Category Archives: Conference

GLAM-VR

 Event: GLAMVR short talks and workshop (Friday 26 August, THE HIVE, from 9:00AM)

On Friday 26 August (just before Curtin Research week) a School of Media Culture and Creative Arts academics, Curtin University Library and friends will host at the HIVE a morning series of short presentations.

The main themes are:

  • Digital Heritage: Workflows and issues in preserving, exporting and linking digital collections (especially heritage collections).
  • Scholarly Making: How to encourage makerspaces & other activities in tandem with academic research.
  • Experiential Media: How to learn and develop AR/VR and other new media technology and projects especially for the humanities.

Primary Objectives:

  1. To encourage humanities and especially digital humanities research, connecting research project ideas with an idea of possible equipment and the skills required.
  2. To get people together to discuss their projects and get feedback
  3. To help push forward prototypes and proof-of-concepts
  4. To uncover potential design ideas and available datasets for the Cultural Hackathon later in the year (see below).

Friday Morning: Short Presentations (on Digital Heritage, Scholarly Making & Experiential Media)
Speakers include

  • Assistant Professor Elaine Sullivan, University of California, Santa Cruz, USA, who will speak on Digital Karnak.
  • Mr Conal Tuohy, software developer from Brisbane, will speak on digital collections, visualisation and Linked Open Data.
  • Short presentations from academics at Curtin and there may be a few slots available to others in Perth.

Friday Afternoon: Digital Workflows/Augmented Reality WORKSHOP (3-3.5 hours)

In the afternoon Mr Michael Wiebrands will present workflows on importing digital records and other media assets into the UNITY game engine and he will be followed by Mr Dominic Manley, who will demonstrate Augmented Reality (AR) technology and how to use AR in research projects.

 

Cultural Hackathon, October/November 2016

In October or November we plan to host a CULTURAL HACKATHON. Academics propose ideas, and provide datasets (and so can Libraries, Galleries, Archives and Museums). Hobbyists, programmers, students will spend the entire day in teams working on application prototypes using that data and the VR/AR equipment provided. Proof of concept ideas will be presented and the best project will win a prize and the chance to work with the academics in the near future.

PLEASE NOTE: The event is free for attendees but they will have to register at EVENTBRITE (link to follow) for either the morning presentations or the afternoon workshop. We recommend people register and attend both but having separate registrations is to encourage those who can only make one session. Numbers will be limited.

CFPs for August 2016

START*DUE*CONFERENCETHEMELOCATION
17-Nov-1619-Aug-16DIGRAA2016Digital Games Research Association AustralasiaMelbourne Australia
31-Jan-1722-Aug-16ACSW2017Australasian Computer Science Week 2017Geelong Australia
14-Mar-1726-Aug-16CAA2017Digital Archaeologies Material Worlds (call for sessions)Atlanta Georgia USA
19-Dec-1631-Aug-16TAGTheoretical Archaeology Group – “Visualisation” sessionsSouthampton UK
27-Nov-1601-Sep-16VICTAVisions on Internet o f Cultural Things and ApplicationsNaples Italy
15-Feb-1701-Sep-16MuseumNextMuseumNextMelbourne Australia
06-May-1714-Sep-16chi2017Computer Human InteractionDenver Colorado USA
25-May-1730-Sep-16otsfThe Archaeology of Sound: a Bridge that Connects Cultures, Time & SpaceMalta
24-Apr-1707-Oct-16EG2017Eurographics 2017Lyons France
03-Mar-1709-Oct-16AMC IUIintelligent user interfacesLimassol Cyprus
03-Apr-1719-Oct-16www2017World Wide Web 2017Perth Australia
10-May-1701-Nov-162D+3D photo2D+3D photographyRijksmuseum, Netherlands
20-May-1715-Nov-16TechnoheritageScience & Technology for the Conservation of Cultural HeritageCádiz Spain
01-Aug-1721-Nov-16ISEA2017International Symposium on Electronic ArtManizales, Columbia
27-Jun-1706-Jan-17CC2017ACM Creativity and CognitionSingapore
28-Aug-1701-Feb-17CIPA 2017Digital Workflows for Heritage ConservationCarleton Canada
30-Aug-1727-Mar-17DCH2017Digital Cultural HeritageBerlin Germany
15-Jun-17?CDHCentre of Digital HeritageLeiden Netherlands
26-Jun-17?ilrn2017immersive Learning Research Network (iLRNCoimbra Portugal
10-Jul-17?DiGRA2017Digital GamesMelbourne Australia
08-Aug-17?DH2017Digital Humanities 2017: AccessMontreal Canada
02-Nov-17?HASTAC17The Possible Worlds of Digital HumanitiesOrlando Florida
24-Jun-18?DH2018Digital Humanities 2018Mexico

