Category Archives: Academic

New Journal Article Out

Another journal article is out:

Dawson, Beata, Pauline Joseph, and Erik Champion. 2019. “The Story of the Markham Car Collection: A Cross-Platform Panoramic Tour of Contested Heritage.” Collections 15 (1): 62-86. OR https://journals.sagepub.com/doi/10.1177/1550190619832381

In this article, we share our experiences of using digital technologies and various media to present historical narratives of a museum object collection aiming to provide an engaging experience on multiple platforms. Based on P. Joseph’s article, Dawson presented multiple interpretations and historical views of the Markham car collection across various platforms using multimedia resources. Through her creative production, she explored how to use cylindrical panoramas and rich media to offer new ways of telling the controversial story of the contested heritage of a museum’s veteran and vintage car collection. The production’s usability was investigated involving five experts before it was published online and the general users’ experience was investigated. In this article, we present an important component of findings which indicates that virtual panorama tours featuring multimedia elements could be successful in attracting new audiences and that using this type of storytelling technique can be effective in the museum sector. The storyteller panorama tour presented here may stimulate GLAM (galleries, libraries, archives, and museums) professionals to think of new approaches, implement new strategies or services to engage their audiences more effectively. The research may ameliorate the education of future professionals as well.

User Experience Design Q&A (CAA2019)

S36: User Experience Design in Archaeology and Cultural Heritage

We were asked as presenters at the UX design session” at the CAA2019 conference ( in Krakow Poland, 25 April 2019), to answer some questions by the session organizers: Francesca Dolcetti, Rachel Opitz, Sara Perr

Overarching themes to be explored..

  • How, if at all, are we experimenting with critical thinking/reflection in design and value-led design?

As I said, not seriously, in my presentation, I decide to tackle that question by writing a book about it (Critical Gaming: Interactive History and Virtual Heritage).

  • What are the spaces in our workflows and practices that afford more experimentation with design?

Spaces: creative spaces are messier with big tables and bigger whiteboards.

Key discussion questions:

  1. What does ‘success’ look like in terms of the user experience (UX) design process for archaeology/heritage? What constitutes ‘failure’ in relation to the UX design process for archaeology/heritage?

My answer is specifically heritage, as I believe archaeology may differ (sometimes).

I think there are 2 main questions:

  1. the user experience of the product/simulation itself
  2. the extrapolated and after-event user experience (what happened after they were in the experience)?
  1. Failure (in a game, AR or VR) means lack of engagement or interest with content or with instructions, lack of understanding.
  2. Lacks memorability, does not lead participant to consider, explore, revisit reasons why we should preserve, conserve or communicate the heritage content and its cultural significance.

NB success is the negation of 1 and 2.

  1. What should the role of archaeologists and cultural heritage practitioners be in the development of UX and User Interface approaches for use in the discipline?

Involved from beginning and during the process, provide expectations of answers, domain expert walkthroughs of content as presented and understood by others, part of audience when results and observations are completed. More specific answers depend on specific context so cannot answer further.

  1. What are the unconscious choices you’ve made in your design processes, of which you later became aware?

Expect the public to notice things that I notice, under-estimate time and attention needed to solve specific problems, double-meaning words like “challenge” in evaluations. Get the participants to appreciate the simulation, (this is NOT what we should be doing).

  1. Are archaeologists and heritage professionals ethically obligated to state the values driving their design practices and explore the role their values play in the process? Why or why not?

This is a difficult question because although I say yes, for me the question is when? DO these values become revealed (if people can clearly reveal their values) during the digital heritage experience, before, or after? Do we want too much attention spent on the designers or archaeologists or heritage practitioners’ values? How much is too much?

  1. What values are implicitly embedded in your design processes and products? Have you ever considered applying ethical, feminist, queer, decolonial, or value-sensitive design? How did – or might – you structure such community-minded design work? And where (i.e., in relation to which processes, outputs, practices, tools, etc.) would you apply it first?
  • I attempt to provide more than one way, strategy, reading etc to complete a task, if specific tasks are required.
  • I attempt to coax the player/participant to make decisions themselves and revise their initial views and tactics.
  • I try to show the messiness, incompleteness of any digital “reconstruction” (OK, they are approximate simulations, recreations at best, not reconstructions).
  • I would like, if possible, to show the process and thinking behind the way simulations are set up and depicted the way they are.
  • I would rather the community engage with the game design first and foremost, rather than the game itself. By designing they have to make design and therefore heritage-related decisions.

