The workshop will be held in conjunction with the International Symposium on Mixed and Augmented Reality (ISMAR 2021, https://ismar21.org), 4-8 October 2021, Bari, Italy.
I also wrote a report (which won’t go online for now) but I’d like to thank the academics, students, teachers, librarians, and heritage practitioners, who provided feedback.
“Workshopping Board Games for Space, Place, and Culture” revised chapter, authored with Juan Hiriart, for “Playing Place” (edited by Medina Lasansky and Chad Randl, MIT Press) sent off today. Each chapter has a 1000 word limit, I believe. Took me some time to trim this! Great to work with Juan on a chapter, I think our different strengths blend well. When (or if?) the book appears on MIT Press I will add another post, the list of authors and topics looks really good, possibly essential reading if you are into boardgames, or are not, but want to know why so many people are …
Workshopping Board Games for Space, Place, and Culture
Conveying built heritage values and historical knowledge through boardgame design may seem an odd decision. Communicating space, place, and culture through play is a challenge let alone through a medium inherently incapable of evoking the direct experience of inhabitation and architecture as a spatial art. Boardgames are engaging, social, quick to make, and fast to learn, intuitive or nuanced. From the complex to the spontaneous, boardgames can be effective, visceral tools for cultural immersion, challenging cultural assumptions and preconceptions, encouraging discussion and collaboration between players, provoking insight and enjoyment with simple props or intricate rules.
The following explains our experience hosting participative design workshops with historians, archaeologists, and heritage professionals. In small groups of three to four people, participants determine the design decisions, discussing and solving problems that often arise in an iterative process where historical research, game design, and play-testing both blend and butt heads.
What have I been doing this year? Playing a lot of piano, badly. But also (and I hope to add 2 journal articles and a book project and a serious game design project to this mix):
Invitations:
Invited CI, ARC LIEF Grant LE210100021. $440,000. “Australian Cultural Data Engine for Research, Industry and Government.” Joining as a Chief Investigator, 26 April 2021. Led by Prof Rachel Fensham, Melbourne.
Invited onto the European Science Foundation College of Expert Reviewers.
Invited to speak to New South Wales Local Studies Librarians group, “Virtual heritage: tools, projects, hopes and challenges,” Zoom, 23 March 2021.
Invited guest lecturer and tutor, Data Science Visualisation, Science & Engineering, Curtin University.
Invited to Professor of Design interview panel, SUSTech, China, by Dean Thomas Kvan.
Invited advisor for Swedish-Finnish grant application: PLATYPUS Engaging diverse publics through participatory play in heritage institutions, led by Uppsala University.
Interviewed by UNSW students on the subject of virtual tourism.
Invited to co-chair the EuroMed2020 conference www.euromed2020.eu, Springer-Nature LNCS. Co-chairs include Professor Marinos Ioannides, ERA and UNESCO of Chair Digital Cultural Heritage, Mrs Eleanor Fink, USA, former Getty Digital Techs Director and inventor of Object-ID standard, Professor Lorenzo Cantoni from Switzerland, UNESCO Chair in ICT.
2021 PUBLICATIONS
Conference Proceedings (as Book):
Ioannides, M., Fink, E., Cantoni, L., & Champion, E. (Eds.) (2021). Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. 8th International Conference, EuroMed 2020, Virtual Event, November 2–5, 2020, Revised Selected Papers. DOI:10.1007/978-3-030-73043-7. ISBN 978-3-030-73043-7.
Champion, E. (2020). Culturally Significant Presence in Single-player Computer Games. Journal on Computing and Cultural Heritage, 13(4). DOI: 10.1145/3414831. https://dl.acm.org/doi/10.1145/3414831
NB AWARD: in 2021 this paper won Virtual Archaeology Review Journal’s 2020 Paper of the Year. “Survey of 3D digital heritage repositories and platforms”, by Erik Champion and Hafizur Rahaman. DOI: https://doi.org/10.4995/var.2020.13226
Published Fully Referred Conference Papers
Champion, E., Kerr, R., McMeekin, D., & Rahaman, H. (2020, 2-5 November 2020). Time-Layered Gamic Interaction with a Virtual Museum Template. Paper presented at the EuroMed 2020 Conference, Online/Cyprus. Revised Selected Papers. Springer-Nature. Published in 2021.
