How many Digital Humanities Journals would be in the Quality Tier in Australia?

Possibly only two!

Although I am on the board of Journal of Interactive Humanities (ISSN: 2165-7564) there is no SJR as of yet.
http://scholarworks.rit.edu/jih/

For future reference: a Berkeley list of DH journals is here (I was briefly on the board of JITP but I don’t all the listed journals that well)
http://digitalhumanities.berkeley.edu/resources/digital-humanities-journals
Only Digital Humanities Quarterly would I argue for from that list but SJR of DHQ not listed at http://www.scimagojr.com/
Although it sems to have an SJR rank at http://www.coolcite.com/journal/20117 but I cannot vouch for this quality pro or con of this website!
So a note to DH journal editors, please try to reach a reasonable SJR ranking as I think this metric will become more and more popular with research organisations!

What the internet of things can learn from Minecraft and Lemmings

Rough idea stage: A Minecraft of things with sensor data and heritage or urban datasets, to teach children system design with realtime data fed into the virtual world via minecraft!

Gigaom

Once we have a home full of connected devices do we really want to individually manage all of them? Mike Kuniavsky, a principal in the Innovation Services Group at PARC, explains in this weeks podcast how we’re going to have to think differently about programming devices for the internet of things. Devices will need to know what they contain and how those elements might contribute to a certain scenario in the home.

For example when you want to watch a movie, you shouldn’t have to program 6 different devices in your home to tell them what they should do when you toggle on your movie setting, your devices should have some sense of what they are capable of and how to enter a set mode. As he did in his chat in February at our San Francisco Internet of Things meetup, Kuniavsky, likened this device behavior to video games like…

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reviews of Critical Gaming book before it is even published

It was a very nice surprise to discover the 3 reviews on Critical Gaming: Interactive History and Virtual Heritage at
http://www.ashgate.com/isbn/9781472422910
I tried for a more conversational style that sprang from simple ideas as starting points so I was very happy to hear from people that it  has helped them in their projects and grant applications-even if only as a primer.
I am indebted to the reviewers!
-Erik

Reviews: ‘If anyone doubts that games, gamification, and play do not provide a serious and essential path to creativity and knowledge-production about the past, then Erik Champion’s book will surely change their minds. The book is a must for teachers, historians, archaeologists, and museum and cultural heritage professionals interested in critically using games and virtual reality as tools for teaching and research.’
Ruth Tringham, University of California, Berkeley, USA

‘Champion’s newest work represents a treasure trove of ideas for both scholars and practitioners in the field of digital heritage. Digital media designers will find a plethora of design ideas while researchers will encounter as many useful evaluation suggestions, both with the goal of creating virtual environments that convey a sense of cultural presence and facilitate cultural learning.’
Natalie Underberg-Goode, University of Central Florida, USA

‘By emphasizing the new cultural role of serious games, game-based learning, and virtual heritage in making scholarly arguments, this book demonstrates the relevance of visualization, interaction and game design in a contemporary humanities discourse. It will be of great use to scholars and educators who want to include new digital methods in their research and courses while it will provide indispensable digital literacy, references, and case studies to 21st century students in humanities and heritage-related fields.’
Nicola Lercari, University of California, Merced, USA

abstract: Motion Control For Remote Archaeological Presentations

My abstract for 21 May talk at the Digital Heritage 3D representation conference at Moesgaard Museum Aarhus Denmark

Title: Motion Control For Remote Archaeological Presentations

Displaying research data between archaeologists or to the general public is usually through linear presentations, timed or stepped through by a presenter. Through the use of motion tracking and gestures being tracked by a camera sensor, presenters can provide a more engaging experience to their audience, as they won’t have to rely on prepared static media, timing, or a mouse. While low-cost camera tracking allow participants to have their gestures, movements, and group behaviour fed into the virtual environment, either directly (the presenter is streamed) or indirectly (a character represents the presenter).

Using an 8 metre wide curved display (Figure 1) that can feature several on-screen panes at once, the audience can view the presenter next to a digital environment, with slides or movies or other presentation media triggered by the presenter’s hand or arm pointing at specific objects (Figure 2). An alternative is for a character inside the digital environment mirroring the body gestures of the presenter; where the virtual character points will trigger slides or other media that relates to the highlighted 3D objects in the digital scene.

