Tag Archives: Paper

The fictional use of reality

The above could be the title of my next writing on virtual heritage..

Over their lifetime should every academic write at least one thing that threatens their very career? Just a (Wittgensteinian?) thought!
In digital heritage there is a great deal of talk about authenticity and how to maintain it. What if that approach is completely mistaken?

Ok I think I have the start of a very controversial journal article but writing the article may be easier than finding the appropriate journal to publish it in..

CAA UK 2013: Game Issues for Scholarly Discourse or for Public Understanding

I just gave a paper via Google hangout to CAU UK 2013 (Computer Applications and Quantitative Methods in Archaeology – UK Conference 22nd – 23rd February, 2013) in London.

Fullscreen Powerpoint did not seem to work but PDF did. Hmm.

I see some of the problems in Virtual Heritage//Digital Archaeology as how to

  • involve crowdsourcing
  • simulate ritual
  • design suitable and contextual interaction
  • design and evaluate meaningful learning
  • build templates so communities can develop their own interactive 3D environments
  • provide for archaeological scholars and the general public (separate environments, separate levels of detail, separate narratives?)

I forgot to say:

  • You can download related (free) book chapters in the ETC Press Game Mods book here.
  • Aarhus University has a PhD scholarship on Digital Heritage and Virtual Culture for those interested, very lucrative funding!
  • We hope to have a cultural heritage workshop in June on related issues.
  • End of October, Digital Heritage 2013, a vast collection of heritage conferences, will take place in Marseilles.
  • I have a book project on this and very happy to field suggestions about how game studies and game environments can advance to help virtual heritage and digital archaeology.

UPDATE: The slides and audio commentary are online at http://www.lparchaeology.com/caauk/game-issues-for-scholarly-discourse-or-for-public-understanding/

They are also at http://dougsarchaeology.wordpress.com/2013/02/25/game-issues-for-scholarly-discourse-or-for-public-understanding/

I cannot bring myself to listen to my own voice for any length of time (is that what I sound like, at least I did not try to sing) but a big thank you to the organizers.

upcoming publications

I am trying to get everything published as I tidy up my academic backlog.

I think I mentioned two journal articles were published last year

  1. Tost, L., & Champion, E. (2011). Evaluating Presence in Virtual Heritage Projects. International Journal of Heritage Studies (Taylor & Francis). DOI:10.1080/13527258.2011.577796 OR http://www.tandfonline.com/doi/abs/10.1080/13527258.2011.577796Champion, E., Bishop, I., & Dave, B. (2011). The Palenque project: evaluating interaction in an online virtual archaeology site. Virtual Reality, 1-19. DOI: 10.1007/s10055-011-0191-0

Two book chapters should also appear in 2012 or maybe even 2013:

  1. Travels in Intermedia[lity]: ReBlurring the Boundaries, Bernd Herzogenrath, ed. Interfaces: Studies in Visual Culture Series, Dartmouth College Press, 2012. NB Not in stock or not yet published, expected: June 2012. URL: http://www.upne.com/1611682595.html
  2. Champion, Erik. “History and Heritage in Virtual Worlds” in Grimshaw, M. (Ed.). (Pending). The Oxford Handbook of Virtuality. New York: Oxford University Press.

Current state of abstract: The potential of virtual reality technology applied to history and to cultural heritage appears to be rich and promising. Teaching history through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of culture and place. However many issues await to confront us: potential confusion between what is the past and what is history; the issue of realism when applied to the simulated portrayal of history and heritage; effective and meaningful interaction; the ownership of cultural knowledge before during and after it is digitally transmitted across the world; and how we can evaluate the successes and failures of this field.

There are also two edited journal special issues (for Games and Culture, and Virtual Reality), that are either at the publishers or waiting with me.

And also an edited book project, on game mod design and theory, which I promise is still likely to be published this year.

Hope I have not forgotten anything!

EDIT: I did forget an article for the International Journal of Architectural Computing, with Andrew Dekker, on biofeedback, should be published (when it arrives) here: http://multi-science.metapress.com/content/121497/

Viral Worlds at MIT 6 Media In Transition

The below was accepted for MIT 6: Media in Transition (April 24-26) but it needs work! Apart from the overblown title, I hope I can modulate the “Conventional media historians” line so it reads less like a target and more like a point of exploration..is it still de rigueur to mention Barthes Baudrillard D& G et al, or will they let me refer back to Spengler who is cerrtainly not text of the month..

Experientially Pollinating Virtuality and the Living Transcripts of Escape Space
Current notions of place, culture, and media, are all open to question. In terms of place: will the virtual supplant the real? Spengler wrote “This machine technics will end with the Faustian civilization and one day will lie in fragments, forgotten — our railways and steamships as dead as the Roman roads and the Chinese wall, our giant cities and skyscrapers in ruins like old Memphis and Babylon.”


Perhaps Spengler was prescient yet not accurately domain-specific. In this carbon-guilty era, game-playing and virtual world inhabitation is fast approaching the numbers and profits of the tourist and moviemaking industries. Architecture schools teach studio design using game engines, gamers play at home rather than in arcades, and you can enjoy the scenery of Capri from the comfort of your desktop. The media history of virtual worlds is diverging due to the cognitively competing demands of reading text or exploring 3D space. Conventional media historians may attempt to reconcile this dilemma with terms like “narrative space”, but unless they themselves design, they are probably unaware of the profound design differences between virtual and real place-making.


How does place-based virtual action affect civilization and culture? Oswald Spengler attempted to carefully distinguish the two terms; civilization comprises the laws that allow people to live close together, in a city, civitas. Culture is what is cultivated or allows one to cultivate a setting, a local domain. Yet with modernization’s separation of people from agricultural production, civilization and culture are increasingly seen as conduct and taste or consumer-specific market. Architectural historians and philosophers aren’t qualified to tackle this writhing new field unless they are also experienced in the areas of interactive entertainment, user experience design, and learning / cognition theory.


Where to next? The ill-fated MIT Media Lab Europe pioneered early research in the area of biofeedback and virtual environments, it would take only a little leap to an era where audience-environment-players past present and future, all share not just data and rendered polygons, but also participate in embodied experience. Imagine biofed virtual worlds where the passive, subconscious and otherwise unpredictable embodied responses of the audience affect both the virtual world, and future players. I suggest the zenith of this development will be when we have genuine living scripts in virtual worlds: where players experience augments the [virtual] world history. So the concept of media transmission and storage changes to media pollination.


I can illustrate this development (Figure 1) with two case studies/projects, but I would like to spend more time asking the audience how we designers should tackle the issue of counterfactual creativity versus the traditional virtual of authenticity and authorial narrativity. And for media academics, are they trained to handle these changes? If there is a change in virtual worlds from the sterile and predestined to intermedial fusion of audience and player, will there be a call for new skills and boundary definitions in media history?
Footnote:  Oswald Spengler, Man and Technics, translated by C. F. Atkinson, Alfred A. Knopf, New York, 1932, page 96.