Category Archives: Academic

Escape Room Archaeology

Next project: edited collected chapters (free online): DIY archaeology (history, architectural/art history and heritage) escape rooms children/students can create at home or in class (written and illustrated like cookbook recipes). Now, just how to write up the proposal & find the right designers, writers, & experts! 

invited talk

International conference on “World Heritage and Urban-Rural Sustainable Development: Resilience and Innovation” from 15 to 16 November 2022, organised by the World Heritage Institute of Training and Research for the Asia and the Pacific Region under the auspices of UNESCO (WHITRAP) and the College of Architecture and Urban Planning (CAUP, Tongji University, Shanghai China). 

Invited to present virtually on Nov 16, in the session Topic 4: New Visions/New Technologies in Heritage Conservation..

Related activities are:

  • the WHITRAP Shanghai World Heritage Dialogues, organised from 11 June to 16 November 2022;
  • the International Conference World Heritage and Urban-Rural Sustainable Development: Resilience and Innovation, organised from 15 to 16 November 2022;
  • the Public Exhibition World Heritage Cities: Past, Present and Future, organised from 16 to 30 November 2022.

Trundling through writing

I submitted the second edition of Playing With The Past: Into The Future to Springer, now working on submitting two edited books in next week or so, then far too many book chapters, then hopefully a long break. I promise, most of it I was asked to do. And then I want to take a long break from academic writing, maybe some design projects!

  1. Champion, E., Lee, C., Stadler, J. and Peaslee, R. (Ed). (2022: in progress). Screen Tourism and Affective Landscapes. Routledge. Contracted.
  2. Champion, E., & Hiriart, J. (Eds.). (2022: in progress). Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark? De Gruyter: Video games and the Humanities series.
  3. Champion, E. Playing with The Past: Into the Future. 2nd edition. (2022: in progress). Springer. Contracted.

Book Chapters in press (13)

  1. Champion, E., Nurmikko-Fuller, T., & Grant, K. (2023: invited. In press). 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. Invited. Chapter sent.
  2. Champion, E., & Hiriart, J. (2022: invited. In press). 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. Chapter sent.
  3. Champion, E. (2023: invited). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities. Anderson, South Carolina, USA: Parlor Press. Chapter sent.
  4. Champion, E. (2023: invited). 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. Chapter sent.
  5. Champion, E. M. (2023: invited). Virtual Heritage: How Could It Be Ethical?? In A. Pantazatos, T. Ireland, J. Schofield, & R. Zhang (Eds.), The Routledge Handbook of Heritage Ethics: Routledge. Workshop planned at Cambridge Heritage Research Centre, UK, 2022. Chapter sent.
  6. Champion, E. (2023). Swords Sandals and Selfies: Videogame Tourism. In E. Champion, C. Lee, J. Stadler, & R. Peaslee. (Ed). (2023). Screen Tourism and Affective Landscapes. Routledge.
  7. Champion, E. (2023: invited). Caught between a Rock and a Ludic Place: Geography for Non-Geographers via Games. Invited. Games and Geography. Germany, Springer-Nature. Abstract accepted. May have missed deadline for full paper.
  8. Champion, E. (2023: Pending). Architect’s Creed: Robustness, Immersivity, and Delight. In E. Champion & J. Hiriart (Eds.), Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark? De Gruyter: Video games and the Humanities series.
  9. Champion, E. (2023: invited). Title to be advised. Mobile Heritage: Practices, Interventions, Politics. Edited by Ana-Maria Herman, Key Issues in Cultural Heritage (KICH), Routledge. Abstract due 31st July 2022.
  10. Champion, E., & Emery, S. (2023: invited). Gamification of Cultural Heritage as a resource for the GLAM sector. In J. Nichols & B. Mehra (Eds.), Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Indigenous Knowledge in Galleries, Libraries, Archives and Museums. Emerald Publishing. Chapter due 8 August 2022.
  11. Champion, E. (2023: invited). DH-XR: Extended Reality’s Relevance to the Digital Humanities. Routledge
  12. Encyclopedia of Technology and the Humanities. Routledge (Contracted). Edited by Chan Sin-wai & Wing Lok Yeung. Routledge. Chapter due 15 September 2022.
  13. Champion, E. (2023: invited). Title to be advised. Gaming and Gamers in Times of Pandemic. Edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski, MIT Press. Chapter due 31 October 2022.