I am sure this is very rough and approximate, but I tried to answer it all in ten minutes.

Sustainability of 3D models-the hidden criticism

I mentioned last month Hafizur and I had an open access journal article out, “3D Digital Heritage Models as Sustainable Scholarly Resources” at MDPI Sustainability journal.

Champion, E.; Rahaman, H. 3D Digital Heritage Models as Sustainable Scholarly Resources. Sustainability 2019, 11, 2425.

We were invited at very short notice to write this article, with a strict word limit, but a month before the invitation we had an earlier, sort of similar article reviewed very critically (apparently) by the first reviewer of another journal. Rather than wait for review 2 we pulled that article. So this article was built on the ruins of that article. However I never saw the reviewer 1 comments!

I write this as this article has been very well received (and downloaded) so far (well in 3 or so weeks). If there are negative comments out there I am happy to hear them. The article was merely to document what was missing from virtual heritage conference papers and direct access to 3D models, it was not meant to say there are no major 3D repositories or to blame conferences for not having many links to 3D contents. Rather it was meant to say, here is the data, you can cite or use it if you like (from the MDPI website), improve or critique it, but let us next try to solve these problems.

Polynesian Philosophy

I attended a conference at the University of Hawaii on the Philosophy of Place at the East-West Center.  Now philosophers there told me of their struggle to have Eastern philosophers accepted as Western-equivalent, there were criteria. But later, in our session someone from the audience said of course no one in Polynesia “did philosophy”. i did not hear their criteria for this judgement.

Their comment went round and round in my head, and although not my area at all, an idea began to take hold. In the meantime, I will collect little nuggets like this one and try to find more scholarly references:

https://www.travelweekly.com/Asia-Travel/Exploring-Polynesian-culture-beyond-Bora-Bora-Tahiti

Marae Taputapuatea was a sanctuary of great importance, and priests and navigators would come from all over French Polynesia to give offerings to the gods, hold initiation ceremonies and international gatherings, and discuss the origins of the universe.

If you are a scholar at a university in French Polynesia or Hawaii, and also interested in this unsettling declaration, please feel free to contact me..

latest article out: From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience

Open Access for 50 days! Check out at https://www.sciencedirect.com/science/article/pii/S2212054819300153?dgcid=author

Rahaman, H., Champion, E., & Bekele, M. (2019). From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience. Digital Applications in Archaeology and Cultural Heritage, 13, e00102. Retrieved from http://www.sciencedirect.com/science/article/pii/S2212054819300153. doi:https://doi.org/10.1016/j.daach.2019.e00102

Abstract

The domain of cultural heritage is on the verge of adopting immersive technologies; not only to enhance user experience and interpretation but also to satisfy the more enthusiastic and tech-savvy visitors and audiences. However, contemporary academic discourse seldom provides any clearly defined and versatile workflows for digitising 3D assets from photographs and deploying them to a scalable 3D mixed reality (MxR) environment; especially considering non-experts with limited budgets. In this paper, a collection of open access and proprietary software and services are identified and combined via a practical workflow which can be used for 3D reconstruction to MxR visualisation of cultural heritage assets. Practical implementations of the methodology has been substantiated through workshops and participants’ feedback. This paper aims to be helpful to non-expert but enthusiastic users (and the GLAM sector) to produce image-based 3D models, share them online, and allow audiences to experience 3D content in a MxR environment.

3D Digital Heritage Models as Sustainable Scholarly Resources

Dr Hafizur Rahaman and I just had an open access article published (online)  “3D Digital Heritage Models as Sustainable Scholarly Resources” in MDPI Sustainability in a Special Issue.