Counterfactual, Counterfictional, Counterfutural: Games of the Future Designed By Archaeologists (the book idea)

Like Assassin’s Creed but upset over how it could have made history exciting without having to employ and manipulate central historical characters? Love Lara Croft: Tomb Raider if only the tombraiding (stealing) mechanics could be replaced by something more meaningful? Wish that the Total War Series allowed you to employ agent modelling to test competing archaeological theories of migration, colonisation and invasion or just to improve its historical accuracy? Dream you could use the  language, graphic vision and immersion of Far Cry Primal in the classroom to explain (through engaging interaction) the Mesolithic rather than primarily use it as a backstage to fight semi-believable creatures? Then this book is for you. Correction. This book is BY you.

Brief: Archaeologists and historians either take a game with an inspiring concept, technique or mechanic and extrapolate it to a game or simulation of the future OR they share their vision of a game or simulation that reveals, expresses or augments their own research.

1. This becomes an edited book. But wait…

The writers could meet at a workshop, bring their own designs, video cutscenes, and illustrations and media depicting what this new vision would look like or how it could be experienced or how it could be revealed. Or other writers or the public or even budding game designers could provide their own illustrations, walkthroughs, PLAYABLE DEMOS, diagrams or audio recordings of what the original author’s vision could be experienced as.

2. This becomes an online sensory experience mixed in with online chapters of the book. But wait..

3. There can also be a dynamically compiled new online game created from tagged elements of #2. The reader can either choose to read the book, to read and experience the multimedia book chapters online OR select their favourite mechanics, scenarios, techniques, illustrations etc from any or all of the chapters and then the online website automatically creates a multimedia collection to suit the tags of the chosen components..the reader has now designed, experimented, or played with a whole new potential game or scenario of archaeology, history and heritage in the future..

But wait…

4. The game designers who helped in the workshop are so inspired they help the archaeologists design these new ludic visions of the future..

CFPS for July

START*DUE*CONFERENCETHEMELOCATION
05-Dec-1610-Jul-16SG2016Games & Learning Alliance conference-GALA 2016Utrecht Netherlands
02-Nov-1615-Jul-16TEEMTechnological Ecosystems for Enhancing MulticulturalitySalamanca, Spain
13-Oct-1601-Aug-16VDHVisual Digital Humanities: Representing & Interpreting Humanities DataTartu Estonia
17-Nov-1619-Aug-16DIGRAA2016Digital Games Research Association AustralasiaMelbourne Australia
14-Mar-1726-Aug-16CAA2017Digital Archaeologies Material Worlds (call for sessions)Atlanta Georgia
19-Dec-1631-Aug-16TAGTheoretical Archaeology Group – “Visualisation” sessionsSouthampton UK
05-Jul-1731-Aug-16PTHPreserving transcultural heritage: your way or my way?Lison Portugal
27-Nov-1601-Sep-16VICTAVisions on Internet of Cultural Things and ApplicationsNaples Italy
12-Jun-1721-Nov-16ISEA2017International Symposium on Electronic Art: Biocreation and PeaceManizales, Columbia
28-Aug-1701-Feb-17CIPA 2017Digital Workflows for Heritage ConservationCarleton Canada
06-Oct-16?Museum IdeasThe Future of Museums in the Era of Participatory CultureLondon UK
15-Feb-17?MuseumNextMuseumNextMelbourne Australia
03-Apr-17?www2017World Wide Web 2017Perth Australia
10-May-17?2D+3D photo2D+3D photographyRijksmuseum, Netherlands
10-Jul-17?DiGRA2017Digital GamesMelbourne Australia
08-Aug-17?DH2017Digital Humanities 2017: AccessMontreal Canada
02-Nov-17?HASTAC17The Possible Worlds of Digital HumanitiesOrlando Florida
24-Jun-18?DH2018Digital Humanities 2018Mexico

Digital Humanities, Makerspace and Gnomes

Yesterday at a meeting for digital humanities / 3D makers at https://maker.library.curtin.edu.au/ we were set a project brief to promote the makerspace.