Talk in Iceland, June 16.

I wish! (Well, hopefully next year)… but anyway, I will give a 20-25 minute talk by Zoom, on Thursday June 16. The PHIVE conference (PROMOTING HERITAGE IN VIRTUAL ENVIRONMENTS) is kicked off by the President of Iceland, a noted Professor of History, and a few months older than me (so I still have time to become a head of state).

Title

Into the Heritage-Verse

Abstract

Proponents of virtual reality, extended reality, and the “Metaverse’ suggest the digital future of multiple entertainment and education worlds is imminent. And the field of virtual heritage (virtual reality and related technologies) is arguably over three decades old already.

If this is true, and given that we are saturated by phone-media, apps, and games, why is it so hard to find example of virtual heritage? What is stopping the uptake of these new technologies? And how can we use these new, imminent, and hyped devices and platforms for the benefit of digital heritage, or are there conceptual challenges still to be resolved?

Swords Sandals and Selfies

An abstract from a draft chapter. I have written the chapter but hope to revise it further. It is for a book entitled Screen Tourism and Affective Landscapes, out, I hope, early 2023.

The prospect and potential of videogame-induced tourism has only recently been discussed in academic publications. I will examine three possible reasons why, I will provide evidence to the contrary, and suggest new developments that may accelerate the impact of videogames on tourism (and the related experiencing of affective landscapes). My main case study will be Assassin’s Creed: Odyssey. This 2019 game draws the player into the exploration of idyllic and war-torn historic and mythic landscapes of Athens and Sparta, via questing and simulated violence. It also features a non-violent “Discovery” mode, photographical functions, and a Story Creator mode allowing quests (and in-game photos) to be designed and shared with other players. Beyond violent gameplay, Assassin’s Creed: Odyssey allows the exploration of idyllic historic landscapes and heritage sites. Given the company employs both high-quality designers and professional historians (and archaeologists), we can employ such sandbox games as both a pre-visitation visualisation tool and as a hybrid fictional and yet also factual learning environment.

Virtual Heritage: How Could It Be Ethical?

Abstract

Draft of latest book chapter (before revisions) by the editors. Now onto the next book chapter!

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. Virtual heritage has the potential to safeguard unique cultural treasures from the ravages of war and neglect, with interaction techniques to communicate knowledge across time and linguistic divides.

Despite these advantages, at its core, Virtual Heritage (virtual reality and related immersive and interactive digital technology applied to cultural heritage) implies something not real, but an illusion simulated or artificially projected. It typically relies on highly specialized capture, rending and hosting technology created by highly trained individuals, running on high-powered equipment manufactured at great environmental cost. And the original material it simulates can be sacred, stolen, or contested. There are consequences and ethical implications for this illusory but expensive medium of cultural heritage (and, typically, “cultural heritage” means other peoples’ cultures), whether complicitly generated or not. While the research field of virtual heritage is several decades old, its specific ethical issues have not been extensively addressed (Hepworth and Church, 2018, de Broglie, 2018, Frischer, 2019), and specific challenges are not often covered by, say, digital archaeological ethics discussion (Dennis, 2021, Dennis, 2020).

To provide an overview of these ethical issues, four issues will be discussed in this chapter. Who determines the content, cultural ownership and overall decision-making; how both the depiction of personal or sacred assets and traces of people no longer with us, obsessions with photorealism rather than the complex topic of authenticity, and the dangerous allure of gamification; what needs to be preserved and related environmental issues; where and when the audience should be involved, motivated, and their feedback fed back into current and future projects.

Keywords: Cultural heritage, virtual heritage, virtual reality, serious games.

PhD scholarship available

A Framework for Developing Educational Games in and with Australian Museums

This PhD project focuses on reviewing challenges and successes in Australian museums (MOD, National Maritime Museum and the South Australian Museum) with the aim to develop a participatory open-ended game framework to encourage greater engagement, wider audiences, and increased visitation, as well as reuse of content, data, and related media.

The successful candidate will focus on either the evaluation and framework based on interviews, surveys and workshops with museum experts, or on developing overall game mechanics examples (game prototypes) showcasing best practice game techniques for showcasing Australian museum content, promoting reuse.