Acknowledgement: I would like to thank iVEC summer intern Samuel Warnock for kicking off the prototype development for me and Zigfu for allowing us access to their SDK.

Figure 1. Screenshot of stereo curved screen at the HIVE, Curtin University.

Figure 2. Screenshot of prototype and pointing mechanism at the HIVE, Curtin University.

next trip: Digital Densities, Melbourne, 26-27 March 2015

Digital Densities 
A symposium examining relations between material cultures and digital data
26th – 27th March 2015, The University of Melbourne.

Hosted by the Digital Humanities Incubator (DHI) in the School of Culture and Communication, University of Melbourne.

Presenters include Sarah Kenderdine, Paul Arthur, Erik Champion, Miguel Escobar, Rachel Fensham, Gillian Russell, Nick Thieberger and Deb Verhoeven.

  • Keynote Address: Prof. Sarah Kenderdine. Thursday 26th March 2015, 6-8pm McMahon Ball Theatre, Old Arts Building
  • Registration 8.45am.
  • Friday 27th March 2015, 9am – 5.30pm Linkway, 4th Floor John Medley Building

Admission is free. Bookings are Required. Seating is limited.

My abstract (and I am happy to meet and network with people the day before):

Title: Intangible Heritage, Material Culture and Digital Futures
Our experience with the material culture of situated heritage is typically embodied, personal, and unique. On the other hand, our literary understanding of the past as developed through reading of scholarly texts is typically linear, monovocal, and aplatial.  Our experience and our literary understanding are two modes of knowledge that seldom meet.
Digital humanities has/have promised to provide alternative visions to metanarrative, to frozen information, and to disembodied experiences. Digital technology has offered to destroy distance and difference. My research on the other hand, aims to restore an appreciation of distance and difference, though creating cultural constraints in immersive visualizations through both the limitations and affordances of digital technologies. Now I have proposed to UNESCO to combine game engine capabilities and consumer-level capture technologies with open access 3D cultural heritage content in new and community-maintained online archives. Can this project provide material weight to the virtual?

Publishing in digital heritage and related areas

Due to my current role I have to help grade journals, so as a bit of a test, I had a look at the h index and SJR value of journals roughly in my area (areas?) of research.I used SJR and Google Scholar metrics. They calculate h value differently (the latter has an h5 for 5 years rating) but it was interesting to compare. Individual conferences can score highly but are hard to compare to journals as they appear to be often rated individually rather than as a series. SIGGRAPH is one of the exceptions (Google, SCIMAGOJR) but compare to CHI (google, SCIMAGOJR?)

http://www.scimagojr.com/help.php

SJR (SCImago Journal Rank) indicator: It expresses the average number of weighted citations received in the selected year by the documents published in the selected journal in the three previous years, –i.e. weighted citations received in year X to documents published in the journal in years X-1, X-2 and X-3. See detailed description of SJR .

H Index: The h index expresses the journal’s number of articles (h) that have received at least h citations. It quantifies both journal scientific productivity and scientific impact and it is also applicable to scientists, countries, etc. (see H-index wikipedia definition).

TARGETED JOURNALSH-indexSJRGoogle tag h5
New Media and Society462.1445
Journal of Computer mediated communication641.9636
Cultural Geographies281.4618
Journal of Archaeological Method and Theory271.0613
Critical Inquiry291.0217
International Journal of Human-Computer Studies760.9933
Media, Culture & Society320.9624
games and culture230.7521
Journal of Cultural Heritage290.6819
International Journal of Human-Computer Interaction350.6225
Critical Studies in Media Communication250.6213
MIT Presence590.5518
Simulation & Gaming320.4525
International Journal of Heritage studies160.4214
International Journal of Heritage in the Digital Era160.426
International Journal of Architectural Computing40.4210
Virtual Reality240.4015
Space and Culture160.3813
Entertainment Computing (journal, conference)70.3510
Journal of Computing and Cultural Heritage80.32?
Digital Creativity80.2910
Computer Animation and Virtual Worlds320.2715
game studies130.19?
Internet Archaeology20.10?
CHI conference Computer Human Interaction78

Planned travel in May-Europe

My 2015 Virtual heritage writings

Critical Gaming: Interactive History and Virtual Heritage

Ashgate publishing will produce this 240 page 28 black and white illustrations hardcover book written by me in September (or possibly August):

http://www.ashgate.com/isbn/9781472422910

“This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage.”