2021 Conference and Journal Reviewer
Invited committee member, Australian Museums & Galleries Association (AMaGA) National Conference (Perth).
Invited onto Program Board of Culture & Computing 2021 Conference, Springer ( HCI International).
Invited reviewer, the Journal of Open Archaeology (De Gruyter).
Invited reviewer, CAA2021.
2021-22 PUBLICATIONS IN PRESS
Books in press
Champion, E. (2021: November). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series.
Champion, E. (Ed). (2021: May). Virtual Heritage: A Guide. Ubiquity Press, London.
Champion, E. (Ed). (2022: pending). Screen Tourism and Affective Landscapes.
Champion, E., & Hiriart, J. (Eds.). (2022: in press). Assassin’s Creed in the Classroom, Museum, and Gallery: De Gruyter: Video games and the Humanities series, 18 chapters, 25 international authors.
Book Chapters in press
Champion, E., Nurmikko-Fuller, T., & Grant, K. (2022: invited). Chapter 12 Alchemy and Archives, Swords, Spells, and Castles: Medieval-modding Skyrim. In R. Houghton (Ed.), Games for Teaching, Impact, and Research UK: De Gruyter.
Champion, E., & Hiriart, J. (2022). Workshopping Board Games for Space Place and Culture. In M. Lasansky & C. Randl (Eds.), Playing Place: Board Games, Architecture, Space, and Heritage. Cambridge, Massachusetts, USA: MIT Press.
Champion, E. (2022). 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.
Champion, E. (2022). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities. Anderson, South Carolina, USA: Parlor Press.
Champion, E. (2021: pending). Workshopping Game Prototypes for History and Heritage. In Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company. Chapter.
Conference activities to take place
Wright, H., et al., 2021. S12: Digital Infrastructures and New (and Evolving) Technologies in Archaeology (Roundtable). CAA2021: Digital Crossroads. Cyprus/Online. https://2021.caaconference.org/sessions/ 14-18 June.
Elder Scrolls V: Skyrim, through its rich modding possibilities, has great potential as a teaching and learning tool. The world of Skyrim, although “pseudo-medieval”,[1] can, through the use of mods, aim for a level of historical accuracy comparable to many scholarly digital 3D reconstruction projects. These types of projects are now widely accepted as a vehicle for a new way of thinking about old topics, and as a valuable prompt for engaging students. The advantage of using Skyrim is that the historically informed mods can be combined with sophisticated game mechanics to immerse and inspire students as procedural, contestable, and reconfigurable simulations. Through playful exploration, students can investigate the game world and engage with both the historically-informed and fantastical elements. But they can also become designers, and investigate historical developments through the creation of new assets, modified game mechanics, and social storytelling. Designing simulations is a further learning experience and Skyrim’s Creation Kit is thus also a pedagogical tool.
In this chapter we will explore ways in which Skyrim can be used and modified to explain, through play, three related aspects of medieval society: culture, architecture, and landscape. We will then discuss the modding capability of Skyrim, and conclude with some suggestions for how future Elder Scrolls games and game mods could be leveraged as a teaching and learning tool.
[1] von Lünen, Alexander, Katherine J Lewis, Benjamin Litherland, and Pat Cullum. 2019. Historia Ludens: The Playing Historian. Vol. 30. New York, USA: Routledge.
In this essay, I review key concepts in Baudrillard’s Simulacra and Simulation (Baudrillard, 1994), their relation to the Matrix film series, and their importance in terms of hacking, especially regards to Virtual Reality (VR)…
Ok, it is a very short abstract but 3,500 words of very condensed text. Probably should expand it back to 5,000 and seek publication. It reviews Baudrillard’s famous book in the light of the move from VR to XR, and the rise in computational creativity, cybercrime and hacking. With references to the Matrix trilogy and the film Possible Worlds.