This project is funded for reasonable research expenses. Additionally, a living allowance scholarship of $28,854 per annum is available to Australian and New Zealand citizens, and permanent residents of Australia, including permanent humanitarian visa holders. A fee-offset or waiver for the standard term of the program is also included. For full terms and benefits of the scholarship please refer to our scholarship information.

URL here.

Old ideas

On cleaning up old email I found these cursory ideas in 2013 when I was invited to Curtin.

Here are notes I jotted down as part of a sketch for a Centre of Excellence idea but here I am only listing the (then) resources

WE HAD (in 2013)…

  • Specialties in Film Screen Journalism Architecture Media Internet Studies Library and Information Studies..
  • Access to GLAM (*Galleries Libraries Archives Museums•an onsite Gallery)
  • A Library that wants to develop a research field
  • New Visualisation Facilities and iVEC partnership (all 4 WA universities)
  • A new Visualisation Degree/Connective Media area /Curtin Data Visualisation Facility (one display installed already.)

MAIN MISSION

  • Integrating Humanities research with new tools and new ways of communicating and sharing with audiences
  • Creating tools and case studies to show humanities scholars and organiSations how to make convincing visual arguments
  • Developing, maintaining analysing and advising how these tools methods and projects are best used/taught/deployed

AREA

  • Developing tools and methods to help scholars make visual arguments
  • Train curators and visualisation specialists in contextual technical and humanistic skills and competencies
  • Evaluate whether tools and content best suits specialist and generalist audiences
  • Provide single entry point for interested industry and NGOs to contract projects and employ staff

OPPORTUNITIES

  • New intellectual precinct Curtin town
  • New science museum, expansion of Perth and entertainment industry
  • Urban visualisation and idea prototyping, digital humanities
  • New forms of curation and collaborative technologies
  • New low-cost means of design prototyping and production, community hosting, online and on demand printing and creation, the internet of things, multimedia and creative archives..

LOOKING BACK

Now 9-10 years later, after a UNESCO chair (first for the University), involvement in the Computation Institute, grants, talks, workshops, involvement in other research centres and institutes, and a fairly long list of publications, completed PhD theses, grants, and some key projects (camera tracking in 3D, photogrammetry, mixed and augmented reality, Linked Open Data, GIS apps and systems, serious games and virtual environments), I look back at this and think about what happened in the end , my part, what didn’t eventuate, and why. The ideas aren’t useful any more (at least in their original form) but the reasons why some of them were not developed is worth pondering a bit further, maybe in a new post.

Immersive Challenges for Museums & Heritage Sites

I will give a talk tonight via Zoom to UniSA IVE colleagues on the above topic.

Time: 4PM

2022 IVE Research Seminar Series

Please join our next IVE Seminar.

Presenter:


Prof. Erik Champion

Enterprise Fellow, UniSA Creative


Title:

Immersive Challenges for Museums and Heritage Sites


Abstract:

This talk will cover recent and persistent challenges facing museums, practical issues with the implementation of virtual reality, games and gamification, and some case studies exploring potential solutions, particularly in the area of cultural heritage.

Bio:

Erik Champion is currently Enterprise Fellow (Architecture, Creative) at the University of South Australia; Emeritus Professor at Curtin University; Honorary Research Professor at ANU; and Honorary Research Fellow at UWA. He was recently a chief investigator on 4 Australian Research Council grants, Curtin University’s first UNESCO Chair (of Cultural Visualisation and Heritage) and Visualisation theme leader and Steering Committee member of the Curtin Institute for Computation. 

https://people.unisa.edu.au/Erik.Champion

Date & Time: 5 April 2022 (Tuesday) 4pm (Adelaide ACST — Australian Central Standard Time UMT +9 hours 30 minutes)

Where: Zoom

One Aspect of Place is Missing?

I enjoyed reading through the recent “Geographies of Place in Digital Art History” written by people I know (and one I have worked with and written papers with). But as an intellectual exercise, do you see anything missing from the concept of place as stated in the article?

Geographies of Place in Digital Art History

Sarah Middle, Ryan Horne, David A. McMeekin, Chiara Zuanni, and Alex Butterworth International Journal of Humanities and Arts Computing 2022 16:1, 94-109

CAA 2022, Oxford

This year the Computing Applications and Quantitative Methods in Archaeology Conference is running in person in Oxford, UK and virtually. CAA2022 will be held 8-11 August 2022.