Contents:

Introduction

Chapters:

  • Digital humanities and the limits of text
  • Game-based learning and the digital humanities
  • Virtual reality
  • Game-based history and historical simulations
  • Virtual heritage and digital culture
  • Worlds, roles and rituals
  • Joysticks of death, violence and morality
  • Intelligent agents, drama and cinematic narrative
  • Biofeedback, space and place
  • Applying critical thinking and critical play

(ISBN: 978-1-4724-2291-0, ISBN Short: 9781472422910)

Would you like to review it? Information is at http://www.ashgate.com/default.aspx?page=2253

The Egyptian Oracle Project, Ancient Ceremony in Augmented Reality

Editor(s): Robyn Gillam, Jeffrey Jacobson
Publisher: Bloomsbury Academic

I contributed a book chapter.

  • Introduction (Robyn Gillam, York University, Canada, and Jeffrey Jacobson, Carnegie Museum of Natural History, USA)

PART I The Egyptian Oracle

  • Chapter 1: Historical Foundations (Robyn Gillam)
  • Chapter 2: Cross-Cultural Analysis (Robyn Gillam)
  • Chapter 3: The Virtual Temple of Horus and Its Egyptian Prototypes (Robyn Gillam)

PART II The Performance

  • Chapter 4: Technical Description (Jeffrey Jacobson)
  • Chapter 5: Mixed Reality Theater and the Oracle (Josephine Anstey and David Pape, University of Buffalo, New York, USA)
  • Chapter 6: Educational Purpose and Results (Jeffrey Jacobson)

PART III The Technology

  • Chapter 7: Puppetry and Virtual Theater (Lisa Aimee Sturz, Red Herring Puppets, Asheville, North Carolina, USA)
  • Chapter 8: Introduction to Virtual Heritage (Erik Champion, Curtin University, Perth, Australia)
  • Chapter 9: The Virtual Temple: Construction and Use (Jeffrey Jacobson)
  • Conclusion (Robyn Gillam and Jeffrey Jacobson)

See more at: http://www.bloomsbury.com/au/the-egyptian-oracle-project-9781474249263/ OR http://www.amazon.com/The-Egyptian-Oracle-Project-Bloomsbury/dp/1474234151

CFP: Immersive Learning Research Network Conference iLRN Prague 2015

13th – 14th July 2015, Prague, Czech Republic

* Full Papers Submissions: 1st March 2015
* Poster Submissions: 15th April 2015
* Workshops Proposals and Posters: 15th April 2015

http://immersivelrn.org/ilrn2015prague
The international conference will be organized by Graz University of Technology and University of Essex under the umbrella of the immersive Learning Research Network Conference as a special event of the International Conference on Intelligent Environments (http://www.intenv.org).

CFP: DHI Symposium 27th March 2015

CfP: DHI Symposium 27th March 2015

Digital Densities: examining relations between material cultures and digital data

Call For Papers
27th March 2015, The University of Melbourne
Hosted by the Digital Humanities Incubator (DHI) in the School of Culture and Communication, University of Melbourne.

The ‘material turn’ in Humanities research has seen a celebration of the physicality of things and a revaluing of the weight of experience, including in the case of digital data. In his key text Mechanisms, Matthew Kirschenbaum identifies a need to reassess theories of electronic textuality in light of “the material matrix governing writing and inscription in all forms: erasure, variability, repeatability and survivability” (2008, xii). In the academy, this material turn co-exists with an increasing utilization of digital resources and digital methodologies to preserve and disseminate the findings of our research. These shifts are accompanied by divergent affective responses that include an interest in tactile sensations and a mourning of the loss of the object. There is a new awareness of the forms of lightness or weight attached to the transmission of ideas in and beyond our research communities; the densities of our culture and scholarship. The ever more numerous moments of contact between material culture and digital methodologies open up debates that are of both practical and theoretical significance.

