Tag Archives: heritage

Recent news and update

I am working on a new grant, on a 22+ year old idea that was never implemented!

And I have mentioned the grants below, if not the chapters published this month, but just as a roundup (and I have to do this for my current university) here is a summary.

2024      ARC Discovery DP250104625: Champion, E., Kotarba, A., Greenop, K., & Gibbs, M. (2025). A Gamified 3D Cultural Heritage Platform for Archaeology and Architecture. Australia. $520,686. 3 years.

  • A Gamified 3D Cultural Heritage Platform for Archaeology and Architecture. Few research infrastructures support engaging and useful 3D heritage content for both archaeology and architecture. A user-focused, experiential immersive environment with AI content creation will be developed and evaluated. Audience and international expert feedback will create a flexible feature list. Workshops with museums and galleries will test the prototype’s usefulness for communication and preservation. The system will allow groups to explore 3D models in conjectural and imaginative contexts and pose counterfactual arguments. The project will also consider how to convey levels of authenticity and uncertainty. Outputs will be a website with open-source tools and data, publications, a conference and a demonstration as an exhibition.
  • National Interest Test Statement:Examples of 3D heritage content showcasing archaeology and architecture are rare, limiting opportunities for the Australian public to engage with culture and history. To address this gap, the project will develop a gamified 3D cultural heritage platform to make archaeological and architectural heritage accessible and interactive. Technologies including artificial intelligence and 3D interactive modelling will create immersive, educational experiences that engage the public with historical narratives. This platform will deliver multiple benefits. Economically, the cultural tourism sector will be enhanced by enriching visitor engagement with innovative storytelling and exhibition tools. Socially, Australia’s national identity and civic pride will be strengthened by making cultural heritage more accessible and engaging. Environmentally, the digitalisation approach will protect archaeological sites and built heritage, preserving these critical and non-renewable assets for future generations. The project will collaborate with cultural and educational institutions to maximise outcomes beyond academia, promoting the platform’s use in public education programs and exhibitions. Targeted workshops and a website with open-source tools will facilitate its adoption, contributing significantly to national and cultural discourse. Aligning with broader national interests, this project positions the platform as a pioneer in digital cultural preservation and educational innovation.

2024      ARC LIEF Grant LE250100051: “The Australian Emulation Network Phase 2 – Extending the Reach.” Awarded to Prof Melanie Swalwell; Prof Sarah Teasley; Dr Helen Stuckey; Dr Stephanie Harkin; Prof Sean Cubitt; Dr Kirsten Day; A/Prof Peter Raisbeck; A/Prof Erik Champion; Prof Simon Biggs; Dr Margaret Borschke; A/Prof Elizabeth Tait; Dr Caroline Wilson-Barnao; Dr Kim Machan; Dr Ashley Robertson; Mr Adam Bell. $544,947. 2 years.

  • The Australian Emulation Network Phase 2 – Extending the Reach. This project aims to extend the reach of the Australian Emulation Network, conserving born digital artefacts and making them accessible for research purposes. High value collections from university archives and the GLAM sector requiring legacy computer environments will be targeted. The project expects to generate new knowledge across media arts, design, and architecture. Expected outcomes include stabilising and providing researchers with emulated access to born digital cultural artefacts, sharing legacy computer environments across the network, and expanding the Australian software preservation Community of Practice, building skills in preserving and emulating digital cultural artefacts across an expanded set of domains and institutions.
  • National Interest Test Statement:The project aims to extend national emulation infrastructure, more than doubling the size of the existing Australian Emulation Network by adding 22 new institutional nodes. This addresses the national challenge of preserving and accessing Australia’s born digital heritage. Born digital heritage faces several forms of obsolescence. Consequently, much born digital material has not been collected, is inaccessible because of its reliance on legacy computing environments, and at risk of loss. The project will provide the tools and skillsets required so that professionals in the university and Galleries, Libraries, Archives and Museum (GLAM) sectors have confidence in collecting, preserving and emulating complex digital artefacts. Securing digital heritage materials and making these available to the researchers who need access to them promises to deliver new knowledge in the inter-related fields of digital art, design, and creative practice, delivering research with social and cultural benefits. Making emulation infrastructure available to more national and state institutions will improve access to digital collections in keeping with the national cultural policy, and ensure that the benefits extend well beyond academia to the wider public. This investment will ensure a sustainable, resilient network that can address the needs of diverse collections across the nation, including in regional areas.