Abstract

If virtual heritage is the application of virtual reality to cultural heritage, then one might assume that virtual heritage (and 3D digital heritage in general) successfully communicates the need to preserve the cultural significance of physical artefacts and intangible heritage. However, digital heritage models are seldom seen outside of conference presentations, one-off museum exhibitions, or digital reconstructions used in films and television programs. To understand why, we surveyed 1483 digital heritage papers published in 14 recent proceedings. Only 264 explicitly mentioned 3D models and related assets; 19 contained links, but none of these links worked. This is clearly not sustainable, neither for scholarly activity nor as a way to engage the public in heritage preservation. To encourage more sustainable research practices, 3D models must be actively promoted as scholarly resources. In this paper, we also recommend ways researchers could better sustain these 3D models and assets both as digital cultural artefacts and as tools to help the public explore the vital but often overlooked relationship between built heritage and the natural world.

Workshop on game prototyping

I just gave a talk and mini workshop on prototyping games in Poznan Poland.

Here is a summary of the exercise I gave the cartography students, to create a game prototype in 20 minutes! (Well in the end they had more like 30 minutes)..

  • What is the goal? Why try to reach it?
  • An engaging challenge? Involves competition/mastery, chance, imitation, controlling vertigo/rush of movement/flight?
  • Feedback system? Affordances, constraints; rewards, punishments?
  • Levels up/advance via mechanics?
  • Does it offer different strategies?
  • What is learnt during or after the experience?

Artistic tools to investigate

  1. Collaborative VR Drawing=Cartography?/
  2. YouTube guide
  3. TiltVR
  4. Integrate landscapes into 3D online slides?
  5. Create Guided WebXR landscape tours?
  6. WebXR and OpenXR
  7. Pano inspiration http://www.zeutch.com/photo/past-and-present-42618
  8. Literary Atlas of Wellington Walter Langelaar VUW NZ, code.
  9. The ARtefactKit – Stu Eve

Australian infrastructure issues by analogy

  1. Libraries and museums, particularly smaller, regional ones, face similar problems of storage, funding, engagement and discovery.
  2. The issues facing custodians and experts in preservation and communication are wider than academic challenges but interlaced.
  3. Yet there is no infrastructure really supporting genuinely collaborative academic effort and leadership to raise and address this issue as an Australian issue, our cultural memories are stored by Google, Facebook, Ancestry and Instagram, who give no guarantee to preserve these memories, in the country with the world’s longest continual culture. Meanwhile, our cultural institutes are unable to collectively address this issue (through no fault of their own). For example: https://theconversation.com/historic-collections-could-be-lost-to-digital-dinosaurs-31524 … the only problem I have with the article is why does it take CSIRO (scientists) to explain it?
  4. The answer? Centres of Excellence are quite short term compared to NCRIS but 3D digital heritage does not have a NCRIS, a Centre of Excellence or even cross-Australian institute agreed formats. The question of historical and heritage preservation is wider and bigger than academic disciplines and unlikely to be captured by one tool or database. I suggest an answer that helps the spread of information and technological solutions between audience, community, academic and institution is urgently needed. And such a scheme would preferably be ongoingly competitive (micro seeding grants or larger), rather than funded completely at the start, to a few vocal people. The concept of “gaps” is key here. A fishing net (flexible infrastructure) is full of gaps but only to a certain size, can be moved, and rises or falls with the water level. While a bridge (conventional infrastructure) requires people to converge to two key places, it cannot be moved, but it can be easily swamped or flooded. In the Netherlands they have moved from constructing dykes to building “amphibious” houses that are moored to a jetty but can rise or fall on the sea. I think that is the smarter option.

Which comes first, the 3D scanner or the golden egg?

Technology Versus Culture, a false dichotomy?

I was indirectly asked at the Humanities, Arts and Culture Data Summit and DARIAH Beyond Europe workshop, 27-29 March 2019, Canberra, whether the most important question /priority/importance was Technology or Culture.

Now a day and an Australian State later, I may have slightly misinterpreted the question or the intention behind it but I thought I would answer here because

  • I may write about it later
  • I will forget it and maybe it raises an important point or two.

I have fairly specific ideas of culture and cultural heritage and technology.

  • For technology I believe it is not just manufacturing things, but also the questions, art and craft of bringing things into existence. And here I must admit to being inspired by Martin Heidegger, a problematic philosopher.
  • For culture I believe it is not just the creation of cultural values, objects, events, beliefs, stories, songs etc but the passing down of these objects stories etc to future generations AND passing down the general instructions and meanings and methods to help keep active the knowledge behind transmitting and modifying these cultural objects, both tangible and intangible.