We want something thematic to

  • encourage guerrilla (i.e. low-cost but accessible) digital humanities learning, skills, resources AND using the makerspace facilities and digital skills of our library staff and resources at the Library Makerspace
  • something funny yet memorable
  • something flexible but not subject to strict copyright restrictions (looking at you MagicCastleLand)
  • appealing to adults and children and young adults alike
  • communal and community based
  • ideal for environment-sensing and ecological projects (we have an Internet of Everything and iBeacons plus we can teach sensor-based project making)
  • capable of being built using a variety of materials, permanent and less permanent
  • suitable for immediate or long-term use past the dates of the workshop
  • anything that builds on Perth and Western Australia yet of interest and customisation-friendly for overseas staff and students

I suggested GNOMES. We would run courses around designing and building GNOMES, But they could have additional features and magical powers.

  • There are 3D Gnomes ready to print on the internet so we can teach 3D printing skills and scanning skillets scan themselves in 3D (http://structure.io/) and using free 3D software they can create halfGNOME halfPerson statues. Plus they can help teach crafting skills (very important for digital humanities).
  • something funny yet memorable. Self-evident: http://www.gardenfun.com/garden-gnomes.html Plus the potential for puns is gnomormous.
  • something flexible but not subject to strict copyright restrictions, but we can use the course to discuss creative commons and 3D objects: https://creativecommons.org/2016/04/19/attribute-3d-printed-objects/
  • appealing to adults and children and young adults alike: Self-evident really! Gnomes can be all shapes and sizes, and their rounded contours mean they can be easy (or difficult) to carry. They can be part of treasure hunts and quizzes or projection shows/outdoor displays for orientation days or themed meetings.
  • communal and community based: students can design the gnomes for hospital and senior citizen gardens, the best could be kept on campus, and promoted at Orientation Day (O-Day, henceforth known as Gnome Day).
  • ideal for environment-sensing and ecological projects: Gnomes can have slots and cavities for sensors, arduino or other. Plus the Gnomes can feature augmented reality trackers but the information will be stored in the cloud. Also, the silhouette of the Gnome could also perhaps be an AR tracker! Will need to build the ARGnome app though.
  • capable of being built using a variety of materials, permanent and less permanent: Gnomes are often found in gardens. 3D Gnome patterns would be a great exercise for our design, art and engineering students. Solar power and low-energy power for circuits in various interactive Gnomes would be an interesting engineering project (perhaps contact with the Gnome base could create some form of friction and very low levels of energy?) Patchwork gnomes could be given to visitors.
  • suitable for immediate or long-term use past the dates of the workshop: Gnomes are often of concrete, metal or masonry. We need to look at durable plaster/plastercine as well.
  • anything that builds on Perth and Western Australia: we already have a giant and mysterious Gnome Valley 2 hours south of Perth! http://www.fergusonvalley.net.au/gnomesville.html

What is stopping us? People laughing at us basically. Also too many Gnomes get abducted or end up in strange places.
Oh and I also have an idea for a text to speech bot garden Gnome that reflects on deep philosophical questions. Gnome Chomsky.

Other ideas for garden-variety digital humanities:

  • Scarecrows that sense fertiliser-deficiency but are 3D printed with politicians faces.
  • Or garden trolls that sense weather conditions and then tell you the exact opposite.

Erik Champion: Digital Culturalist

Thank you inspire lab for the kind words. Inspiration for me to start on some new projects!

inspire-lab

Erik Champion’s WordPress site / displays the form of a true digital humanist. Champion is the current professor of Cultural Visualization at Curtin University in Perth, Australia. His forthcoming work, Critical Gaming: Interactive History And Virtual Heritage focuses on game play and the digital humanities, as well as the intriguing idea of ‘critical play.’ A chapter by chapter rundown exists on the page of the same title /2015/01/15/looking-for-suitable-cover-image-critical-gaming-interactive-history-and-virtual-heritage/. Check out the Mindmap at the DH tab, and explore a PDF of Champion’s Doctoral thesis “Evaluating Cultural Learning in Virtual Environments.” Champion is major player in the European digital humanities field with an impressive list of work in the data visulization and digital culture areas. The work in screen warping and biofeedback are worth the visit.