BOOK CHAPTERS

Champion, E. (2024). Caught Between a Rock and a Ludic Place: Geography for Non-geographers via Games. In: Morawski, M., Wolff-Seidel, S. (eds) Gaming and Geography. Key Challenges in Geography. Springer, Cham. https://doi.org/10.1007/978-3-031-42260-7_3

Champion, E. (2025: in press). On his roles as Professor and Research Fellow. In V. Hui, R. Scavnicky, & T. Estrina (Eds.), Architecture and Videogames: Intersecting Worlds. Routledge. https://www.routledge.com/Architecture-and-Videogames-Intersecting-Worlds/Hui-Scavnicky-Estrina/p/book/9781032528854  

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…

Galleries, Libraries, Archives, and Museums [GLAM]-focussed Games and Gamification

New book chapter out! Sorry, not open access.

Champion, E., & Emery, S. (2024). Galleries, Libraries, Archives, and Museums [GLAM]-focussed Games and Gamification. In J. Nichols & B. Mehra (Eds.), Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Vernacular Knowledge in Galleries, Libraries, Archives, and Museums (Vol. 54, pp. 67-83). Emerald Publishing Limited. https://doi.org/10.1108/S0065-283020240000054006.

Virtual Heritage: How Could It Be Ethical?

Latest book chapter in the works:

Virtual Heritage: How Could It Be Ethical? Invited chapter for The Routledge Handbook of Heritage Ethics, Andreas Pantazatos, Tracy Ireland, John Schofield and Rouran Zhang (eds.), Routledge, 2023.

Ranging from modified adaption of commercial games (game mods) to multi-million dollar 3D visualizations and web-based projects, virtual heritage projects have showcased cutting-edge technology and provided insight into understanding past cultures. While the research field of virtual heritage (virtual reality and related immersive and interactive digital technology applied to cultural heritage) is several decades old, its specific ethical issues have not been extensively addressed.

Six issues will be discussed in this chapter: cultural ownership; the depiction of humans no longer with us; obsessions with photorealism rather than the complex topic of authenticity; environmental costs; accidental social alienation; and the gamification of serious, traumatic, or personal content.

Book Chapters on the way (provisionally)

  1. Champion, E. (2021: pending). Biodiversity and Cultural Diversity: Virtual opportunities. In E. Wandl-Vogt (Ed.), Biodiversity in connection with Linguistic and Cultural Diversity. Vienna, Austria. Written.
  2. Champion, E. (2021: under review). Not Quite Virtual: Techné between Text and World” In Texts & Technology: Inventing the Future of the Humanities, edited by Anastasia Salter and Barry Mauer, University of Central Florida, Orlando Florida USA. Written.
  3. Champion, E. (2021: under review). Workshopping Game Prototypes for History and Heritage. In Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company. Written.
  4. Champion, E., & Hiriart, J. (2021: pending). Workshopping Board Games for Space Place and Culture. In C. Randl & M. Lasansky (Eds.), Playing Place: Board Games, Architecture, Space, and Heritage. Written. Publisher being negotiated.
  5. Champion, E. (2021). Reflective Experiences with Immersive Heritage: A Theoretical Design-Based Framework. In A. Benardou & A. M. Droumpouki (Eds.), Difficult Pasts and Immersive Experiences. London, UK: Routledge. Abstract accepted.
  6. Champion, E., Nurmikko-Fuller, T., & Grant, K. (2021: pending, invited). Blue Sky Skyrim VR: Immersive Techniques to Engage with Medieval History. In R. Houghton (Ed.), Games for Teaching, Impact, and Research UK: De Gruyter. Abstract accepted, full chapter due March 2021.
  7. Champion, E. (2022: pending). Swords, Sandals and Selfies: A Tour You’d Kill For. In C. Lee & E. Champion (Eds.), Screen Tourism and Affective Landscapes Publisher to be confirmed.

