the rules-based essence of games). He wrote about non-digital games but his work has been reviewed and critiqued by many game theorists (and anthropologists).

I still find it useful myself, but I would modify it as per the above table (not so much as forms of play but as motivators for mechanics)* and with the following comments:

  1. Competition motivates people for two reasons, they love competing against others, and they also love long-term strategy making but these are often quite different, so perhaps this form of play is actually two forms of play?
  2. Chance stimulates people to play because of the above, but it is also frustrating unless handled well with suitable game balance (I don’t like playing snakes and ladders because it is all about chance so perhaps I am biased).
  3. Vertigo is an interesting one, in dance-based games, seldom in computer games (and perhaps even more dangerous in VR-Head mounted games due to the potential for nausea), and very very uncommon in games for archaeology! I will have to really investigate whether any archaeology-games use vertigo!
  4. Mimicry: despite so many cultural rituals and games using this, this is so rare in computer games (yes, I know, Spy Party but a 7 year development cycle does not give me confidence).

Actually there is another column (not in this article) where I will bullet point some ideas for leveraging these play forms to communicate archaeological significance, progress, and controversy. For another day!

*Motivators for mechanics, what I mean here are the motivators that mechanics try to leverage, the reasons people are stimulated to play games..I understand the MDA framework may attribute this to aesthetics, but I feel their three-part theory for game design (Mechanics Dynamics Aesthetics) compacts too many different components into three overly simple concepts.

Article References:

  1. https://en.wikipedia.org/wiki/Man,_Play_and_Games
  2. http://gamasutra.com/blogs/LuizClaudioSilveiraDuarte/20150203/233487/Revisiting_the_MDA_framework.php

 

 

Revolutionary Woe: Notes on Assassin’s Creed III

Invalid Memory

1.

Against better judgment, I always felt compelled to give Ubisoft’s Assassin’s Creed series the benefit of the doubt, an undoubtedly foolish errand motivated mostly by a long-standing craving for a decent blockbuster open-world action series. I consider these games a kind of equivalent to the Pirates of the Caribbean movies, titillating a base desire for silly, undemanding madcap fun loaded with swashbuckling rogues and propulsive energy. The first few games are amusing at times, bolstered primarily by the easy charisma of Ezio Auditore in his narrative trilogy. At other times, these early games even touted what could be argued as thematic depth or artistic risk, sentiments that emerge when considering the first Assassin’s Creed’s allegory for a post-9/11 political landscape or the underappreciated Assassin’s Creed: Revelation’s Brutalist architectural abstractions.

But these instances are merely outliers that have more to do with capable critics than the games…

View original post 2,899 more words

Virtual Heritage Article free to download until 21 April 2016

Elsevier have kindly let me and others download the below article from the Journal Entertainment Computing, (Volume 14, May 2016, Pages 67–74) up until 21 April 2016. From 22 April it will be behind the Elsevier paywall again.

http://authors.elsevier.com/a/1Se406gYiZRYG4
No sign up or registration is needed – just click and read!

Title: Entertaining The Similarities & Distinctions Between Serious Games & Virtual Heritage Projects

Abstract:
This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage, typical game-style entertainment poses particular ethical problems, especially around the simulation of historic violence and the possible trivialization of culturally sensitive and significant material. While virtual heritage can be considered to share some features of serious games, there are significantly different emphases on objectives. Despite these distinctions, virtual heritage projects could still meet serious games-style objectives while entertaining participants.

Int. Competition on Educational Games

The Fourth International Competition on Educational Games will be held this year in conjunction with the European Conference on Game-Based Learning (ECGBL), which is being held in Paisley, Scotland, UK on 6-7 October this year. The aims of this competition are:

  • To provide an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition.
  • To provide an opportunity for GBL creators to peer-assess and peer-evaluate their games.
  • To provide ECGBL 2016 attendees with engaging and best-practice games that showcase exemplary applications of GBL.

The closing date for submissions is the 17th of June.

Games submitted to the competition are expected to accomplish an educational goal. We welcome contributions relevant to all levels of learning (primary, secondary, tertiary or professional. Both digital and non-digital games are encouraged. Competitors should be prepared to explain their design and evaluation process, why it is innovative (the game itself or its educational setting) and how they achieved (will achieve) the impact they seek. The game should be in a development state that engages the player for at least 10 minutes. For further details see: http://www.academic-conferences.org/conferences/ecgbl/ecgbl-international-educational-games-competition/

In the first instance authors should submit details of the game using the online abstract submission form http://www.academic-conferences.org/conferences/ecgbl/ecgbl-international-educational-games-competition/ecgbl-games-submission/

Minecraft in Stereo and camera-adjusted for a curved screen

Problem: We have a Kinect+Minecraft prototype but no code to calibrate it for a curved or cylindrical screen.