We invite papers that explore any aspect of the intersection between digital and material cultures. We warmly encourage proposals from scholars with a range of disciplinary backgrounds as well as from archival practitioners. Topics and questions to be addressed might include:

What are the critical practices in the intersection of digital humanities and the material turn?
Where are the material traces in the digital? What labour is involved in the transitions between the material and the digital?
How do material and digital objects, practices and networks interrelate?
What is lost in translations from material to digital, and what is gained?
What is it that archives seek, and are able, to preserve?
What are the political and territorial disputes of material conservation?
How are creativity, meaning and contemporary resonance expressed in museums, libraries and archives?
What material, theoretical and ethical challenges are posed by the collection and use of data?
Case studies of particular archival collections and the relationships they create between the material and the digital.
What are the opportunities and limitations for pedagogy?
How have contemporary representations imagined the digital transformation of contemporary cultures?

The symposium will run for one day. Proposals for 20 minute papers should contain an abstract of 150 words, as well as your paper title, a short biography (100 words), institutional affiliation and contact details. Proposals should be submitted by 4th February 2015 to amandat

3D MODELS YOU CAN DOWNLOAD

Sketchfab really is impressive! First are castles (since that was requested)

Peopled Virtual Heritage (Worlds)

The youtube link is to Colleen Morgan’s presentation at York University 20 January 2015. The John Robb article (Towards a critical Otziography: inventing prehistoric bodies) she referred to is an excellent read (and just after I could well have used this in my upcoming book! Dramatic Sigh). But what has really got me thinking are the questions at the end on representing or creating people in virtual environments especially for archaeology and the critique by someone at 49:50 minutes in (an architect? I had trouble hearing him).

My thoughts:

  • The “peopling” in architectural presentations is not meant to reveal the building in all its architectural glory, but to sell the building independently of how it will actually be used. There is an old architectural joke that new hospital buildings would be perfect if they didn’t have people using them.
  • Architects and archaeologists so often seem to have different approaches or understanding (I noticed this when at UCL in 2003 or so when both understood vomitorium differently).
  • The notion of a virtual environment as a process rather than a presentation seems lost.
  • Archaeological VR/VEs can show the process and systematic differences between our world and another world (of past perception). Imagine putting on a virtual medieval suit of armour. It is really really heavy, and uncomfortable and inflexible. To you. To a knight say 7 centuries ago it may well be such a badge of honour and a functionally superior life saving device that it seems to weigh less. Plus they will have spent years lifting it as a squire and wearing it, they were probably balls of bone and muscular. So should the simulated weight be the weight you would experience or the weight that a trained knight would experience? I would argue, both.
  • When emailing with Bond University PhD student and game designer Jakub Majewski (exploring roleplaying worlds such as Skyrim), we differed on the extent of immersivity we preferred. For heritage purposes I did not value it over task ability, and I would shift to third person view so I could see and navigate more easily. While Jakub wanted to stay in first person view at all times for full roleplaying-immersivity. So I/we may not be designing games per se. We may not fully want to. That said, I can see the value of avatar-using virtual worlds, and I did briefly list some reasons in my book chapter on narrative. But it is a chapter or book on its own (or perhaps an edited book of cross-commenting essays). So much to ponder further!

NB there was also a reference to my use of NPCs in Adobe Atmosphere, as virtual (talking) furniture! Well I could have them move but in my already streamlined 3D models of the Mayan city Palenque Mexico,, running inside Internet Explorer was taking the 2001-2003 technology to breaking point! You could bump the NPC though..

When we ported the three environments to one environment using UT2004 in 2005, we did not have problem and there were NPCs scampering all over the place. I should try and see if I can get this old environment working in UT2004 then porting to UDK..