New OA article: “A Comparative Evaluation of Geospatial Semantic Web Frameworks for Cultural Heritage”

“A Comparative Evaluation of Geospatial Semantic Web Frameworks for Cultural Heritage” has been published in Heritage and is available online.

by Ikrom Nishanbaev 1,*, Ear Zow Digital 1,2,3 and David A. McMeekin 4,5

Abstract:

Recently, many Resource Description Framework (RDF) data generation tools have been developed to convert geospatial and non-geospatial data into RDF data. Furthermore, there are several interlinking frameworks that find semantically equivalent geospatial resources in related RDF data sources. However, many existing Linked Open Data sources are currently sparsely interlinked. Also, many RDF generation and interlinking frameworks require a solid knowledge of Semantic Web and Geospatial Semantic Web concepts to successfully deploy them. This article comparatively evaluates features and functionality of the current state-of-the-art geospatial RDF generation tools and interlinking frameworks. This evaluation is specifically performed for cultural heritage researchers and professionals who have limited expertise in computer programming. Hence, a set of criteria has been defined to facilitate the selection of tools and frameworks. In addition, the article provides a methodology to generate geospatial cultural heritage RDF data and to interlink it with the related RDF data. This methodology uses a CIDOC Conceptual Reference Model (CRM) ontology and interlinks the RDF data with DBpedia. Although this methodology has been developed for cultural heritage researchers and professionals, it may also be used by other domain professionals.

View Full-Text

PDF Version: https://www.mdpi.com/2571-9408/3/3/48/pdf

To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups

To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups, Heritage journal article by Dr Hafizur Rahaman and myself is out:

Rahaman, H., & Champion, E. (2019). To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups. Heritage, 2(3), 1835-1851. Retrieved from https://www.mdpi.com/2571-9408/2/3/112

The 3D reconstruction of real-world heritage objects using either a laser scanner or 3D modelling software is typically expensive and requires a high level of expertise. Image-based 3D modelling software, on the other hand, offers a cheaper alternative, which can handle this task with relative ease. There also exists free and open source (FOSS) software, with the potential to deliver quality data for heritage documentation purposes. However, contemporary academic discourse seldom presents survey-based feature lists or a critical inspection of potential production pipelines, nor typically provides direction and guidance for non-experts who are interested in learning, developing and sharing 3D content on a restricted budget. To address the above issues, a set of FOSS were studied based on their offered features, workflow, 3D processing time and accuracy. Two datasets have been used to compare and evaluate the FOSS applications based on the point clouds they produced. The average deviation to ground truth data produced by a commercial software application (Metashape, formerly called PhotoScan) was used and measured with CloudCompare software. 3D reconstructions generated from FOSS produce promising results, with significant accuracy, and are easy to use. We believe this investigation will help non-expert users to understand the photogrammetry and select the most suitable software for producing image-based 3D models at low cost for visualisation and presentation purposes.

3D and GIS

Today Ikrom had his milestone presentation and (it was the first for me at Curtin so training wheels) but the reviewer questions were more,..ok can you do this for this project of mine..which actually is great..

A Survey of Geospatial Semantic Web for Cultural Heritage

Ikrom showed his project development to build a  web-based 3D landscape or building model viewer with GIS and Semantic Web/RDF compatibility using open source technology. It is basically the starting demo for the paper released, open source, at:

So, cultural heritage people, what would you want to do with 3D online models with LOD, Semantic Web technology, and the ability to question, select or annotate the 3D online model using say a drawing tablet pen or lassoo or…what questions would you want to be able to ask it or what parts or argument would you want to be able to show?

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.

CAADRIA 2019 Wellington

Mafkereseb Bekele (centre) winning a Young CAADRIA award

I was the second-author of two papers presented at CAADRIA 2019: INTELLIGENT & INFORMED in Wellington New Zealand, and they are now published in CUMINCAD. The primary authors were Mafkereseb Bekele for the first paper (he won a Young CAADRIA award) and Hafizur Rahaman for the second paper, both are colleagues at Curtin University, Mafkereseb is a PhD student here and Hafizur is a Research Fellow.

The primary objective of this paper is to present a redefinition of Mixed Reality from a perspective emphasizing the relationship between users, virtuality and reality as a fundamental component. The redefinition is motivated by three primary reasons. Firstly, current literature in which Augmented Reality is the focus appears to approach Augmented Reality as an alternative to Mixed Reality. Secondly, Mixed Reality is often considered to encompass Augmented Reality and Virtual Reality rather than specifying it as a segment along the reality-virtuality continuum. Thirdly, most common definitions of Augmented Reality (AR), Augmented Virtuality (AV), Virtual Reality (VR) and Mixed Reality (MxR) in current literature are based on outdated display technologies, and a relationship between virtuality and reality, neglecting the importance of the users necessarily complicit sense of immersion from the relationship. The focus of existing definitions is thus currently technological, rather than experiential. We resolve this by redefining the continuum and MxR, taking into consideration the experiential symbiotic relationship and interaction between users, reality, and current immersive reality technologies. In addition, the paper will suggest some high-level overview of the redefinition’s contextual applicability to the Virtual Heritage (VH) domain.

