Tag Archives: heritage

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

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

3D MODELS YOU CAN DOWNLOAD

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

CTIS Symposium Shenzhen China 30 November 2014: The Convergence of Culture and Technology in the Age of Mobile Internet

I presented the below paper (and too many slides) at CTIS Symposium: The Convergence of Culture and Technology in the Age of Mobile Internet.

It was very interesting to see developing cultural media companies in China, and well done Halfback Studios for your partnerships going into this market!
Anyway, here is a taster of the paper I wrote.

Abstract:

The computer paradigm is giving way to the mobile Internet paradigm (Gartner; Lunden; Anthony). Always on, always connected, always linked, always beeping, and always being triggered. Increased mobility suggests lighter and yet more powerful devices, greater contextualization and improved personalization. So what are the implications for cultural experiences in digital worlds?

Unfortunately, in my area of research, virtual heritage (games and virtual reality applied in the services of cultural heritage), the development of technology for the transmission of cultural knowledge in a virtual world is arguably still at a primitive stage. Ideally, digital cultural innovation in this field develops in parallel with technological innovation but projects and commercial applications so far show either a lack of technical flexibility or a paucity of rich cultural interaction and thematic appropriateness. Despite this dour criticism, my paper will put forward a suggestion for how a creative and explorative fusion of new media, the mobile internet, and the entertainment industry could offer new and exciting but so far unrealized opportunities for virtual heritage both in terms of the public and in terms of the classroom.

  1. Convergence Culture

The book Convergence Culture, by Henry Jenkins (Jenkins) is well-written and relevant to our discussion yet some of the arguments are hard to pin down. I believe he makes these provocative claims:

  • Fan Culture is equivalent to Collective Intelligence.
  • Mainstream popular media is a good example of participatory media.
  • There will be no one Black Box through which all media will have to flow.
  • Old media does not die.

The term Convergence Culture is confusing. In Jenkins’ introduction (2) and his glossary (282) convergence is:

“A word that describes technological, industrial, cultural, and social changes in the ways media circulates within our culture…the flow of content across multiple media platforms, the cooperation between multiple media industries, the search for new structures of media financing… the migratory behavior of media audiences who would go almost anywhere in search of the kind of entertainment experiences they want.”

Yet Convergence Culture is introduced as (283): “A shift in the logic by which culture operates, emphasizing the flow of content across media channels.” And even more surprisingly, divergence is (284): “part of the same process of media change” as convergence (at least according to de Sola Pool). So does cultural convergence actually just mean the tides and shift of media changes? Part of the confusion can be traced to Jenkins continually weaving trends and sub-definitions of Convergence Culture (and convergence per se) throughout the book.

Most importantly, Jenkins avoids discussing the importance of technological change in Convergence Culture because he is more interested in Fan Culture and the media industry, but this is a fundamental point of Ithiel de Sola Pool’s Technologies of Freedom. It was de Sola Pool who Jenkins (10) labels “the prophet of media convergence” because the former spoke about the “convergence of modes”, the increasing trend for media content to travel on non-proprietary and non-technologically required channels. In other words (10): “’…the one-to-one relationship that used to exist between a medium and its use is eroding.’” It is true that de Sola Pool argued that the media should become less dependent on the medium, but de Sola Pool still thought certain types of technology (dispersed, accessible, decentralized) were required for the freedom that he seeks. Likewise, Lévy argued for technological innovation (Lévy 39-55).

Jenkins also quotes Gitelman (Gitelman 7) who defines media as “socially realised structures of communication, where structures include both technological forms and their associated protocols.” So although de Sota Pool, Lévy and Gitelman, are cited for their observations on technology, they do not seem to have persuaded Jenkins about the importance of technology, culture, or the associated cultural protocols. This is in part because Jenkins wishes to refute the technocentric evangelism of Negroponte and others. He agrees that digitalization was important, but not that it is inevitable or even stable (11). Given Jenkins’ downplaying of technology, I suggest Jenkins is really talking about Lévy’s “convergence of modes” for transmedia audiences and their relationship to each other and to the media industries. So while the book title is simple and clear, it is not accurate, it does not express clearly the intention of the book’s actual focus on transmedia audiences. And the role and nature of culture itself is never clearly defined, which is a problematic issue I will return to later in this essay.

What makes for a good critical argument in computer gaming?