If Java and Open GL the minecraft prototype might work to run it in stereo
https://forums.geforce.com/default/topic/769009/3d-vision/minecraft-in-3d-vision-updated-to-1-8-x/

What is the current version of Minecraft? Java (OpenGL) or Minecraft Win10 (Pocket edition) Direct X 12?
I have just been told our version uses Java, One good bit of news for the day!
My hunch is the Open GL code from Charles Henden‘s project https://www.academia.edu/1003311/A_Surround_Display_Warp-Mesh_Utility_to_Enhance_Player_Engagement)
will allow us to run a Minecraft mod on a curved (or even asymmetrical) screen. But only in Open GL.
Combining that with stereo may pose more challenges but even reconfigurable surface warping would be a great start. However I have been reminded not to use the word warp for this, true, it is adjusting the camera for a half-cylindrical screen:

http://paulbourke.net/dome/

Decisions, decisions.
And there is still projection mapping to be considered! Like

Video:

Oh and maybe it is time to develop our own portable curved screen. Is stereo 3D necessary? Hmm…

archaeology publishers mostly in the area of digital archaeology and video games

I have been given a deadline of February 3 to source funding for a flight to the Netherlands to the “Interactive Pasts” Value conference 4-5 April 2016. They said they hope to publish an edited book from the conference and I asked them if they had heard of the below publishers (although they probably have their own) so I added the below links. Hope this is of use to someone. Happy to add links to publishers that I have missed.

Historical traps and tricks-are there any?

Could historical traps and tricks be used in game designs to encourage thinking about other cultures and create an engaging games?

I raised the below question on twitter (partially to see if twitter was good at answering):

Were any of the traps and tricks in any Indiana Jones movies actually historically plausible and authentic/accurate?

Well I found some interesting answers at
https://www.reddit.com/r/AskHistorians/comments/1cm11z/is_there_any_history_basis_for_the_traps_in_tombs/

And one example (Qin Shi Huang) seemed plausible:
The Secret Tomb of China’s 1st Emperor: Will We Ever See Inside?

Buried deep under a hill in central China, surrounded by an underground moat of poisonous mercury, lies an entombed emperor who’s been undisturbed for more than two millennia.The tomb holds the secrets of China’s first emperor, Qin Shi Huang, who died on Sept. 10, 210 B.C., after conquering six warring states to create the first unified nation of China.

http://www.giantbomb.com/qin-tomb-of-the-middle-kingdom/3030-12977/

 

And there was a game, Qin: Tomb of the Middle Kingdom, which leverages this idea! Not sure I can find and play it (I tried some years ago) but perhaps a working copy is still out there somewhere.

There are still vimeo and youtube videos online.

NB it was very interesting to read of mercury being buried with a tomb, as they have recently found liquid mercury at Teotihuacán:

Liquid mercury found under Mexican pyramid could lead to king’s tomb. Researcher reports ‘large quantities’ of the substance under ruins of Teotihuacan in discovery that could shed light on city’s mysterious leaders.

MINECRAFT VR/3D/3D python programming tutorials

MODELS/TERRAIN

We are looking at creating a projected/tracked 3D environment of Perth and Curtin for Curtin Library’s makerspace using Digital Elevation Models (DEM) from sites like

  1. http://vterrain.org/Locations/au/ e.g. http://www.simmersionholdings.com/customers/stories/city-of-perth.html
  2. Then, import into minecraft: https://www.youtube.com/watch?v=tJf2_pQo0dQ
  3. Or from Google Earth: https://www.youtube.com/watch?v=Wha2m4_CPoo

Python

We are looking at creating Python for archaeologists & historians in Minecraft:

Minecraft in a high end game engine and vice versa

Minecraft projection

Minecraft & Oculus & gear

Minecraft in 3D?

https://forums.geforce.com/default/topic/492117/3d-vision/minecraft-does-minecraft-work-in-3d-/

Virtual Heritage vs Gamification. Fight!