CFPS for 2015

START*DUE*CONFERENCETHEMELOCATION
22-May-1419-Jan-15DH 3DDigital Heritage: 3D representationAarhus Denmark
14-May-1522-Jan-15digra2015Diversity of play: Games – Cultures – IdentitiesLüneburg Germany
14-Sep-1523-Jan-15Interact 2015Connection.Tradition.InnovationBamberg Germany
03-Jun-1531-Jan-15CGSACanadian Game Studies Association: Capital IdeasOttawa Canda
13-Jul-1501-Feb-15iLRN Prague 2015Intelligent Environment (IE)Prague Czech republic
16-Sep-1501-Feb-15ecaadeReal Time Extending the Reach of ComputationVienna Austria
27-Mar-1504-Feb-15Digital Densitiesexamining relations between material cultures & digital dataMelbourne Australia
02-Sep-1519-Feb-15EAA2015European Association of ArchaeologistsGlasgow
08-Jul-1527-Feb-15anzca2015rethinking communication space and identityQueenstown NZ
28-Sep-1515-Mar-15Digital Heritage 2015Digital Heritage 2015Granada Spain
18-Jun-1516-Mar-15web3D 201520th International Conference on 3D Web TechnologyCrete Greece
17-Jul-1531-Mar-15isaga2015Hybridizing Simulation and Gaming in the Network SocietyKyoto Japan
16-Sep-1531-Mar-15vs-gamesVirtual Worlds and Games for Serious ApplicationsSkovde Sweden
26-Oct-1531-Mar-15ACM MMACM MultimediaBrisbane Australia
05-Oct-1502-Apr-15CHIPLAYLondon UK
30-Sep-1528-Apr-15icec2015Entertainment ComputingTrondheim Norway
23-Sep-1501-May-15VAMCTVIRTUAL ARCHAEOLOGY: Museums & Cultural TourismDelphi Greece
27-Nov-1527-May-15ICDHConference on Digital HeritageLondon UK
08-Jun-1601-Jun-15Critical HeritageCritical Heritage Studies: What does heritage change?Montreal Canada
06-Jun-1626-Jan-16DIS2016Designing Interactive SystemsBrisbane Australia
29-Jun-15?LODLAMLinked Open Data in Libraries Archives and MuseumsSydney Australia
05-Oct-15?MW2015Museums and the Web AsiaMelbourne Australia
28-Oct-15?dch2015Digital Cultural HeritageBerlin Germany
28-Nov-16?IKUWA06underwater archaeology: celebrating our shared heritagePerth Australia
26-Jun-15NEHHumanities Heritage 3D Visualization: Theory and Practice (8-14/6)Arkansas USA
26-Jun-15DHP (no url)Digital Humanities PedagogySydney Australia
06-Jun-16NEHHumanities Heritage 3D Visualization: Theory and Practice (6-9 June)LA USA
07-May-16chi2016Computer-Human InteractionSan Jose USA

“Critical Gaming: Interactive History and Virtual Heritage” Ashgate Digital Research in the Arts and Humanities series

I have written Critical Gaming: Interactive History And Virtual Heritage (Ashgate Publishing, Digital Research in the Arts and Humanities series ), it has now gone to their production team and I hope it will be published roughly mid 2015.

Introduction: Critical Gaming: Interactive History And Virtual Heritage can be seen as a collection of chapters designed to provoke thought and discussion, or it can be seen and used as separate chapters that may help class debate in courses dealing with the Digital Humanities, Game Studies (especially in the areas of Serious Games and Game-based Learning), or aspects of Virtual Heritage. While there are very few books in this intersecting area, the range of topics that could be investigated and debated is huge. My primary target groups of readers are those academics and students who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities. In particular I want to investigate re-occurring broad issues in the design, playtesting and evaluation of serious games/ playful learning/game-based learning for interactive history and for virtual heritage.

Chapter 1: Digital Humanities And The Limits of Text provides a reasoned argument for the preponderance of text-based research in the digital humanities but argues for the importance and relevance of non-text based projects and three-dimensional media that augments rather than replaces text. It also proposes ways of improving classroom knowledge via spatial media.

Chapter 2: Game-based Learning And The Digital Humanities asks if there should there be a manifesto and singular definition of ‘game’? Should we be more open-minded in defining games and applying them totally or in part to historical and heritage-based simulations? Do definitions of ‘games as systems’ or as ‘procedural rhetoric’ offer enough guidance in developing and evaluating historical simulations and virtual heritage projects? In answering this question, the chapter includes suggestions gleaned from three case studies.