Here are 10 working ideas/guidelines:

Ideally a critical position / argument about computer games should be:

  1. Falsifiable and verifiable. Not such a common feature in the Humanities, and not always relevant, but in my opinion a good argument should be saying where and when it is contestable, and where and when it can be proven or disproven.
  2. Extensible and scalable. We should be able to add to it, extend it, apply it to more research questions and research areas or add it ot current research findings or critical frameworks.
  3. Reconfigurable. Components are more useful than take it or leave it positions.
  4. Is useful even if proven wrong in terms of data, findings, methods, or argument (possibly this heuristic should be combined with number 3).
  5.      Helpful to the current and future design of computer games, and has potential to forecast future changes in design, deployment or acceptance.
  6. Not in danger of conflating describing computer games with prescribing how computer games should be. Several of the arguments cited in this book appear to make that mistake.
  7. Understands the distinction between methods and methodology, the selection or rejection of methods should always be examined and communicated.
  8. Is lucid and honest about the background, context, and motivations as factors driving it.
  9. Aiming for validity and soundness of argument.
  10. Attempting to provide in a longterm and accessible way for the data, ouptut, and results of any experiment or survey to be examinable by others.

update on Journals : SCR Journal Ranking for Heritage and Digital Heritage

I don’t know what you make of these results and your view of SJR rankings (which my university apparently use and consider), but some of these journal rankings surprise me! I am especially surprised at the current standings of Presence, Virtual Reality, and Digital Creativity.

Cultural Digital Heritage / Virtual Heritage

The current frontrunner in specialist digital cultural heritage appears to be Journal of Computing and Cultural Heritage

In multimedia it appears to be User modelling and user-adapted interaction

In HCI the International Journal of Human Computer Studies is doing well but there are also several well ranked alternatives

Alternatives

Heritage alternatives

Philosophical

Journal of Aesthetics and Art Criticism 0.25

Gaming and VR

Notes on Audio, Radio Archives and Digital Humanities Research

1. High performance audio computing

a. HPC http://www.dinigroup.com/

b. The Imperative for High-Performance Audio Computing
http://lac.linuxaudio.org/2009/cdm/Friday/09_ffitch/09.pdf

c. High Performance Computing Center Stuttgart has expertise in Audio-Videoconferencing
http://www.fasilis.eu/facilities/high-performance-computing

2. Augmented reality via sound, Tourist Soundscapes, projected urban surfaces (Media Scape)

a. Augmented reality and audio see esp Volkswagen http://econsultancy.com/uk/blog/9842-seven-awesome-augmented-reality-campaigns

b. Toozla: augmented reality AUDIO browser http://www.augmentedplanet.com/2009/12/the-worlds-first-audio-augmented-reality-browser/

c. Historic visual tour could have matching audio

“Augmented Reality Sightseeing” historic photos and 3D model superimposed of Berlin Wall.

a. Art and audio: Medea is a sound journey around the Black Sea:
http://soundwalkcollective.com/index.php?/progress/black-sea/

b. Soundscapes and archives http://www.catpaisatge.net/dossiers/psonors/eng/arxius.php

c. Google project glass AR released for cyclists, what about audio?
http://www.gizmag.com/google-x-augmented-reality/22072/

d. Projection in a panorama surround cinema with multiple scenes and spatial audio (split conversations) “Eavesdrop” by iCinema UNSW

http://www.icinema.unsw.edu.au/projects/eavesdrop/project-overview/

3. EVENTS THAT COULD SHOWCASE AUDIO-AR/3D PROJECTS

a. MEDIASPACE http://www.urbanmediaspace.dk/multimediehuset, MEDIA ARCHITECTURE BIENNALE 2012 http://www.digitalurbanliving.dk/news/events/mabiennale.php

b. Possible to showcase with 3D heritage conferences at UNESCO Paris? http://www.unesco.org/new/en/communication-and-information/access-to-knowledge/archives/audiovisual-archives/

4. HTML5 interface design and audio

a. HTML video editing, what functions can be done with audio mixing? For example, you have different radio tracks that can be mixed via a webpage, see http://evelyn-interactive.searchingforabby.com/

b. Can archives be integrated with editing applications on tablets and smart phones? (http://bbclistener.com/, http://www.thisamericanlife.org/listen)