I shared on twitter a concern I had about the apparently uncritical acceptance (and especially increasing acceptance) of gamification.

I say apparently as perhaps authors of various publications do have a critical appreciation of the risks and connotations of gamification, but they don’t always share it.

Even though I touched on this in Critical Gaming, I need some percolation time for this but something for me to think about as to my immediate reaction and aversion to this (uncritical use of) gamification is that

  • Gamification ‘sounds’ to my ears like a trivialization of heritage. In my own research if you tell someone a digital archaeology simulation is a game they have less trouble navigating and performing tasks in the simulation but they take less care and have less respect for the cultural significance, authenticity and accuracy of that simulation.
  • Plus there seems to be a hidden or invisible formula: non-games, add gamification fairy dust,….games!
  • For if you search for richer and more defensible definitions of gamification it seems to me these definitions are getting harder and harder to separate from games per se.
  • Gamification implies there is a simple conversion over to games and it is a binary relationship,  there are games or non-games. We need a term that implies some but not all aspects of games have been applied/incorporated/added. Ludification? Unfortunately no, it has a dangerous related meaning! Perhaps something that reflects a Paideia/Ludus scale? Playful learning or play-based learning seems to be the closest fit for me so far..

Luckily I am not alone, thanks to Trevor Owens directing me to his Meanification article and to Shawn Graham for his Gamification article. Gotta love academification.

 

 

Archaeology and Games-draft article

Impressed with Shawn Graham’s decision to blog a draft of his paper I decided to do the same … here is a draft of a more informal paper/article for <name of journal omitted to protect the innocent>, for a special issue/forum on games and archaeology.

Any issues, queries, suggestions, please let me know! Please remember, this is only a draft.

-Erik

Title: 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

Author: Ear Zow Digital

Wandering around museums or visiting art galleries and school fairs a relatively impartial observer might notice the paucity of interactive historical exhibitions. In particular there is a disconnect between serious games masquerading as entertainment and the aims and motivations of archaeology. Surely this is resolved by virtual heritage projects (Virtual Reality applied to cultural heritage) and interactive virtual learning environments? After all we have therapy games, flight simulators, online role-playing games, even games involving archaeological site inspections. Unfortunately we have few successful case studies that are shareable, robust and clearly delivering learning outcomes.

Early virtual heritage environments were low resolution, unreliable or required specialist equipment, with limited interaction. Games were and still are far more interactive and are arguably the most successful form of virtual environment, so it would seem to be a masterstroke to use game engines for virtual heritage.

Why have games succeeded where virtual reality has failed? In terms of consumer technology there is virtually no competition. Games are typically highly polished, focused products. Large and loyal audiences follow them and if they allow modding (modification of their content) then the community of fans will produce an enviable amount of content, useful feedback and grassroots marketing for the game companies. Virtual reality companies don’t have the loyal audience base, the dedicated and copyrighted content and technology pipeline, or the free advertising.

Game consoles are now the entertainment centers of so many living rooms, the game consoles and related games can last and be viable for ten years or more and in many countries the game industry makes more money than the film industry. Virtual Reality, by contrast, seems to move from hype cycle to hype cycle. The recent media blitz of head mounted displays is exciting and no doubt I will also buy one, but just like the earlier pretenders the technology has great promise but the inspiring long-term content only appears to exist in videos and artists’ impressions.

As interactive entertainment most computer games follow obvious genres and feature affordances (well-known themes, rewards and feedback on performance), they challenge people to find out more rather than telling them everything (a sometimes annoying and overloading aspect of virtual environments) and in most games learning through failure is acceptable (and required). And here lies another advantage for games over virtual environments: games offer procedural knowledge rather than the descriptive and prescriptive knowledge) found in virtual learning environments.

Most definitions and explanations of games include the following three features: a game has some goal in mind that the player works to achieve; systematic or emergent rules; and is considered a form of play or competition. Above all else, games are possibility spaces, they offer different ways of approaching the same problems and because they are played in the “magical circle” failure does not lead to actual harm, which allows people to test out new strategies. That is why, unlike other academics, I don’t view a game as primarily a rules-based system. I think of a game as an engaging (not frustrating) challenge that offers up the possibility of temporary or permanent tactical resolution without harmful outcomes to the real world situation of the participant.

Despite the comparative success of computer games, successful serious games and education-focused virtual heritage games are few and far between. The following preconceptions about games (and game-based learning) could explain why more interactive and game-like heritage environments have not emerged as both engaging entertainment and as successful educational applications.