And what does technology do? It helps the passing down and preservation of these cultural objects and non-objects. I don’t separate technology and culture, because culture needs to control the art of production, of bringing things into existence and keeping them there. When culture becomes consumer production but the production is not part of the cultural life cycle of creator and community, that is where culture weakens, and we could blame that on technology, but that is because we have started thinking of technology as an impartial, neutral, scientific way things have to be. Where tangible heritage or intangible heritage is created by people and needs to be valued, preserved and appreciated by future people, technological factors are never impartial and purely scientific, because technology is there to serve people not machines.

Let me give you another example, when I talk of a digital scholarly ecosystem, digital humanities people understand what I mean, a programmer I spoke to could only think of ecosystem as supplying people with computers and other digital devices and ensuring they always had the latest model and the manufacturers could charge as much as possible to resolve for their shackled customer this perceived and designed obsolescence. That is not what I mean by a digital ecosystem because the users are continually charged with replacing and learning the device itself, they will have little time to actually build, value, communicate and preserve something.

Now I do worry that we increasingly see technology as meaning digital technology, and there are commercial and academic reasons to focus on the equipmental, because funding is more straightforward and goes through fewer people who can raise their careers and profiles. Culture does not have to employ digital technology, and we straitjacket and possibly impoverish it if we continue to think of data as only digital (data predates digital) and technology as only digital (again, techne is a concept from Ancient Greece).

However, they don’t generally make these objects and they don’t generally ensure these objects and non-objects are maintained and used. And this, I think, is a problem for digital humanities, we have few ways to value these people and the work they do and the communities they serve.

And in our session yesterday a professor said there should be a Centre of Excellence in Digital Cultural Heritage in Australia. The audience reaction was highly favorable then and in the tweets afterwards. And someone like me should surely agree, right? I have been writing and designing and teaching about digital cultural heritage for two decades. Well yes and no. I believe it should happen and come from the GLAM sector and indigenous and other local communities, because they are the best guardians and trustees.*

A Centre of Excellence will raise the profile and increase the collaboration potential of academics and academic groups, but it also implies if you are not in a Centre of Excellence you are not excellent. Is that what digital heritage should support? I think it should be bigger: a National  Collaborative Research Infrastructure, or equivalent, supported and driven by the GLAM sector, perhaps helped in focus by academics. Once you have your NCRIs, build your Centre of Excellence around that. Because a Centre of Excellence of digital cultural heritage would and should be huge, it may be better to have smaller and more directed Centres of Excellence. Are there not enough humanities academics in Australia to apply for more than one?

* I see humanities as being larger than humanities academics and researchers. I believe it also includes the creators, the preservers and the audience. At humanities research infrastructure meetings we are asked what we want, but surely this is tied to the problem of what is best for Australian humanities, creators and communities?

NB thus blogpost has been modified, just to stick to the topic and will be modified again when I think of a few more qualifying statements.

NRI in Humanities (Australia)

I mentioned I was attending a workshop in Canberra on how to scope a scoping study for Humanities Arts and Social Sciences. The meeting, we were told was under Chatham Rules, which according to https://www.chathamhouse.org/chatham-house-rule means I can talk about the topic without identifying the speaker.

So, without direct access to my notes (which I will add later), and because I need to write a report for my university research office (who were kind enough to send me across the country and three or so time zones) here are my non-note observations:

We were told that NRIs could be equipment OR citizen science (but I assume the second one in Humanities acquires another term).

Students March for Climate Change (outside the Department of Education & Training Canberra)

 

 

The group of invited senior academics (below Pro Vice Chancellors but mostly above heads of schools and garden variety professors like me) in the main agreed