5. Spatial audio and virtual environments eg OPEN SIM, Wonderland, Unity, Blender, procedural audio.

a. http://www.presciencelab.org/VA/
The goal of virtualized audio is to permit listeners and performers to inject themselves into a shared virtual acoustic space-to let a listener hear what a performer would sound like in his room or in a virtual performance space of his choosing. The listener(s) and performers, recorded or live, are able to move about the shared space at will, the system maintaining the illusion that the performers are in shared performance venue-a guitarist appears to be sitting at your conference table strumming softly.

b. Open Wonderland and Open Sim promised to be virtual worlds with spatialized audio that could work as virtual conferencing tools, Combine with 3D virtual worlds for teleconferencing, providing streaming located radio in VEs for teleconferencing, http://elearnmag.acm.org/archive.cfm?aid=2206888

6. Combine NUI, Soundscapes and urban design

a. Nordic + Natural User Interfaces (NUI): http://www.nuiteq.com/

b. Natural User Interfaces for a Radio Web archive? Pick the icons and move them on the screen, they play as you collect them.
For example: http://interactivemultimediatechnology.blogspot.com/2012/05/nuiteqs-latest-multitouch-showreel.html (Swedish http://www.nuiteq.com/)

c. Could it be used with archaeology projects. For example, virtual reality reconstructions and archaeoacoustics (http://article.wn.com/view/2012/04/24/Archaeoacoustics_reconstructs_the_sound_of_Stonehenge/).

d. There is also audio archaeology (http://www.nytimes.com/2000/12/03/magazine/audio-archaeology-eavesdropping-on-history.html?pagewanted=all&src=pm).

e. In a similar vein, there are good practice guidelines for archaeology audio archives(http://guides.archaeologydataservice.ac.uk/g2gp/Audio_1)

7. Archive-PR and profiling

a. Is there research being done on what examples can best showcase LARM to a wider audience? What new research tools are required for net radio, etc?
Example: http://www.audiencedialogue.net/pmlr3.html

AND http://www.widepr.com/press_release/10673/internet_radio_new_business_models_will_define_growth.html

AND http://marketing.about.com/od/publicrelation1/a/massmediapr.htm

b. Crowd tagging to increase profile and to study user behaviour (could be applied to radio archives?)
Indianapolis Museum of Art Tag tours http://www.imamuseum.org/page/collection-tags

c. What are the issues in RADIO ARCHIVE RESEARCH? http://www.iasa-web.org/selection/selection-radio-sound-archives-problem-documentation

8. Audio-video intelligent searching (DARIAH?)

a. For our contribution to DARIAH we need indexing tools and search tools ways of creating interactive video and audio content.

9. RADIO and GEOVISUALIZATION

a. Could audio detection tools reveal recording location?

b. Pronunciation database retrieval, idiolects (CLARIN_NeDiMAH, DARIAH?). Update apparently already done. Hmm, but with ORBIS like data? (http://orbis.stanford.edu/)

Note to self:

· In passing, 3D sound http://www.studio360.org/2011/apr/29/adventures-3d-sound/

·  Note to self: where is that French video showing accurate 3D recording of sound that they added to virtual objects?

· Retrieving sounds via voice and movement detection (“Skyrim voice detection” the game engine can be used to create free standing levels). Medieval and pseudo Viking content is already built into the game.

)

Games & Culture November 2011; 6 (6) Special Issue on History and Heritage in Games and Virtual Worlds

URL: http://gac.sagepub.com/content/6/6.author-index
Guest editors: Erik Champion and Jefferey Jacobson

  • Alison Gazzard and Alan Peacock, Repetition and Ritual Logic in Video Games
    Games and Culture November 2011 6: 499-512, doi:10.1177/1555412011431359
  • Shannon Kennedy-Clark and Kate Thompson, What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why?
    Games and Culture November 2011 6: 513-537, first published on December 7, 2011 doi:10.1177/1555412011431361
  • Lori C. Walters,Darin E. Hughes, and Charles E. Hughes,Interconnections: Revisiting the Future
    Games and Culture November 2011 6: 538-559, doi:10.1177/1555412011431360

There is hopefully an editorial / introduction (by Dr Jeffrey Jacobson, Director of http://publicVR.org, and myself) in the November 2011 6(6) issue.
And Jeffrey’s name should have appeared first, sorry Jeffrey!