Henceforth, it is the map that precedes the territory – PRECESSION OF SIMULACRA – it is the map that engenders the territory and if we were to revive the fable today, it would be the territory whose shreds are slowly rotting across the map. It is the real, and not the map, whose vestiges subsist here and there, in the deserts which are no longer those of the Empire, but our own.
The desert of the real itself.
“ The Precession of Simulacra” from Baudrillard, Jean. Simulacra and Simulation. Michigan, USA: University of Michigan Press, 1994.
Aim of Essay
Update and Relate Simulations and Simulcra to the current era of Hacking and Virtual Reality.
1 Theoretical Frameworks
Simulacra and Simulation (primary text), link briefly to Dreyfus’ On the Internet (distance learning), and Jenkins’ Convergence Culture (hopeful solutions but also issues with walled garden social media/VR).
Establish key Baudrillard terms and judge their impact and usefulness.
2 Mediated reality
Explain links between the Matrix films, social issues, information, entertainment, and VR, under the heading “Synchronicity between film, fiction, philosophy and fact.”
3 Baudrillard’s theory-Video Games, Cybersecurity, hacking and VR
Focus on hacking, hacking versus cracking, and hacking versus crafting and tinkering.
Give examples of VR, social media companies and VR, personal and sensory data issues) and biofeedback interfaces/affective computing), and hacking issues.
4 Digital mediation, simulacra and simulation, digital artifacts in education
Expand on the relevance to digital humanities, teaching and learning (and research), especially in Australia (and perhaps Oceania).
Contextualize in terms of distance learning during the era of COVID and lockdowns.
Expand upon the implications for educating current and upcoming generations.
5 VR Hacking-digital paradigm, education and computer hacking
Does the theory/framework hold up? Can it adjust, must it be adopted wholeheartedly, is it more of a warning than a framework, has it remained relevant?
Implications.
Future possibilities, threats, strategies in education.
Tie all above together, explain originality.
Learning outcomes
Analyse and discuss a range of theoretical frameworks for understanding our mediated ‘reality’ and the digital paradigm, and in particular the work of Jean Baudrillard.
Apply the reading of Baudrillard’s propositions regarding our mediated reality to the analysis of the Matrix Trilogy to identify the degree of synchronicity between film, fiction, philosophy and fact.
Critically review the value of Baudrillard’s theoretical frames for understanding video games, cyber security events in general, and computer hacking in particular.
Critically evaluate the implications of Baudrillard’s propositions around digital mediation, simulacra and simulation for the use of digital artifacts in education.
Communicate effectively to present a coherent and independent exposition of knowledge and ideas within and across a range of discipline areas related to the digital paradigm, education and computer hacking.
I received a distinction on my essay so I will extend it back to its draft length and send that either to a journal or add it to my 2022 book proposal on theoretical VR. My next essay to write is on hacking in VR and some of the issues on authenticity, reality, and linking to / critiquing Jean Baudrillard’s dystopic warnings (which I read 30 years ago, amazing to think how relevant they still are, with some caveats).
But I also have some book proofing sessions to undergo.
Ideally, all my major writing will be finished this week as next week, lockdown lifts pending, I hope to travel (sadly, not for a holiday).
The below is an essay for a digital learning futures class. If the paper receives good feedback and interest I may try to develop it for a journal (or subsection of a book I am planning on critical virtual reality).
Abstract
This essay suggests a modification of theoretical digital literacy frameworks to ensure they are suitable for designing educational (serious) games for the GLAM sector (using libraries as my initial focus). While not a librarian, I train people to create game prototypes for more engaging ways of communicating history, heritage, and digital collections (often found in Galleries, Libraries, Archives, and Museums-the GLAM sector).
I wish to develop a framework for game design to better assess what is learnt by end-users (game prototype participants) and game prototype designers (in this case, librarians). My concept of immersive digital literacies is discussed and applied to a review of software tools for the development of serious game prototypes.