The first and I think most common preconception of games is that they are puerile wastes of time. For an academic argument against this view, any publication on game-based learning by James Gee will provide some interesting insights, while Steve Johnson in Everything Bad is Good for You writes in a similar if humorous way on how games help hone skills.

Many critics believe games are only for children. Such a view would conveniently ignore the adult enjoyment of sports, but it also neglects the question of how we learn about culture. In the vast majority of societies around the world people learn about culture as children through play, games and roleplaying. Games are also an integral method for transmitting cultural mores and social knowledge. In “The Operational Guidelines for the Implementation of the World Heritage Convention (http://w hc.unesco.org/en/guidelines/) UNESCO specifically state they may provide assistance for informational material such as multimedia to promote the Convention and World Heritage “especially for young people.”

A related criticism of computer games is that they are only about fantasy. While it is true that some human computer interaction (HCI) experts see fantasy as a key component of games, fantasy is also a popular component of literature and fantasy provides a series of perceived affordances, the player is asked to let their imagination fill in the gaps. So perhaps thematic imagination is a more appropriate term. Fantasy creates imaginative affordances, we have a greater idea of what to expect and how to behave when we see fantasy genres and we are more willing to suspend disbelief. Fantasy helps induce narrative coherence and is a feasible vehicle to convey mythology connected to archaeology sites.

Games are not only about fantasy for many are also highly dependent on simulating violence. Yet some of the biggest selling games are not violent, for example Minecraft, Mario and the Sims series: the Sims. A more serious problem for my research has been when the real-world historical context to simulate is itself both horrific and hard to grasp. My objection to violent computer games is not so much that they simulate violence but that they don’t provide situations for the player to question the ubiquitous and gratuitous use of violence. Be definition computer games are good at computing options quickly so it is easier to cater for reflex-based challenges, stopping the player from thinking, from having time to reflect, but challenging them to both move and aim (coordinate) at the same time. And when mainstream game interaction is applied to virtual heritage and digital archaeology, the information learnt is not meaningful or clearly applicable to the real world and the skills developed are not easily transferrable.

Marshall McLuhan apparently once said “Anyone who thinks there is a difference between education and entertainment doesn’t know the first thing about either.” I have not found the origin for this quote but this saying is popular for a reason: many automatically assume entertainment is not educational or that to be meaningful, education cannot be entertaining. In the area of history this is a very worrying point, a recent survey of the American public found that while they were charmed and inspired by the word “past”, the word “history” reminded them of a school-time subject that they dreaded (Rosenzweig and Thelen, 2000).

Gamification could be the commercial savior for many educational designers but it has many critics. Fuchs ( 2013) explained gamification as the use of game-based rules structures and interfaces by corporations “to manage and control brand-communities and to create value”, this definition reveals both the attraction of gamification to business and the derision it has received from game designers and academics.

A more technical objection to using games for digital archaeology projects is that they can only provide low-resolution quality for images, movies and real-time interaction. With all due respect, game engines (such as Crysis and Unreal 4) and archaeological environments created in game engines (such as http://www.westergrenart.com/ or http://www.byzantium1200.com/) would challenge many CADD (computer-aided design and drafting) showcases. In 2015 the Guardian newspaper released an article declaring we are entering the era of photorealistic rendering (Stuart, 2015). Autodesk (the company behind the biggest CADD programs) have recognized the threat and now sell their own game engine. Even if CADD did produce higher-resolution and more accurate 3D models, what advantage would this offer over game-based real-time interactive environments where the general public is free to explore?

The last preconception or rather I should say concern about games is that they are not suitable for preservation due to software and hardware obsolescence. Game-based virtual heritage environments are not great as digital heritage, the technology does not last and the content is not maintained and updated. I agree this is a major problem, but the problem is more a lack of suitably maintained infrastructure than technology. In terms of usability research, there are very few surveys and tangible results that have helped improve the field but the biggest issue is preservation of the research data and 3D models. We still lack a systematic pipeline featuring open source software, a well-organized online archive of 3D models in a robust open format, globally accepted metadata and a community who reviews, critiques, augments and maintains suitable content.