If you are interested, CAA2022’s first session is calling for papers on cultural presence. Elaine contacted me about this for the last CAA (that was postponed) and it sounds very interesting so, hopefully, some of you can make it. You can also submit individual papers to CAA2022.

S01: iN Deep: Cultural Presence in Immersive Educational Experiences (Other)

Elaine A Sullivan, University of California Santa Cruz

Sara Perry, Museum of London Archaeology

Paola Derudas, Lund University

Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (XR) technologies are increasingly incorporated into university classrooms and public education in the GLAM sector (galleries, libraries, archives, and museums). The potential to use these technologies to engage students and the public with archaeological knowledge (such as site reconstructions, artefacts, or re-imagining the activities of past peoples) is exciting, but these forms of representation, including the use of individual headsets, tablets, and personal mobile phones, come with particular challenges. In his book Critical Gaming (2015), Eric Champion argued that virtual realities should express ‘cultural presence,’ the meaning and significance of a time, place, or object to people of the past.

Hyper-reality, photogrammetry, and ever-increasing levels of ‘accuracy’ in 3D models do not inherently convey aspects of cultural significance and meaning, and many VR/AR/XR experiences fall dramatically short of the goal of expressing the importance of past places and things to
their original communities. Emphasis on technological and (especially) hardware innovation often deflects attention from critically engaging with questions of meaning-making.


This panel asks those creating or intensely using Archaeology VR/AR/XR to focus NOT on software, hardware, or the latest technical innovations, but on how we as archaeologists can better design, create, or curate experiences that inspire and educate students and the public on the cultural importance of archaeological spaces, objects or themes.

What are successful techniques to aid a visitor to better understand the original context of an object now placed in a (often far off) museum or gallery? How can university instructors incorporate the (problematically individual) headset or mobile experiences into pedagogy to provide meaningful and active student learning? How can complex data be usefully layered or curated so that multiple types of museum visitors or classes could find it informative and emotionally resonant? How can we turn these increasingly popular technologies into serious spaces of cultural learning and curiosity, moving beyond the initial ‘wow’ factor

Format
Instead of traditional 20 minute talks, we request that participants present 8-10 minutes in depth on one VR/AR/XR experience they have designed and/or utilized in a university or GLAM setting (not a general review of multiple types of work). We ask participants to present and explain aspects of design and interaction and their intent in that experience; or, if the content was not designed by the presenter, how content was incorporated, curated, or enhanced for the classroom or GLAM experience.

Specifically, we ask presenters to think thoughtfully and critically about how we might collectively learn to use these technologies in more informed ways, including: What types of interactions with students or the public have shown promise, and how might we build on those successes? What practices have not worked, and how might we learn from our failures? What particular aspects of archaeological and cultural heritage knowledge are best emphasized in the VR/AR/XR experience? What is key to re-using content created by others, including content created by non-archaeologists?

The session will be divided into four sections:

  • 1st group of presentations, ~five presenters (10 minutes per presentation)
  • a ~30 minute ‘hands-on’ period** where participants and the audience will be able to engage/interact directly with the presented content from both presentation groups
  • 2nd group of presentations, ~five presenters (10 minutes per presentation)
  • concluded by a ~30-minute Q&A session for the full group of presenters and audience

We hope this format will allow the audience to engage directly with the content before opening up the session for questions and comments. The goal is to turn this session into a workshop that helps all present work more critically with VR/AR/XR content and improve how we communicate scholarly information at the university and GLAM setting.

**We therefore ask participants to commit to bringing their discussed content uploaded or downloadable in some format that can be shared directly with others: including (but not limited to) VR headsets, Google cardboard, AR apps pre-installed on tablets or smart phones, etc.

References
Champion, E. (2015). Critical Gaming: Interactive History and Virtual Heritage. Ashgate Publishing, Ltd.

3D, Maps and DBPedia

The UNESCO Chair of Cultural Heritage and Visualisation (10/2016 – 09/2020) project at https://unesco-chv.curtin.edu.au will be shut down in June 2022.

Before then feel free to look at the online Australian map platform with 3D models, Linked Open Data, DBpedia, open data etc… https://unesco-chv.curtin.edu.au/mapplatform but please allow 20-30 seconds for some of the larger 3D models to load.