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CFP: Virtual Reality Games, International Journal of Computer Games Technology

We are currently accepting submissions for our upcoming Special Issue titled “Virtual Reality Games,” which will be published in International Journal of Computer Games Technology in April 2017. The Special Issue is open to both original research articles and review articles, and the deadline for submission is November 25, 2016. You can find the Call for Papers at http://www.hindawi.com/journals/ijcgt/si/787829/cfp/.

International Journal of Computer Games Technology has been accepted for coverage in the Emerging Sources Citation Index, which is a new edition of the Web of Science that was launched in November 2015. This means that any article published in the journal will be indexed in the Web of Science at the time of publication. The journal is a peer-reviewed, open-access publication, which means that all published articles are made freely available online at http://www.hindawi.com/journals/ijcgt/ without a subscription and authors retain the copyright of their work.

Please read over the journal’s author guidelines at http://www.hindawi.com/journals/ijcgt/guidelines/ for more information on the journal’s policies and the submission process. Manuscripts should be submitted online to the Special Issue at http://mts.hindawi.com/submit/journals/ijcgt/vrga/.

Part 3 – Sources and Paradata

3D Reconstruction in Archaeology

Before going into the bulk of how to model an archaeological site and why do it, I would like to spend a moment discussing the research that should be at the basis of the model itself. The fact that 3D Reconstruction is in its infancy brings many advantages and disadvantages to the table. On the one part, it is exciting to think there is so much we do not know as it means endless applications are there just waiting to be discovered. On the other hand however, there is a distinct lack of consistent methodology between projects and while some publication are clearly founded on extensive research (Dawson et al. 2011 amongst many others), others seem to be more loosely interpreted.

Fig.1 – The first steps in modelling, based on a plan of the site to scale.

This is one of the reasons behind ‘paradata’, a term that has recently…

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3D models: Advanced challenges, UCLA

Daisy-O’lice I. Williams, University of Oregon, presents to the insitute on day 1, 20 June 2016, UCLA.

I was very fortunate to be invited to the NEH-funded Advanced Challenges in Theory and Practice in 3D Modeling of Cultural Heritage Sites Institute, hosted at University of Massachusetts in 2015 and University of California Los Angeles (UCLA) 20-23 June 2016.
Some points I noticed reoccurring over the four days (and which I also added to the #neh3D twitter stream) were:

  1. People are still inventing the wheel when it comes to interaction in virtual environments. But you all knew that anyway.
  2. There is still a gap between educators and libraries who just want to get projects made, students engaged, and assets saved and those who talk about the big metadata / ontology questions. Nobody apart from Piotr used CIDOC-CRM for example and as he and I agreed, there needs to be more useful examples for archaeologists and architects.
  3. We still need an open source augmented reality platform: Content providers will try to lock you in to their own devices (http://www.pcworld.idg.com.au/article/602484/google-building-its-own-smartphone-report-says/) and AR software is commercial, risky and when the AR company disappears so does your augmented reality project! To add insult to injury many AR software apps store you models offline or in a secure cloud so you cannot directly access them even though you made them.[I have just heard of ARGON, will have to investigate].
  4. There is no suitable 3D model+scholarly journal, the editor in chief of Digital Applications in Archaeology and Cultural Heritage, Bernard Frischer, admitted their 3D solution was not yet a fully usable solution plus Elsevier say they own the model. Actually, I think the ownership of the scholarly content is as much an issue as the lack of a suitable 3D viewer. Other journals that may offer similar issues but 3D model potential are http://intarch.ac.uk/ (“All our content is open access”) and ACM Journal on Computing and Cultural Heritage (JOCCH). However at the workshop one of the founders of SCALAR expressed interest in exploring 3D for SCALAR so hopefully something eventuates with this working party.

Many thanks to Alyson Gill (UMass) and Lisa Snyder (UCLA) for the opportunity to hear about US developments and the really cool CULTURAL HERITAGE MARKUP LANGUAGE CIDOC_CRM project that Piotr Kuroczyński (Herder Institute Germany) presented.