Definitions vary but virtual heritage is not an effective communication medium and is certainly not a great exponent of digital heritage. Many of the great virtual heritage showcases such as Rome Reborn, or Beyond Space and Time (IBM) have been taken offline, use proprietary software, or have simply disappeared due to a lack of long-term maintenance. So there are very few existing exemplars and accessible showcases to learn from, (CINECA’s Blender pipeline: https://www.blendernetwork.org/cineca is an exception to the rule).

Many game engines can now export to a variety of 3D formats and run across a variety of platforms and devices. They can export VRML and now also WebGL so interactive 3D models can run in an Internet browser without requiring the end user to download a web-based plugin. Some game engines can dynamically import media assets at runtime; others can run off a database.

UNESCO recently accepted my proposal to build a chair in cultural heritage and visualization to look at these issues from an Australian perspective. We intend to survey and collate existing world heritage models, unify the metadata schemas, determine the best and most robust 3D format for online archives and web-based displays, provide training material on free open source software such as Blender and demonstrate ways to link 3D models and subcomponents to relevant online resources.

Conclusion: Archaeologists and Games Do Not Mix?

Archaeologists and suitable games could mix if games existed that leverage game mechanics to help teach archaeological methods, approaches and interpretations. As far as I know, archaeologists don’t have easy to translate mechanics for their process of discovery and understanding that we can transform into game mechanics to engage and educate the public with the methods and approaches of archaeology and heritage studies. And yet virtual heritage environments should be interactive because data changes and technologies change. Interaction can provide for different types of learning preferences and interaction will draw in the younger generations.

My solution is to suggest that rather than concentrate on the technology archaeologists should focus on the expected audience. What do we want to show with digital technology, for what purpose, for which audience and how will we know when we have succeeded?

References

Fuchs, M. 2013. CfP: Rethinking Gamification Workshop [Online]. Germany: Art and Civic Media Lab at the Centre for Digital Cultures, Leuphana University Germany. Available: http://projects.digital-cultures.net/gamification/2013/02/07/118/ [Accessed 15 October 2015].

Rosenzweig, R. & Thelen, D. 2000. The Presence of the Past: Popular Uses of History in American Life, New York, Columbia University Press.

Stuart, K. 2015. Photorealism – the future of video game visuals. The Guardian [Online]. Available: http://www.theguardian.com/technology/2015/feb/12/future-of-video-gaming-visuals-nvidia-rendering [Accessed 31 October 2015].

upcoming article for MIT Presence (2015? 2016?)

This article may provoke some responses..

Title:
Defining Cultural Agents for Virtual Heritage Environments

For:
Presence: Teleoperators and Virtual Environments-Special Issue on “Immersive and Living Virtual Heritage: Agents and Enhanced Environments”

Keywords:
Cultural agents, virtual heritage, computational archaeology, visualization, virtual environments, immersion.

Abstract
This article describes the primary ways in which intelligent agents have been employed in virtual heritage projects and explains how the special requirements of virtual heritage environments necessitate the development of cultural agents. How do we distinguish between social agents and cultural agents? Can cultural agents meet these specific heritage objectives?

Introduction
As the call to papers for this special issue has noted, “Most heritage applications lacked a sense of immersion in terms of ‘livingness’, life, behaviour and intelligent agents in the virtual environments, and there has not been any progression in such developments since a decade ago. This criticism of “lifeless” and “sterile” digital environments (and virtual heritage environments in particular) is shared by various scholars (Papagiannakis et al., 2002; Roussou, 2008) but a simple directive to ‘populate’ a virtual environment with intelligent agents masquerading as walk-on characters will not necessarily communicate cultural significance (Bogdanovych, Rodriguez, Simoff, & Cohen, 2009). And communicating cultural significance is an objective of virtual heritage environments even if it is not a requirement of all virtual environments.

Summary
Virtual heritage environments have special needs that create more criteria than those required by mainstream digital environments and too many agent-virtual heritage projects have not communicated the significance and value of the heritage content) due to their focus on perfecting the technology. In their attempt to create more engagement, virtual environment researchers and designers have conflated social presence with cultural presence (Champion, 2005, 2011; Flynn, 2007). A solution is to develop agents who help interpret cultural cues and transmit to the human participant a sense of situated cultural presence and an awareness through place-specific and time-specific interaction of the cultural local significance of the simulated sites, artefacts and events. Such agents would be cultural agents, not merely social agents, as they would convey accummulated and place-specific cultural knowledge that would outlast or extend beyond their own individual ‘lives’

.