With 2 books in press, an edited book in the preview chapter- due-a-few-months-away stage, am now trying to clear my desk and have the two, no, three, below book chapters to finish (in dark red). Then, hopefully, can start a new manuscript for a major academic press (who I have not written a book for, yet, but they do seem interested).
Books and edited books in press or under review
Champion, E. (2021: in press). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series.
Champion, E. (Ed). (2021: in press). Virtual Heritage: A Guide. Ubiquity Press, London.
Champion, E., & Hiriart, J. (Eds.). (2022: in press). Assassin’s Creed in the Classroom, Museum, and Gallery. De Gruyter: Video games and the Humanities series, 18 chapters, 25 international authors.
Book Chapters in press
Champion, E., Nurmikko-Fuller, T., & Grant, K. (2022: 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.
Champion, E. (2022). 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.
Champion, E. (2022). Swords Sandals and Selfies: The Videogame Tourist Landscape. For Champion, E., Stadler, J. and Peaslee, R. (Eds.). (2022: pending). Screen Tourism and Affective Landscapes.
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. Chapter.
Champion, E. (2021: under review). Workshopping Game Prototypes for History and Heritage. In Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company. Chapter.
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.
Ioannides, M., Fink, E., Cantoni, L., Champion, E. (Eds.). Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. 8th International Conference, EuroMed 2020, Virtual Event, November 2–5, 2020, Revised Selected Papers. Springer.
Our paper: Champion, E., Kerr, R., McMeekin, D., & Rahaman, H. (2020, 29 October-3 November). Time-Layered Gamic Interaction with a Virtual Museum Template. Paper presented at the EuroMed 2020 Conference, Nicosia, Cyprus (online).
Part 7 of the ASEAN Australia Smart Cities Webinar Series on “Promoting Smart Tourism Recovery via Virtual Reality” slide presentations and the webinar recording are now available on the ADB Knowledge Events page.
The event was held March 2, 2021. My Cultural Tourism XR slides are also available on slideshare.net
Limited free paper on AR that speaks native names of flora back to you, “Audio-augmented arboreality: wildflowers and language”, published in Digital Creativity, Volume 32 Issue 1. First 50 copies are free.
2 March 1PM (AWST Perth time): Promoting Tourism Sector Recovery Via Smart Virtual Reality, ASEAN Australia Smart Cities Trust Fund – AASCTF AASCTF on ADB.org. Invited speaker for webinar.
23 March 10-4PM NSW time. Virtual heritage and communities. NSW Local Studies Librarians group via zoom.
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.
Champion, E. (2021: under review). Workshopping Game Prototypes for History and Heritage. In Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company. Written.
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.
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.
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.
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.
Champion, E. (2021: in press). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series. In a week they should be sending me the first proof.
Champion, E. (Ed). (2021: in press). Virtual Heritage: A Guide. Ubiquity Press, London. All the chapters have been sent to the publisher and they go to print very quickly, in my experience. Open Access.
Lee, C. & Champion, E. (Ed). (2022: pending). Screen Tourism and Affective Landscapes. This is still under consideration but some authors have already sent complete chapters so I think it is just a case of helping out my overloaded co-editor. Oh and overcoming field trips stopped by Covid.
Champion, E., & Hiriart, J. (Eds.). (2022 (needs to be submited to academic review)). Assassin’s Creed in the Classroom, Museum, and Gallery: De Gruyter: Video games and the Humanities series. This is to be submitted but have very enthusiastic editor and series editors to help us complete it. For some reason I will particularly look forward to the reviews. 25 authors, 19 chapters, about 90,000 words and no grayscale image limits. We may have abstracts available in foreign languages. Ubisoft people may help us out as well, they have been very supportive so far.
Google reminded me of a 2017-18 summer student intern project I supervised 3 years ago. I asked Corbin Yap to calibrate Unreal to larger screens (as with the French intern hybrid reality project I have not written this up although Corbin wrote an excellent report on how to do this).