The Humanities and Heritage

I have a little personal research project partially on the backburner, my own view of digital humanities. To improve my viewpoint I have been reading articles on the Internet (our library is a bit behind in this area) on definitions of humanities, for I think that is part of the problem in defining “digital humanities”. Lo and behold I found this (interesting if ironic) definition of humanities, with a strong emphasis on heritage:

National Endowment For The Humanities

According to the 1965 National Foundation on the Arts and the Humanities Act, “The term ‘humanities’ includes, but is not limited to, the study of the following: language, both modern and classical; linguistics; literature; history; jurisprudence; philosophy; archaeology; comparative religion; ethics; the history, criticism and theory of the arts; those aspects of social sciences which have humanistic content and employ humanistic methods; and the study and application of the humanities to the human environment with particular attention to reflecting our diverse heritage, traditions, and history and to the relevance of the humanities to the current conditions of national life.”

What is needed with Interpretative Heritage Technology?

I sent the below as a “provocative” opening post for the ICIP ICOMOS (ICOMOS International Scientific Committee on Interpretation and Presentation of Cultural Heritage Sites) forum.

There are many promises and pitfalls in the use of technology for heritage, and I have also often let myself be taken in by the lure of the new in the transformation of the old, but sometimes new media is only ephemeral. The below list is off the top of my head, but suffice to say, standards and agreements on what works best, and where and how and why, are still missing from the academic and more general heritage circle. I suspect what is also required is:

  • Surveys on what works well for community shareholders.
  • Conference panels leading to working papers or even charter amendments, on aims and guidelines for best practice in the use of technology.
  • Incentives for technologists and humanists to work together rather than in parallel
  • Case studies critically and impartially examined.
  • These case studies and accompanying documentation to be freely available via shared or distributed but linked web portals or databases. this includes the active saving and maintenance of important virtual heritage models and media to be saved.
  • Ratings and recommendations for specific technology.
  • A common place to debate and test and publish case studies and new technology.
  • Technology that allows us to combine 3D models, with archaeological interpretations,annotations, and audience/shareholder feedback.
  • A list of relevant references, resources, evaluation methods, solution providers, gaps between promise and practice.
  • The ability to connect papers or talks directly to focal parts of the heritage media.
  • A summary of open and shared technology formats and indications on their longevity and ability to share data (media) across different applications without data loss.

Responses from Neil Silberman included the question:WHO IS A LEGITIMATE STAKEHOLDER?

That is a good question and I will have to think on that a little longer before attempting a reply.

Europa Nostra heritage awards and prizes -1 October 2010

http://www.europanostra.org/apply-for-an-award-2011/
Each year, Europa Nostra and the European Union reward the best of cultural heritage achievements. Through our European Union Prize for Cultural Heritage / Europa Nostra Awards, we celebrate excellence and dedication by architects, craftsmen, volunteers, schools, local communities, heritage owners and media. Through the power of their example we stimulate creativity and innovation.

The awards celebrate exemplary restorations and initiatives of the many facets of Europe’s cultural heritage in 4 categories, described below. Every year, up to six monetary awards of €10.000 each are awarded to the top laureates in the various categories.

Criteria for the assessment of entries include excellence in the work executed and preliminary research conducted, as well as respect for artistic, cultural and social value, setting, authenticity and integrity. Special attention will also be paid to sustainability, interpretation and presentation, educational work, funding and management, and social responsibility. Entries can be on a scale ranging from small to large, local to international, and should display a standard of work considered outstanding in a European context.

CFP: History and heritage in games and virtual worlds: Special Issue of Games and Culture

Title: History and heritage in games and virtual worlds: Special Issue of Games and Culture (SAGE).

The virtual worlds of modern games provide a unique way for us to interact with our memories, interpretations, beliefs, and traditions. This can be the digital simulation and interpretation cultural heritage in the real world, or the equally real social legacies of online communities. We invite you to tackle the complex issues of making these histories come alive in this special issue of Games and Culture.

Submissions can include (but are not limited to):
• Critiques of games and online worlds that involve historical situations or heritage sites.
• Guidelines and arguments as to the design and experience of games and virtual worlds for history and heritage
• Interviews (both physical-world and in-world) with designers of the above games and virtual worlds.
• Critiques or evaluations of sandbox games and virtual environments regarding history and heritage.
• Reports on accidental or planned historical or cultural events, artifacts and rituals that take place in games and virtual worlds.
• Explorations on how to best utilize the unique interactive, technical and psychological aspects of games and virtual worlds for the purpose of historical or heritage-based learning.