To validate the hypothesis that virtual heritage papers are reliant on providing scholarly argumentation based on 3D models, and convenient access is provided to these models where relevant, this study reviewed 264 articles from the last three available proceedings of major digital heritage events and conferences (14 in total). The findings revealed this was not the case, few contain references to accessible 3D models. We discuss why this may be so, and we outline recommendations for ensuring that virtual heritage 3D models can be preserved and accessed.

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

New Journal article out in print

  • Champion, E. (2018). Computer Games, Heritage and Preservation. Preservation Education & Research, published by the National Council for Preservation Education, USA. URL: http://www.ncpe.us/about-ncpe/ Not yet online.

Abstract

The video game industry is a profitable one. Juniper Research predicted that worldwide it would pass 100 billion dollars in revenue in 2017 (Graham 2017). Virtual heritage (sometimes defined as the application of virtual reality to cultural heritage), has been an academic field of research for at least twenty years (Addison 2001). In recent years, there has been increasing synergies between video games and virtual reality, thanks to increasingly powerful computers and the development of consumer-priced head mounted displays (HMDs), see-through augmented reality HMDs (such as the Microsoft HoloLens or Meta’s Meta 2), and smart-phone based augmented reality systems. In archaeology there has been recent investigations of “archaeogaming”, defined as “the archaeology in and of video games” (J. Aycock & Reinhard 2017), while virtual heritage designers are moving away from the principle goal of photo-realism, towards the potential of interpretation and conceptual learning (Roussou 2005).

Converting Unreal Tournament Levels

Hope to convert an Unreal Tournament (UT2004) game level to UT3. My models (originally), but ported to UT from Adobe Atmosphere and re-textured (read: sculptures/reliefs removed) by students in 2005.

And tutorials warn I have to delete almost everything to convert, and it may well not work. Great!

Perhaps it would be easier to import from 3DS (3D Studio Max) but I no longer have the models! Oh well, that is virtual heritage for you.

If others have virtual heritage models in the UDK editor (Unreal 3) or directly in the latest Unreal 4 engine, please let me know, a student intern here is modifying Unreal to run on the Curtin HIVE cylindrical screen and (semi) dome.

Digra 2017 Workshop: Playtesting

This workshop proposal has only been provisionally accepted for Digra2017 international games conference in Melbourne Australia, on 3 July 2017, we need to convince the organisers on how it will run.

What do you suggest? It should be more generic, more hands on? More focused or more open and free-ranging? We’d love our CAA2017 participants to attend, but we’d also be more than happy if those who can’t attend Georgia Atlanta in March can attend this start of July, in Melbourne Australia (not Melbourne Florida!)

Playtesting, Prototyping & Pitching History & Heritage Games

This half-day workshop brings together history and heritage experts, interested game designers, and designers of game prototyping tools. The approach is to playtest each idea presented and provide an avenue for feedback by audience, organisers, and other presenters. It will follow on from a game mechanics workshop run at CAA2017 in Atlanta in March but will aim to extend and polish game prototypes.

Keywords

Playtesting, pitching, prototyping, archaeology, heritage, history, archaeogaming, serious games.

INTRODUCTION

In March 2017 in Georgia Atlanta for the Computer Applications and Quantitative Methods in Archaeology (http://caaconference.org/) conference, the two workshop organizers will run a session (Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists) on the initial topic, how to playtest pitch and present archaeology games. At DiGRA, with some of the initial presenters but also with new presenters, we will focus on how to pitch and prototype to and with game developers and potential clients, as well as how to perform game scenarios to reach new potential audiences and markets. The general field of research has become known as archaeogaming (Reinhard 2013), which “can include, but is in no means limited to: the physical excavation of video-game hardware, the use of archaeological methods within game worlds, the creation of video-games for or about archaeological practices and outcomes or the critical study of how archaeology is represented in video-games.(Wikipedia contributors 2016). There may be specific issues that distinguish heritage (Champion 2015) and history (Chapman 2016) games but there are also common themes, authenticity, accuracy, imagination and how interaction helps learning.