It was developed for Ikrom Nishanbaev’s PhD project, (supervised with Dr David McMeekin), the thesis by publication has just been successfully reviewed.

Thank you to Ikrom, David, the GIS and cultural heritage people who provided feedback and the reviewers.

Interesting to note Ikrom started the PhD in humanities then when I left Curtin University he moved to Science and Engineering. So it is arguably a truly interdisciplinary Digital Humanities project.

One of his papers received an award. The papers are listed at:

PhD scholarships at UniSA in South Australia

There are two PhD scholarships at the University of South Australia, in Built Environment and Design, that may interest Australian or NZ citizens or Australian permanent residents:

https://www.unisa.edu.au/research/degrees/research-projects/#design-thinking-for-supporting-sustainable-bu

Details of the supervisors are listed against the projects.

No, I am not a supervisor for either, I am currently helping PhD students at my last university submit their theses (two passed so far, three to go!)

To offer a PhD scholarship-supported project at UniSA, I have to propose and have accepted a project, then students can apply. For self-funded PhD study, students can apply straight away.

Cultural Presence Session proposed for CAA2022 Oxford

Associate Professor Elaine Sullivan will propose a session on cultural presence (based on my writing in Critical Gaming) but also on wider issues of virtual heritage, for CAA2022, Oxford, 8-11 August (physically and virtually). It was approved for CAA2020 Oxford but the conference was postponed due to COVID, and she will need to reapply. However, if you are interested please contact her via her University of California-Santa Cruz Faculty page.

Details of her session S26 (specific details may be changed for 2022) are at https://2020.caaconference.org/sessions/ (N.B. I updated my definition of Cultural Presence in the journal article Culturally Significant Presence in Single-player Computer Games (JOCCH 2020).

Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (XR) technologies are increasingly incorporated into university classrooms and public education in the GLAM sector (galleries, libraries, archives, and museums). The potential to use these technologies to engage students and the public with archaeological knowledge (such as site reconstructions, artefacts, or re-imagining the activities of past peoples) is exciting, but
these forms of representation, including the use of individual headsets, tablets, and personal mobile phones, come with particular challenges.

In his book Critical Gaming (2015), (free PDF) Erik Champion argued that virtual realities should express ‘cultural presence,’ the meaning and significance of a time, place, or object to people of the past.

Hyper-reality, photogrammetry, and ever-increasing levels of ‘accuracy’ in 3D models do not inherently convey aspects of cultural significance and meaning, and many VR/AR/XR experiences fall dramatically short of the goal of expressing the importance of past places and things to their original communities.

Emphasis on technological and (especially) hardware innovation often deflects attention from critically engaging with questions of meaning-making. This panel asks those creating or intensely using Archaeology VR/AR/XR to focus NOT on software, hardware, or the latest technical innovations, but on how we as archaeologists
can better design, create, or curate experiences that inspire and educate students and the public on the cultural importance of archaeological spaces, objects or themes.

What are successful techniques to aid a visitor to better understand the original context of an object now placed in a (often far off) museum or gallery? How can university instructors incorporate the (problematically individual) headset or mobile experiences into pedagogy to provide meaningful and active student learning? How can complex data be usefully layered or curated so that multiple types of museum visitors or classes could find it informative and emotionally resonant? How can we turn these increasingly popular technologies into serious spaces of cultural learning and curiosity, moving beyond the initial ‘wow’ factor?


Format
Instead of traditional 20 minute talks, we request that participants present 8-10 minutes in depth on one VR/AR/XR experience they have designed and/or utilized in a university or GLAM setting (not a general review of multiple types of work).

We ask participants to present and explain aspects of design and interaction and their intent in that experience; or, if the content was not designed by the presenter, how content was
incorporated, curated, or enhanced for the classroom or GLAM experience. Specifically, we ask presenters to think thoughtfully and critically about how we might collectively learn to use these technologies in more informed ways, including: What types of interactions with
students or the public have shown promise, and how might we build on those successes?

What practices have not worked, and how might we learn from our failures? What particular aspects of archaeological and cultural heritage knowledge are best emphasized in the VR/AR/XR experience? What is key to re-using content created by others, including content created by non-archaeologists?

new book project in screen tourism and landscapes

With two fine co-editors our edited book proposal on the above topic has been through the review process and judged fit for publication with helpful and positive comments.