  • it was not clear why earlier reports (by AAH Humanities and the Social Sciences equivalent) were not acted on. The 2017 (2016?) report/recommendations will be circulated. AAH spent 800,000 plus on their scoping study.
  • Most felt there needed to be federated repositories (especially for languages), and many felt a basic humanities data commons would be a good first step. It was proposed that there be nodes but this may not mean discipline or subject area, it might mean media type/format. I thought this was an important if confusing point, what do they mean by “node” and would it be at a host institute and NOT at a central/shared/state partner?
  • Many agreed (with my point) that equipment without training was a silly idea but that universities should bear the costs of training their own people. I am in two minds over this. Something to think further on.
  • Indigenous research should not be “ghettoized” (not my term, I am quoting here).
  • Protocols, formats, standards, ethics should all be part of governance.
  • Success stories, gaps/risks and opportunities should be part of the scoping study along with the governance mentioned above.
  • I suggested a review of current Digital Humanities etc infrastructures be classed in terms of Success, near Success or near NRIs but may need help, and completely missing/gaps.
  • It (the scoping study) should lead to a request for x (10?) explicit targets e.g. objects, things that go ping etc. But equipment is only part of the story.
  • Film/AV collections were debated, the case made that this was not only about digitalization. Someone pointed out that mapping the sky (astronomy) was a form of digitization so why is it so frowned on in humanities circles?
  • Trove was discussed as a success, a near (funding) failure, as useful, as not useful (unless you knew APIs), as an infrastructure, as not a research infrastructure etc. I suggested a member of a related GLAM institute (well at least one) be part of the scoping study even if NLA said that TROVE is not a research infrastructure as in not for researchers (primarily) it was discussed as if it was an NRI.
  • The NRIS (National Research Infrastructure) scheme is changing in a few years, my question: to what, or what will replace it?
  • The two Australian societies (AAH and the Social Sciences) will probably be asked for experts to run this scoping study.

Outside of the discussion people I spoke to agreed the Australian National Science and Research priorities were too applied and manufacturing-oriented but I heard that this might be revised (which might better suit both humanities AND fundamental science). I believe it should also encourage critical thinking and civic discourse/debate.

There will be funding for the scoping study.

 

 

 

CFP: Personal and Ubiquitous Computing

Personal and Ubiquitous Computing (Springer Science)

Special Issue on Virtual and Mixed Reality in Culture and Heritage:

Details:

This special issue solicits research related to Virtual and Mixed Reality in Culture and
Heritage. Authors are encouraged to submit articles presenting original and
innovative studies that address new challenges and implications and explore the
potential of immersive technologies in museums, galleries, heritage sites and
art/cultural institutions.

Guest Editors:
Damianos Gavalas, University of the Aegean, Greece dgavalas@aegean.gr
Stella Sylaiou, Hellenic Open University, Greece, sylaiou@gmail.com
Vlasios Kasapakis, University of the Aegean, Greece, v.kasapakis@aegean.gr
Elena Dzardanova, University of the Aegean, Greece, lena@aegean.gr

Important Dates:
Submission: July 31, 2019
1st round notification: Sept 30, 2019
Revision deadline: Nov 15, 2019
Final notification: Dec 31, 2019
Expected publication: 4nd Q 2020

National Research Infrastructure (NRI)

Thinking about the above for a meeting with 19 other people in a few weeks at an organization I have never been to, with people I don’t think I know..to discuss NRI. For humanities and social sciences.

There was criticism from the Australian Academy of Humanities President on the Australian Government 7 May 2018 response (to the 2016 report), entitled FACILITIES FOR THE FUTURE UNDERPINNING AUSTRALIA’S RESEARCH AND INNOVATION

Funding will enable greater integration and modern accessibility of datasets available through the Australian Urban Research Infrastructure Network (AURIN) and the Atlas of Living Australia.
Investments will ensure the preservation of the National Collections maintained by CSIRO through the construction of a new and purpose-built building to consolidate the housing of existing national insect, wildlife and plant collections to ensure their long term preservation. A scoping study will be undertaken to identify the technology platform and capabilities needed to establish HASS and Indigenous research platforms.

CSIRO stands for Commonwealth Scientific and Industrial Research Organisation. So not obviously Humanities or Social Sciences (HASS). Yet many of their projects and infrastructure have implications for communities. Perhaps an opportunity wasted, or perhaps still waiting to be explored.

So where does this leave my planning for the workshop? It seems to me funding and recognition typically boils down to machines, centres, or investment/competition/start up plans. With Digital Humanities in Australia, one can argue there is no clear equivalent say to the European EU DH infrastructures/meta groups; nor an equivalent to the US NEH (National Endowment for the Humanities).