As it is for DiGRA, we are also interested in theoretical papers that examine and suggest answers for issues in converting history, heritage and general archaeology projects into potential games.

Relation to DiGRA themes: Game cultures; games and other cultural forms; communication in game worlds; games criticism; gaming in non-leisure settings; game studies in other domains; hybrid and non-digital games; history of games; game design.

The major objectives and expected outcomes of the workshop

Improved prototypes, enhanced critical discussion and feedback of prototypes, and potential open access book.

Justification for the workshop informed by current trends and research

Despite the increasing range of courses (Schreiber 2009), books (Fullerton 2014) and presentations (Lewis-Evans 2012) on game design prototyping, there is still a paucity of available game design prototype tools (Manker 2012) (Neil 2016, 2015) and a lack of venues for archaeogaming developers and related experts to present, pitch, playtest and perform their game prototypes (Ardito, Desolda, and Lanzilotti 2013, Unver and Taylor 2012, Ardito et al. 2009).

The format and activities planned for the workshop

Presentation and playtesting of games, feedback from audience and one of the other presenters.

Potential tools: Gameplay cards, game prototyping tools, scenes or videos from a 3D editor or game editor (Unity, Unreal, Blender), board games as prototypes, playing cards, physical artifacts that are role-played by the presenter, illustrations, slideshows, game editors (like the SIMS: https://www.thesims.com/en_GB) used to make films (Machinima), roleplaying videos, flowcharts, interactive fiction (like https://twinery.org/). We will provide a fuller list of tools and examples to potential attendees before the workshop.

The duration (half- or full-day) of the workshop

Half-day for 6 presenters.

The anticipated number of participants

Participants: 26 maximum (ideally) where 6 present. We require half an hour a presenter so three hours for 6 presenters, 6 hours a whole day if we want to go to 12 presenters. Ideally the non-presenting audience is not too large, preferably up to 20.

How participants will be recruited and selected

Via an online website we will create, and mailing to digital archaeology and heritage and serious games groups.

Publication plans arising from the workshop activities

We will approach a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.

Citations and References

Ardito, Carmelo, Paolo Buono, Maria Francesca Costabile, Rosa Lanzilotti, and Antonio Piccinno. 2009. “Enabling Interactive Exploration of Cultural Heritage: An Experience of Designing Systems for Mobile Devices.” Knowledge, Technology & Policy 22 (1):79-86. doi: 10.1007/s12130-009-9079-7.

Ardito, Carmelo, Giuseppe Desolda, and Rosa Lanzilotti. 2013. “Playing on large displays to foster children’s interest in archaeology.” DMS.

Champion, E. 2015. Critical Gaming: Interactive History and Virtual Heritage.

Chapman, A. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice.

Fullerton, Tracy. 2014. Game design workshop: a playcentric approach to creating innovative games: CRC press.

Lewis-Evans, Ben. 2012. “Introduction to Game Prototyping & research.” Slideshare, Last Modified 16 December 2012, accessed 24 January. http://www.slideshare.net/Gortag/game-prototyping-and-research.

Manker, Jon. 2012. “Designscape–A suggested game design prototyping process tool.” Eludamos. Journal for computer game culture 6 (1):85-98.

Neil, Katharine. 2015. “Game Design Tools: Can They Improve Game Design Practice?” PhD PhD, Signal and Image processing. Conservatoire national des arts et metiers, CNAM.

Neil, Katharine. 2016. How we design games now and why. Gamasutra. Accessed 24 January 2017.

Reinhard, A. 2013. “What is Archaeogaming?” archaeogaming, 24 January. https://archaeogaming.com/2013/06/09/what-is-archaeogaming/.

Schreiber, Ian. 2009. ““I just found this blog, what do I do?”.” Game Design Concepts – An experiment in game design and teaching, 9 September 2009. https://gamedesignconcepts.wordpress.com/2009/07/02/level-2-game-design-iteration-and-rapid-prototyping/.

Unver, Ertu, and Andrew Taylor. 2012. “Virtual Stonehenge Reconstruction.” In Progress in Cultural Heritage Preservation: 4th International Conference, EuroMed 2012, Limassol, Cyprus, October 29 – November 3, 2012. Proceedings, edited by Marinos Ioannides, Dieter Fritsch, Johanna Leissner, Rob Davies, Fabio Remondino and Rossella Caffo, 449-460. Berlin, Heidelberg: Springer Berlin Heidelberg.