This special issue of Games and Culture has two overarching goals:

• To provide case studies involving the design, use and evaluation of history and heritage-based games and virtual worlds.
• To outline the key theoretical debates pertaining to the issues raised by the design, use and evaluation of these games and virtual worlds.
Authors are encouraged to include a critical perspective, including discussions of the strengths and weaknesses of their own methods.

EDITORS
Erik Champion and Jeffrey Jacobson

SUBMISSION
A one-page abstract describing the scope of your manuscript should be sent to invirtualworlds@gmail.com by September 10, 2010. Please include proposed topic, an overview of chosen methods and tools, and what games or virtual worlds you will explore in your manuscript.

Abstracts accepted for this special issue will be asked to submit manuscripts electronically to Games and Culture at: http://mc.manuscriptcentral.com/games by January 7, 2010. Submissions must be Microsoft Word or Word Perfect file format, conform to the Publication Manual of the American Psychological Association (Sixth Edition) style guidelines, and indicate in the cover letter that you wish to be considered for this special issue. Manuscripts may not exceed 9000 words, one or two images may be included.

KEY DATES
Abstracts Due: Friday 10 September 2010

Abstract Judgments Due to Authors: Friday 8 October 2010
Full Papers Due: Friday 7 January 2011
Decision Letters and Revision Suggestions For Papers By: Monday 21 February 2011
Final Drafts Due: Monday 4 April 2011
Final Decision/Revision Response Due To Authors: Monday 16 May 2011
Final Manuscript Due: Monday 13 June 2011
Copyedited and Typeset Proofs Completed By: August 1 2011

Publication Date: October 2011 16.4 issue

For any inquiries please email Erik or Jeffrey via invirtualworlds@gmail.com

Conservation Guest Scholar Grants (Getty Foundation) LA USA

http://www.getty.edu/foundation/funding/residential/conservation_guest_scholars.html
The Conservation Guest Scholar Program at the Getty Conservation Institute supports new ideas and perspectives in the field of conservation, with an emphasis on the visual arts (including sites, buildings, objects) and the theoretical underpinnings of the field.

The program provides an opportunity for professionals to pursue scholarly research in an interdisciplinary manner across traditional boundaries in areas of interest to the international conservation community.

Conservation Guest Scholars are in residence at the Getty Center for three, six or nine consecutive months between late September 2011 and June 2012, according to the preference indicated by the applicant on their online application, and dependent upon scheduling and other issues. A monthly stipend of $3,500 is awarded, prorated to the actual dates of residency.

In addition to the stipend, the grant also includes a workstation at the Conservation Institute, research assistance, airfare to Los Angeles, an apartment in the Getty scholar housing complex, and health benefits.

update: Networked Humanities Conference not quite closed-yet-SUBMIT!

http://www.esf.org/index.php?id=6726

Networked Humanities: Art History in the Web

Hotel Villa del Mare, Acquafredda di Maratea, Italy 9-14 October 2010

Chaired by: Hubertus Kohle, Ludwig Maximilian University of Munich, Deutsches Historisches Institut, DE

Programme Committee: Claudine Moulin, Trier University, DE; Lea Rojola, University of Turku, FI

The date has closed yesterday, but apply anyway!

I will be there along with a host of interesting speakers, and it is just a train ride away from Naples, Pompeii and Herculaneum!

why virtual heritage?

Reality-based games a step closer

The WOW! Factor

By Virginia Winder –Taranaki Daily News

Last updated 11:11 29/07/2009

The Forbidden City is virtually empty. Chinese tour guides, wearing red traditional costumes, wait for visitors.

Chinese tour  guides, wearing red  traditional  costumes, wait for visitors. An  Imperial woman glides past the  guides and through the  Meridian Gates to explore the  city alone. Every now and then  she passes an official attendant  or another tourist, whose  meaningless name floats above  his or her head like a sign. For a  few seconds, someone with a  number for a name and dressed  as an Imperial guard circles the  woman, then slides away.

Our woman joins a quick tour about dragon architecture and finds herself in an outer area where archers are practising. She quits the tour, checks the map and winds her way through to the Hall of Mental Cultivation and gets lost in time and the detail of the buildings. All this is accompanied by the sweet swirling sounds of Chinese music. For this is not a real tour, but an IBM-created journey that can be downloaded for free anywhere in the world.