It still has to pass the publisher editorial meeting in January but our editor there does not see any problems. Given we still need formal approval, I hope to announce more details in a month or so. We do still need a chapter or more on Asia but otherwise I am very happy with our authors and draft chapters. Congratulations everyone!

CAA2022 potential session

Despite COVID, lack of travel resources etc, (especially to the UK from Australia), I’ve been thinking about proposing a panel/session at CAA2022 about “what is lost in the digits”-which elements, features, beliefs or interpretations are left behind or overlooked when scanning / digitally simulating…and what we can or should do about it (with a nod to @EthanWatrall). A short twitter discussion (with many points by Anton Scoetzee) followed.

So, if I think it is feasible, I will apply to CAA2022 before 17 January and post the proposal here. I can see it morphing into an open access, dialogue-friendly edited book.

Ph.D. finally added to the University repository

I deposited my PhD thesis (Evaluating Cultural Learning in Virtual Environments, 2006) at the University of Melbourne but they only just now added it to their new system, here it is:

https://minerva-access.unimelb.edu.au/handle/11343/294933

There is still a great deal of opportunity for research on contextual interactive immersion in virtual heritage environments. The general failure of virtual environment technology to create engaging and educational experiences may be attributable not just to deficiencies in technology or in visual fidelity, but also to a lack of contextual and performative-based interaction, such as that found in games. This thesis will suggest improvements will result from more research on the below issues:

1. Place versus Cyberspace: What creates a sensation of place (as a cultural site) in a virtual environment in contradistinction to a sensation of a virtual environment as a collection of objects and spaces?

2. Cultural Presence versus Social Presence and Presence: Which factors help immerse people spatially and thematically into a cultural learning experience?

3. Realism versus Interpretation: Does an attempt to perfect fidelity to sources and to realism improve or hinder the cultural learning experience?

4. Education versus Entertainment: Does an attempt to make the experience engaging improve or hinder the cultural learning experience?

This doctoral thesis outlines a theoretical definition of place, culture, and presence that may become a matrix for virtual environment design as well as a discussion of the advantages and disadvantages of appropriating game-style interaction to enhance engagement. A virtual environment was built using Adobe Atmosphere to test whether cultural understanding and engagement can be linked to the type of interaction offered. The thesis also includes a survey of evaluation mechanisms that may be specifically suitable for virtual heritage environments. In its review of appropriate methodology, the thesis suggests new terms and criteria to assess the contextual appropriateness of various evaluation methods, and provides seven schematic examples of game-style plot devices that lend themselves to evaluation. The test-bed is the evaluation of a virtual archaeology project in Palenqué Mexico using theories of cultural immersion as well as computer game technology and techniques. The case study of Palenqué involved five types of evaluation specifically chosen to assess cultural awareness and understanding gained from different forms of interaction in a virtual heritage environment.

Keywords

virtual reality in architecture; imaging systems in archaeology; computers and civilization


New Open-access Article on Mixed Reality

A new open-access article by Mr Mafkereseb Bekele, a PhD student at Curtin University and his three supervisors (myself, Dr David McMeekin and Dr Hafizur Rahaman): “The Influence of Collaborative and Multi-Modal Mixed Reality: Cultural Learning in Virtual Heritage” https://mdpi.com/1390992#mdpimti via @MDPIOpenAccess

Studies in the virtual heritage (VH) domain identify collaboration (social interaction), engagement, and a contextual relationship as key elements of interaction design that influence users’ experience and cultural learning in VH applications. The purpose of this study is to validate whether collaboration (social interaction), engaging experience, and a contextual relationship enhance cultural learning in a collaborative and multi-modal mixed reality (MR) heritage environment. To this end, we have designed and implemented a cloud-based collaborative and multi-modal MR application aiming at enhancing user experience and cultural learning in museums. A conceptual model was proposed based on collaboration, engagement, and relationship in the context of MR experience. The MR application was then evaluated at the Western Australian Shipwrecks Museum by experts, archaeologists, and curators from the gallery and the Western Australian Museum. Questionnaire, semi-structured interview, and observation were used to collect data. The results suggest that integrating collaborative and multi-modal interaction methods with MR technology facilitates enhanced cultural learning in VH.

Keywords: mixed reality; virtual heritage; collaborative interaction; multi-modal interaction; engagement; cultural learning