Wikipedia contributors. 2016. “Archaeogaming.” Wikipedia, The Free Encyclopedia, 24 January. https://en.wikipedia.org/w/index.php?title=Archaeogaming&oldid=729472193.

Book Chapter Abstract

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

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

Abstract

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

PhD Scholarships-Cultural Heritage & Visualisation

There are 2 PhD scholarships now open at Curtin University, for students interested in 3D models of heritage sites, community participation, heritage issues and preservation of the 3D models themselves:

http://scholarships.curtin.edu.au/scholarships/scholarship.cfm?id=2782.0

 

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].

Reflections on Digital Densities

Regards the conference and panel at Digital Densities University of Melbourne: Friday 27 March 2015

  • I gave a short paper of some projects and ended with the following points:
    As situated counterfactual simulations, games are open-ended learning experiences but they don’t scale easily and they are not cultural learning experiences.
  • How do we thematically include conjecture and interpretation?
  • How to creatively connect to archives (of media, literature, place event and character references).
  • Solution: To mention later (a digital scholarly ecology): link papers+tools+methods+models+forums:
    explain the difference between method and methodology
    develop a way of substantiating digital heritage creation as academic output
    diagram how the DH ecology would work in terms of critical review, component-based (Unity, Collada, Blender.blend) versus single format (X3D, Collada) versus exportable format (different 3D packages can export to shared format) … but how do you share, archive, export interaction structures?

NB I did  not really mention my aim to bridge the missing links between text and place.

How does this relate to the central material and institutional conditions of the digital archive?  Digital Heritage archives require: alive filterable meta-layerable searchable component based, query-metrics, visual ontological structure, component-based, exportable or bespoke archival formats Sadly, Digital Heritage projects are ad hoc, do not relate to literature and other sources, are not component based but imprisoned in legacy technology But that will have to be for another day. And so will some reflections on density, as there are many aspects to it that I initially and naively took as self-evident.

However, I was also asked to attend a panel (Materiality, the Archive, the Future) at the end of the Digital Densities event. The format was pecha kucha, a format I have never actually presented in before. 20 slides, 20 seconds each, we had 6 minutes 40 seconds to present. You can say (or show) a lot in that time but as I discovered it was too short to say what I had to say. And I wasn’t feeling well so the focus wasn’t up to scratch.
But from the presentations I saw and the questions I was asked, I thought there was something to explore.
The Future (Digital Humanities in the next 10 years):

There are 9 things I believe DH should and will concentrate on, and to explain them requires an essay!
tourism and education
multimodal – self-driven learning
focus on design and usability
critical infrastructure
faster communal publication>>bigger teams
combined degrees with business law ICT media
cottage industry humanities start-ups
a potential turn back to (augmented) craft
tinkering spaces

But what I ran out of time to comment on were my observations of some trends of the day.
1.     Future of the Future of the Book was a concern, what will the book be or has it apparently died so often that it is now a case of the boy who cried wolf?
2.     The question of digital originality: that simulation and digitisation has created the loss of aura scenario predicted by Walter Benjamin.
3.     Completeness and importance of the physical artefact: self-evident, or is it? Many aspects of a historic or heritage artefact cannot be re-experienced or understood or situated.
4.     Care=archives<>databases: many of the scholars and archivists and librarians seem to distinguish between an archive and a database. I wonder if the latter lacks for them a sense of care, or if they simply feel there are no preservation specialists in the latter that are empathic to books and other traditional scholarly media.
5.     Spectator-led narratives archives (museums are more performative?): there was a little discussion of politics and indigenous heritage issues and open access, but I also thought there was some concern over the future of museums and that museums felt the need to be more performative, but how spectators create or augment narrative was not really followed through.
6.     Communal ownership and priority vs. anti-ownership: how could databases protect rather than share local or socially distributed levels of knowledge?
7.     Proprietary technologies and their permanence: more my point than the others, such as the walled garden that keeps people in, not just out, and how some game technologies are outlasting the mainstream VR software products.
8.     Funding for ongoing projects…people seemed to agree with me that funding is often for equipment rather than for (skilled) people, I ran out of time to mention the success of http://v-must.net/ in funding the transfer and exchange of heritage skills and young people (interns, students).