  • HASS research could better sell potental impacts and benefits. The UK quantify research impact/engagement; do other countries?
  • There is no single NRI to achieve this, one meta infrastructure would squeeze out the smaller disciplines/projects.
  • We are currently limited by lack of international funding/collaboration; cost of travel; siloization of research into non OA journals;  lack of Media/Public interest (arguable, I guess); and being excluded from the National Science and Research Priorities (compare it to Europe or NZ). And no, when you apply for a national grant, you ARE supposed to propose something addressing these highly applied, production-oriented, applied outcomes and priorities. Priorities, one might argue, that should already be driving businesses, not the entire academic body of  universities.  HASS needs to get on the board here.
  • Consider the discussion outcomes, and the implications for the Draft Terms of Reference for the HASS scoping study.
  • NB “The 2016 National Research Infrastructure Roadmap is officially underway with the release of the Terms of Reference.”

 

 

 

 

CAA 2019 presentations

More for my own use, here are two papers accepted for CAA2019 in Krakow Poland, 23-27 April, 2019.

Author Erik M Champion (Mafi?)

Title Mixable reality, Collaboration, and Evaluation (S36: User Experience Design in Archaeology and Cultural Heritage)

If we are to move past one hit AR wonders like Pokémon Go, scalable yet engaging content, stable tools, appropriate evaluation research, long-term and robust infrastructure, are essential. Formats like WebVR and Web XR show promise for sharing content across desktop and head-mounted displays (without having to download plugins), but there is also a non-technological constraint: our preconceptions about virtual reality. For example, in a 2018 Conversation article “Why virtual reality cannot match the real thing” by Professor of Philosophy Janna Thompson) she argued that virtual reality (and virtual heritage in particular) attempts to provide accurate and equivalent realistic interactive simulations of the existing real world.
VR is not only a possible mirror to the current world. As Sir David Attenborough noted about the Natural History Museum’s “Hold the World” VR application, it provides a richer understanding of process, people can move and view virtual objects that are otherwise fragile, expensive or remote. And it allows people to share their mashups of reality, mixable reality. Collaborative learning can compel us to work in groups to see the bigger picture… your actions or decisions can be augmented and incorporated into the experience. However, there are few studies on collaborative learning in mixed reality archaeology and heritage. This presentation will discuss two projects, (one using two HoloLens HMDs, one a game where two people with different devices must share and control one character,) the theories adopted, and the range of possibilities for evaluating user experience in this collaborative mixed reality.

This is related to part of an article on VR for tourism that was submitted to the online Conversation website, this abstract will be further modified and updated.

Authors: Erik M Champion, Hafizur Rahaman

Title: 3D Models: Unwanted, Unknown, Unloved (Session S37: 3D Publishing and Sustainability: Taking Steps Forward)

Given the importance of three-dimensional space and artefacts to archaeology and to heritage studies, one might therefore assume that publications in the area of virtual heritage are heavily reliant on providing scholarly argument based on 3D models.

To corroborate this hypothesis, we reviewed virtual heritage proceedings of five major digital heritage conferences one could expect to be focused on projects incorporating 3D models. A total number of 264 articles across 14 proceedings were studied, and the results will be tabulated and presented.

The lack of accessible 3D models, usable projects, or ways in which the 3D model could be used and critiqued in a scholarly argument is of great concern to us. We suggest that long-term usage and preservation of virtual heritage models are worrying and persistent issues, and their scholastic impact is severely compromised. We suggest there are least three critical issues: we lack accessible, durable and complete infrastructure, which is essential for storage and preservation; we still don’t have a shared understanding of how to develop, integrate and demonstrate the research value of 3D heritage models; we also lack robust, long-term publication systems that can integrate and maintain both the 3D models and their relevance and functionality in terms of both community engagement and scholarship. We recommend seven practical steps for ensuring that the scholarship going into the development of 3D virtual heritage models, and arising from 3D virtual heritage models, can be fully implemented.