Chapter 3: Virtual Heritage focuses on intersections between Virtual Reality, Games and Digital Humanities. Is Virtual Reality still relevant? I argue that the increasing power and superior accessibility of computer games has already absorbed much of traditional Virtual Reality. Has Virtual Reality merged into games, is Virtual Reality within the financial and technical reach of non-expert users? If so which Virtual Reality techniques have become mainstream and accessible? What is the future of Virtual Reality and how will it affect Digital Humanities, are there specific areas we should focus on?

Chapter 4: Game-based History And Historical Simulations surveys games used for history and historical learning. Which theories can help us design and critique for history and heritage-based projects? Serious games research typically use modified computer games as virtual learning environments. Virtual heritage projects typically aim to provide three-dimensional interactive digital environments that aid the understanding of new cultures and languages rather than merely transfer learning terms and strategies from static prescriptive media such as books. As an intersection between the two fields, game-based historical learning aims to provide ways in which the technology, interactivity, or cultural conventions of computer gaming can help afford the cultural understanding of the self, of the past, or of others with mindsets quite different to our own.

Chapter 5: Virtual Heritage And Digital Culture covers definitions and major issues in Virtual Heritage. I propose six general aims for virtual heritage and I suggest three key concepts, inhabited placemaking, cultural presence and cultural significance. I also suggest objectives that a scholarly infrastructure should undertake to improve the field.

Chapter 6: Worlds, Roles And Rituals explores the nature, purpose and attributes of worlds, role-playing and rituals. Why are definitions of world so difficult to find? How can worlds be realised via digital simulations, can role-playing in computer games be developed further? Who should be able to read and interpret and perform rituals and why? Part of this chapter was initially published as an essay in the International Journal of Role Playing (Champion, 2009) and the passage has been considerably modified.

Chapter 7: Joysticks of Death, Violence And Morality is a theoretical attempt to outline types of violence in computer games and develop a short framework for types of interaction in virtual heritage projects. What is violence, how is it portrayed in games and are there particular issues in virtual simulations? This chapter sketches out both factors leading to violence in digital heritage projects and reasons involving their widespread occurrence. Finally I will suggest alternatives to violent interaction when applied to digital heritage projects.

Chapter 8: Intelligent Agents, Drama and Cinematic Narrative discusses Selmer Bringsjord’s ideas on interactive narrative and whether we can provide alternatives that help develop dramatically compelling interactive narrative. Why has storytelling been so difficult? Why is the Star Trek Holodeck so widely cited but no one has come close to building anything remotely similar?

Chapter 9: Biofeedback, Space And Place discusses ways in which biofeedback and brain controlled interfaces and theories of empathy and embodiment can be used to develop games and simulations for history and heritage based games. How can we better integrate new research into the body and the brain and recent technologies that incorporate the senses or further integrate recent technologies with the environment?

Chapter 10: Applying Critical Thinking And Critical Play summarizes the arguments and findings of the chapters and proposes a quick way of validating critical theories about gaming. Can game-related projects and teaching leverage critical thinking skills? The chapter includes a sample checklist to determine whether a critical position and argument about gaming has merit.

Skyrim on PC with Kinect and Kinect One

FROM: http://projects.ict.usc.edu/mxr/faast/

Have a Kinect for Windows v2?

We have developed an experimental version of FAAST with support for the Kinect for Windows v2, available for download here (64-bit only). Please note that you must already have the Microsoft Kinect SDK v2 installed and the KinectService application running. This is based on preliminary software and/or hardware, subject to change.

FAAST is currently available for Windows only.

Video Demos: http://projects.ict.usc.edu/mxr/faast/faast-video-gallery/
Video of Skyrim and Kinect for PC: https://www.youtube.com/watch?feature=player_embedded&v=Z83wzJwrBK0

From http://www.dwvac.com/

The VAC system is a useful program which you use to issue commands to your flight simulator , role playing game or any program. Since you have your hands full while playing those busy games you can now put your voice to work for you. Use your voice to speak words or phrases to issue commands to you favorite games. VAC uses a unique method in phrase recognition which greatly reduces unwanted issued commands caused by ambient noises.