Erik Champion, Massey University associate professor of new media, recommends having a look at the virtual Forbidden City, because it shows how much work is involved with his area of interest and expertise: virtual heritage design.

Champion, based at Massey’s Auckland School of Design at Albany, says the virtual world is not just the domain of games. He believes software developed for gaming holds huge potential.

In his research and teaching, Champion has used digital tools to create websites and interactive games on Mayan civilisation, Marco Polo’s travels and Egyptian gods. He prefers people to roam freely. “People get bored with tours – they’re probably too passive for people. I’d like to design a personally discoverable world where you can choose the interactions, the way in which you approach the site and the way you are viewed by others.”

This would be game-like, but with more intellectual outcomes. He also talks of “augmented reality” and “biofeedback”. The first relates to physically visiting a site wearing special glasses that would enable drop- down graphics to appear in your field of vision and these would change and be refreshed as you turned your head. They are being developed and used at Canterbury University’s HIT Lab, where researchers are working on interaction between computers and humans. Champion envisages using augmented reality to see the past.

“If you were standing on a sacred site, what used to be there would appear on your glasses, or maybe it would be projected on to fog between you and the real site.

“Imagine seeing the Pink and White Terraces or the spirit trails of ancestors leaving Cape Reinga – all these things we don’t normally see.”

Champion wants to help New Zealanders tell their own stories.

“I would like to create the tools and technologies so local people could design it [the world or vision] themselves.”

He’s even keen to teach people 3D, animation and programming skills so they can go forth and create using advanced tools like curved mirrors, screen warping and biofeedback receptors. If a person is playing a game or visiting a heritage site with biofeedback, physiological reactions like pulse, skin temperature and sweat can be measured by a computer, perhaps even unknowingly through a joystick or mouse.

Champion cites a New Age meditation journey, which induces people to become calmer. This is the opposite of a zombie game recently tested by a PhD student. In that game, the more stressed the player became, the more the living dead attacked the avatar (the character or identity you become when playing a game or entering a virtual situation – like the tourist became a Chinese Imperial woman).

Biofeedback holds exciting possibilities for learning about other civilisations and even religions, Champion says.

He likes the idea of using it to affect people’s states of mind in a virtual environment. However, he would prefer people got feedback that helped them stay calm. “The more calm you are, the more the world becomes obvious to you. And the more reflective you are, the more interesting things will happen.”

Champion says it would be possible to create a virtual Buddhist temple with biofeedback.

“Only when you really calm down and really slow down will you discover things.”

He imagines the avatar would levitate or have great wisdom revealed.

“It’s a bit like interactive cinema.”

Another idea he’s been working on involves people having to learn to be like the locals. This is the inverse of the Turing test (see Freaky Facts) and involves a person in a virtual world trying to convince the scripted characters he or she is an artificial intelligence like they are.

“That way the test is on you, the human, not the computer. Why would you want to do that? Because then the human players have to learn to act like the locals and learn the culturally appropriate way of behaving.”

By proving they are not imposters, the human player would learn all about the customs, history and stories of the virtual world. This would be particularly valuable if it were a heritage environment.

“You could create an inter- cultural language game whereby if you say different words correctly, things appear to you as they did to different cultures.”

Champion has just returned from a Fulbright-funded study trip to the United States, where he presented his virtual environment research at many universities, including Harvard, Stanford and the Massachusetts Institute of Technology.

Now Champion is seeking more post-graduate students to help develop software and their own ideas. The Forbidden City link is http://www.beyondspaceandtime.org/FCBSTWeb/web/index.html#link=

PhD vacancies in Intermedia in Norway!!

http://www.intermedia.uio.no/display/Im2/Vacancies

Vacancies

Vacant PhD position within communication design in museums and cultural heritage institutions

Are you interested in research on the development and impact of digital technologies in museums and cultural heritage institutions?

A PhD position is available within the interdisciplinary research project CONTACT: Communicating Organizations in Networks of Art and Cultural Heritage Technologies. The project is financed by the Norwegian Research Council and runs from 2009 to 2013.

Deadline for applications: 24 August 2009

Interested applicants may contact:
Professor Sten Ludvigsen
Postdoc Palmyre Pierroux (+47 454 32 464)
Researcher Dagny Stuedahl (+47 997 28 156)

Formal announcement of the position will be made August 3.