CFPS for June 2016

START*DUE*CONFERENCETHEMELOCATION
05-Dec-1610-Jul-16SG2016Games & Learning Alliance conference-GALA 2016Utrecht Netherlands
02-Nov-1615-Jul-16TEEMTechnological Ecosystems for Enhancing MulticulturalitySalamanca, Spain
14-Mar-1726-Aug-16CAA2017Digital Archaeologies Material Worlds (call for sessions)Atlanta Georgia
28-Aug-1701-Feb-17CIPA 2017Digital Workflows for Heritage ConservationCarleton Canada
06-Oct-16?Museum IdeasThe Future of Museums in the Era of Participatory CultureLondon UK
19-Dec-16?TAGTheoretical Archaeology Group – “Visualisation”Southampton UK
15-Feb-17?MuseumNextMelbourne Austtralia
03-Apr-17?www2017World Wide Web 2017Perth Australia
01-Aug-17?ISEA2017International Symposium on Electronic ArtManizales, Columbia
08-Aug-17?DH2017Digital Humanities 2017: AccessMontreal Canada
24-Jun-18?DH2018Digital Humanities 2018Mexico
02-Nov-17HASTAC17The Possible Worlds of Digital HumanitiesOrlando Florida

Inside a review of another’s book is the $64 question about digital history/virtual heritage

Ingoglia, R. T. (2014). Playing with the past: Digital games and the simulation of history. Choice, 51(8), 1463. Retrieved from http://search.proquest.com.dbgw.lis.curtin.edu.au/docview/1534099023?accountid=10382

Missing, however, is solid evidence that people who play these games have a deeper understanding of, or even a desire to probe deeper into, the imagined past (besides purchasing another video game).

Part 2 – 3D Reconstruction Literature

Thanks for article and round up!

3D Reconstruction in Archaeology

In this section I would like to go through some projects I have been reading about that I think are very useful for understanding 3D Reconstruction in Archaeology. Before delving into the practicalities of the technology it is important to assess where the field is at right now.

An image from Champion et al. (2012) showing the reconstructed city of Palenque.

If you look through the literature, 3D Reconstruction is often scarcely documented and results are limited. The three major critique points I have encountered are to do with accuracy, lack of human element and on use. Here is a brief overview:

  • Accuracy: studies lack background information on how the model was achieved, and create the false idea that the reconstruction is absolutely certain, while often it is simply one of many interpretations.
  • Lack of human element: based on Thomas (2004a; 2004b) and Tilley (2004), 3D Reconstruction is seen as…

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upcoming overseas presentations for 2016

Three conference presentations or panels arriving in next three months, Los Angeles, Beijing and Singapore:

  • Champion, E. (2016). Attending as panellist and critic, NEH Humanities Heritage 3D Visualization: Theory and Practice Summer Institute. 3-day symposium, 6-9 June 2016, University of California Los Angeles USA. National Endowment of the Humanities Grant. URL: http://advancedchallenges.com/
  • Champion, E. (2016). Invited speaker for The 4th International Symposium on Cultural Heritage Conservation and Digitization (CHCD 2016), 7-9 August 2016, Beijing, China. URL: http://www.chcd2016.org/eng/.
  • Champion, E. (2016). Invited/funded speaker for Presenting Cultural Specificity in Digital Collections, Workshop at the National University of Singapore 12-14 August 2016, Singapore.

New Digital Humanities series ARCHumanities Press

Dymphna Evans, new editor at www.arc-humanities.org (THE APPLIED RESEARCH CENTRE IN THE HUMANITIES AND PRESS LTD) informed me they are developing a digital humanities list on digital humanities.
I don’t know the press but I vouch for Dymphna as editor (she was the editor for Critical Gaming: Interactive History and Virtual Heritage, when she was at Ashgate before it became Routledge).
As well as publishing monographs and collections they are launching a series of short books (20-40,000 words).

Refer https://mip-archumanitiespress.org/series/impact/
The Arc Impact book offers a new route to publication at Arc Humanities Press connecting and looking beyond medieval studies to contemporary humanities research issues. The Arc Impact book offers a route to publish for scholars who have undertaken a specific research project, which does not lend itself to publishing as a traditional journal article or a long-form academic monograph. A more generous word count and faster turnaround time than a journal article allows for rapid publication of results, more scope for case study material and a more immediate impact on the field. The books are typically 20-40,000 words long and priced at an affordable level with open access options.