$420,000 ARC LIEF grant awarded

Linkage Infrastructure, Equipment and Facilities 2018 round 1 [LE190100019]

Time-layered cultural map of Australia
Administering Organisation: The University of Newcastle
Investigators

  1. Prof Hugh Craig (Chief Investigator)
  2. Prof Deb Verhoeven (Chief Investigator)
  3. Prof Paul Arthur (Chief Investigator)
  4. Prof Andrew May (Chief Investigator)
  5. Prof Rosalind Smith (Chief Investigator)
  6. Prof Ning Gu (Chief Investigator)
  7. Prof Erik Champion (Chief Investigator)
  8. A/Prof Mark Harvey (Chief Investigator)
  9. Prof Victoria Haskins (Chief Investigator)
  10. Prof Lyndall Ryan (Chief Investigator)

The Time-layered cultural map (TLCMap) of Australia is an online research platform that will deliver researcher driven national-scale infrastructure for the humanities, focused on mapping, time series, and data integration. The TLCMap will expand the use of Australian cultural and historical data for research through sharply defined and powerful discovery mechanisms, enabling researchers to visualise hidden geographic and historical patterns and trends, and to build online resources which present to a wider public the rich layers of cultural data in Australian locations. TLCMap is not a singular project or software application with a defined research outcome, but infrastructure linking geo-spatial maps of Australian cultural and historical information, adapted to time series and will be a significant contribution to humanities research in Australia. For researchers, it will transform access to data and to visualisation tools and open new perspectives on Australian culture and history. For the public, it will enable increased accessibility to historical and cultural data through visualisations made available online and in print.
URL: https://www.arc.gov.au/grants-and-funding/apply-funding/rms-funding-announcements-web-page

Free Workshop: 3D to Mixed Reality: From Regard3D to HoloLens (23.11.2018)

3D to Mixed Reality: From Regard3D to HoloLens

(register on Eventbrite) Friday 23 Nov 2-4PM Curtin University Library Level 5

3D models adopted/generated from image-based modelling techniques are increasingly used in research, shared online, incorporated into digital archives, and developed as assets for 3D games and for Virtual Reality applications. On the other hand, various HMDs (Head-Mounted-Display) offer Mixed Reality experiences; help us to experience and interact with virtual environments and objects via gesture, speech, gaze, touch and movement. This workshop will demonstrate how to make 3D models from photographs with free and open source software (FOSS, Regard3D), how to import a 3D model to a specific Mixed Reality HMD (Microsoft HoloLens), and you will also learn how the HoloLens can interact with the 3D model in mixed reality.

We will be using the following software:

  • Regard3D
  • MeshLab
  • Unity3D
  • HoloToolkit

What to bring:

You can just register and attend the workshop. However, it is better to bring your own laptop/device, preferably with the following software pre-installed (installation may take an hour but is free of charge):

Please register to secure your place, and cancel your ticket if you are no longer able to attend, as places are limited!

Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography

The SAHANZ Proceedings for 2018 are out on researchgate. I was co-author of the following:

Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography

by A de Kruiff, F Marcello, J Paay, E Champion, J Burry – SAHANZ 2018

 

In 1986, a group of Spanish architects decided to physically recreate an icon of modernist architecture. Mies van der Rohe’s German pavilion for the Barcelona World Expo of 1929 was at the cutting edge of spatial and structural innovation but its influence was limited to what we understand through drawings, photographs, limited film footage and historical interpretations. We can now physically visit the pavilion and experience it but what of all the other pavilions by famous (and less famous) architects that are no more? It would be costly and time consuming to physically rebuild all of them, however virtual reality (VR) technologies and human computer interaction (HCI) methods can bring them back to life. International expo pavilions are temporary structures designed to be at the cutting edge of structural and material technology but what makes them unique and inspirational is seldom preserved directly, their architectural insights, experiential richness and cultural significance are easily lost. This paper asks: How might immersive digital experiences of space help us to recapture ‘authentic’ experiences of history and place? What implications does this have for architectural history, heritage and conservation?

The authors offer some answers to these questions by presenting preliminary results from a larger project entitled ‘Learning from Lost Architecture’: a virtual reconstruction of the Italian Pavilion at the Paris Expo of 1937. Firstly, we will contextualise the practice of digital cultural heritage and present its potential for immersive, investigatory architectural experiences. Secondly, we will critique our own practice to better evaluate the potential of virtual reconstructions to affect architectural learning, discovery and historiography.

de Kruiff, A., Marcello, F., Paay, J., Champion, E. and Burry, J. (2018) 'Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography'. SAHANZ 2018: HISTORIOGRAPHIES OF TECHNOLOGY AND ARCHITECTURE, The 35th Annual Conference of the Society of Architectural Historians, Australia and New Zealand, Wellington NZ, 4-7 July 2018. Wellington NZ: SAHANZ, 113-126.