The screen is 3 metres high and 8 metres in diameter, forming a near half-circle of approx 179 degrees, designed by Paul Bourke in 2013. It can also handle stereo (which Corbin did not have time to adjust the display for). Funding by Curtin Institue for Computation. Corbin was hosted in the library makerspace, great people to work with. Presentation was, I believe, 16 February 2018. Yes I wanted to port my Palenque models but the then-new version of Unreal would require a complete rebuild.
If I have the chance to teach game design again I would greatly appreciated having access to a similar environment that is accessible and immediate for game content. I have many ideas for this.
I have started an 18 chapter 25 author edited book project with De Gruyter (Video Games and the Humanities series) and Dr Juan Hiriart as co-editor. I hope to publish it in 2022. Confirmed authors are from Canada, USA, the Netherlands, Germany, Belgium, Finland, Australia, New Zealand, and the UK. The aim is to explain how the Ubisoft Assassin’s Creed Series can and has and could be used in the classroom, museum, or gallery (or as escape space). De Gruyter and Ubisoft historians have been very encouraging. I’d love contributions from the Caribbean or Middle East but very happy with what we have going forward.
There is some possibility of related online learning materials being made available.
Assassin’s Creed in the Classroom, Museum and Gallery
Alternative title: Assassin’s Creed: History’s Playground or a Stab in the Dark?
NB This is not the final chapter order.
Ubisoft’s Archaeology And History-Making: From The Inside
Using The Assassin’s Creed Discovery Tours In The Classroom: A Tutorial
Creation Of Teacher Curriculum Guides For The Assassin’s Creed Discovery Tour Games To Improve Teachers’ TPCK And TAM
Gaming The Classroom: Assassin’s Creed Odyssey As A Learning Tool For First Year Undergraduates
Understanding Problems Of Historical Writing Through Historical Videogame Design
Preparing High School Students For An Academic Trip To Greek Archaeological Sites By Using The Ubisoft Discovery Tour On Ancient Greece
Assassin’s Creed Odyssey And Its Use In The Context Of The Archaeological Museum In Muenster (Germany)
Viking Life: Using Assassin’s Creed Valhalla Settlements To Teach Social History And Everyday Life In School Classrooms
Living Through The Animus: Conceptualizing Playful Time Travel In The Classroom
Christian Vikings Storming Templar Castles: Anachronism As A Teaching Tool
The Discovery Tour And Historical Characters In Ancient Greece
An Unholy Alliance? Ubisoft And The Future Of Archaeological (Re)Animation
Classical Creations In A Modern Medium
Discovering The Past As A Virtual Foreign Country: Assassin’s Creed As Historical Tourism
Assassin’s Creed @ The Carlos: Merging Videogames And Education At The Michael C. Carlos Museum
Learning The Past By Walking Through Biomes
Historical Video Games And Teachers Practices In French-Speaking Secondary Schools In The Montreal Metropolitan Area
Religion Is History: Teaching Religion To Postsecular Audiences
I am not sure this will be the final title but just finished (I hope) my editing for the following open access 10 chapter book: Virtual Heritage: A Guide, Ubiquity Press 2021.
Table of contents:
Foreword
Stuart Jeffrey
Virtual Heritage: from Archives to Joysticks
Ear Zow Digital
1
Speculating the Past: 3D Reconstruction in Archaeology
R. P. Barratt
2
Photogrammetry: What, How and Where
Hafizur Rahaman
3
Animating the Past
Michael Carter
4
Mapping Ancient Heritage With Digital Tools
Anna Foka, David McMeekin, Kyriaki Konstantinidou, Nasrin Mostofian, Elton Barker, Cenk Demiroglu, Ethan Chiew, Brady Kiesling
5
Hybrid Interactions in Museums: Why Materiality Still Matters
Luigina Ciolfi
6
Video Games as concepts and experiences of the past
Aris Politopoulos, Angus Mol
7
Mixed Reality: A Bridge or a Fusion between Two Worlds?
Mafkereseb Bekele
8
Getting it Right and Getting it Wrong in Digital Archaeological Ethics