The Phenomenology of Real and Virtual Places

New edited book out 8 November:

Champion, E. (Ed.). (2018). The Phenomenology of Real and Virtual Places. The Routledge Studies in Contemporary Philosophy series. Routledge. 08 November 2018 (ebook 26 October 2018 9781315106267). ISBN 9781138094079

Feel free to ask Routledge for a review form and book copy..

This collection of essays explores the history, implications, and usefulness of phenomenology for the study of real and virtual places. While the influence of phenomenology on architecture and urban design has been widely acknowledged, its effect on the design of virtual places and environments has yet to be exposed to critical reflection. These essays from philosophers, cultural geographers, designers, architects, and archaeologists advance the connection between phenomenology and the study of place. The book features historical interpretations on this topic, as well as context-specific and place-centric applications that will appeal to a wide range of scholars across disciplinary boundaries. The ultimate aim of this book is to provide more helpful and precise definitions of phenomenology that shed light on its growth as a philosophical framework and on its development in other disciplines concerned with the experience of place.

Foreword byJeff Malpas
Introduction by Erik Champion
1. The Inconspicuous Familiarity of Landscape by Ted Relph2. Landscape Archaeology in Skyrim VR by Andrew Reinhard

3. The Efficacy of Phenomenology for Investigating Place with Locative Media by Leighton Evans

4. Postphenomenology and “Places” by Don Ihde

5. Virtual Place and Virtualized Place by Bruce Janz

6. Transactions in virtual places: Sharing and excess in blockchain worlds by Richard Coyne

7. The Kyoto School Philosophy on Place: Nishida and Ueda by John W.M. Krummel

8. Phenomenology of Place and Space in our Epoch: Thinking along Heideggerian Pathways by Nader El-Bizri

9. Norberg-Schulz: Culture, Presence and a Sense of Virtual Place by Erik Champion

10. Heidegger’s Building Dwelling Thinking in terms of Minecraft by Tobias Holischka

11. Cézanne, Merleau-Ponty, and Questions for Augmented Reality by Patricia Locke

12. The Place of Others: Merleau-Ponty and the Interpersonal Origins of Adult Experience by Susan Bredlau

13. “The Place was not a Place”: A Critical Phenomenology of Forced Displacement Neil Vallelly

14. Virtual Dark Tourism in The Town of Light by Florence Smith Nicholls


PhD Scholarships for S American Students

South American students wishing to study for a PhD at Curtin or 3 other Australian technical universities please read this

https://www.atn.edu.au/scholarships-grants/atn-latam-scholarships/

Applicants must be a citizen of: Argentina, Brazil, Chile, Colombia, Ecuador, Paraguay, Peru or Uruguay.

Applications close 31 January 2019.

ATN-South American Scholarships

The Australian Technology Network (ATN) is pleased to announce the ATN-LATAM Research Scholarship Scheme.

This will provide a minimum of 10 scholarships for eligible applicants to undertake PhD research at one of the four ATN universities in Australia. These are Curtin University, University of South Australia, University of Technology Sydney (UTS) and RMIT University.

The scholarship provides:

  • Full research tuition fee scholarship for 3 years with possible extension to 3.5 years
  • Stipend valued at a minimum of AUD 30,000 per year, for 3 years with possible extension to 3.5 years
  • Contribution to relocation costs to Australia
  • Overseas Student Health Cover (OSHC) insurance

Awardees must be able to commence studies in 2019

Eligibility

Applicants must be a citizen of one of the following countries: Argentina, Brazil, Chile, Colombia, Ecuador, Paraguay, Peru or Uruguay.

When applying to your University of choice, please ensure you mention this scheme.

Applications close 31 January 2019.

The Australian Technology Network of Universities (ATN) brings together five of the most innovative and enterprising universities in Australia and is recognised as a global leader of a new generation of universities focused on industry collaboration, real-world research with real-world impact and produce work-ready graduates to become global thinkers in business and the community.

UniversityCityResearch Degree Admission InformationResearch Scholarship Information
Curtin University PerthFind more information hereFind more information here
RMITMelbourneFind more information hereFind more information here
UniSAAdelaideFind more information hereFind more information here
UTSSydneyFind more information hereFind more information here