Remote Education and indigenous games

I co-supervised an honours student, Susannah Emery, who was funded by the NINTI One project. She used the Sims as machinima to show how local indigenous communities could develop their own cultural heritage-influenced games. She received a first class honours and was a Winnovation finalist.

I am very proud to announce that I have received the award of First Class Honours from Curtin University for my honours thesis entitled ‘We are Stronger Together/Nganana Tjungurringkula Nintirrintjakunana: a collaborative approach to telling Anangu stories through video games.’

Well done Susannah! As part of her research helped form an article on indigenous cultural heritage games. The article, for playwright, is called

You’re never alone in Never Alone: game mechanics as cultural metaphor

Then about a month ago i was invited to the final report/findings of the Remote Education Systems/NINTI ONE Project.

The Remote Education Systems project aims to find out how remote Aboriginal and Torres Strait Islander communities can get the best benefit from the teaching and learning happening in and out of schools. It is doing this by engaging with members of communities, schools, government agencies and other end users who want to find ways of improving outcomes for students in remote Australia.

My takeaway on the most important element for children’s’ learning to be successful was parental buy in- not surprising but good to see it researched. Also, local staff are an important factor, class attendance is related to income, qualifications do not necessarily reveal the best teacher, successful projects incorporate the assets of students, families and communities, and the presenter said “ownership will be a priority.”

I am looking forward to the report going on the website.

Proceedings of the Digital Humanities Congress 2014 NOW online

The Proceedings of 2014 are now live!! Finally!!

http://www.hrionline.ac.uk/openbook/book/dhc2014

My article:Ludic Literature: Evaluating Skyrim for Humanities Modding
Related slides of presentation are on slideshare.net

This article evaluates the practical limitations and dramatic possibilities of modding (which means modifying) the commercial role-playing game Elder Scrolls V: Skyrim for the visualization and exploration of literature. The latest version of a 20 year-old game franchise, Skyrim has inspired various writings and musings on its relation to Digital Humanities. Digital Humanities has moved to a more immersive, participative, tool-making medium, a recent report on digital archives has proposed digital tools integrate with history curricula (Sampo, 2014) and that “digital history may narrow the gap between academic and popular history”. Can games also be used to promote traditional literary mediums as well as experiential and immersive archives?

EDIT: They have the wrong version uploaded on the Sheffield website. I will add the correct version here:

This is an open access publication with a Creative Commons Attribution-NoDerivatives 4.0 International License. As such, PDF versions can be deposited in institutional repositories. Our specific copyright statement is as follows:
“Copyright of all content is retained by the individual authors who are permitted to re-publish their work elsewhere. Likewise, other sites and media are permitted to re-use the works of authors on condition that they include a citation that references the content’s original publication by HRI OpenBook and an accurate attribution of the author’s IP and copyright.”
Finally, there is a new Call for Papers out for DHC2016, available here: http://hridigital.shef.ac.uk/dhc2016

Increasing the Life & Usage of Virtual Heritage Models

Following on rather nicely from my last blog, the below abstract was accepted yesterday so hopefully will be in Beijing at Tsinghua University 7-10 August (then invited to NUS, Singapore 12-14 August).

Initial abstract for the 4th International Symposium on Cultural Heritage Conservation and Digitization (CHCD 2016), entitled “Re-vive: Heritage Coming Back to Life”.

TITLE: Increasing the Life and Usage of Virtual Heritage Models

KEY WORDS: Virtual heritage, infrastructure, models, mechanics, interaction, preservation, evaluation, simulations, digital scholarly ecosystem.

ABSTRACT:

For many years academics have argued that a major issue in the development of high quality and effective virtual heritage projects has been a corresponding lack of evaluation methods (Economou and Pujol, 2008, Champion, 2006, Tost and Economou, 2009, Karoulis et al., 2006, Tan and Rahaman, 2009). Despite two decades of research and advancing technological sophistication, and the widespread proliferation of virtual heritage conferences, the same problems are still evident.

While the issue of meaningful evaluation is no doubt a serious problem, this paper proposes that a more fundamental issue has been with the design and circulation of the digital models themselves. The problem is at least sixfold. Firstly, digital heritage models are typically frozen products, they do not easily scale, they aren’t typically component-based, they are difficult to add to and otherwise edit. There is a problem of standards (of authenticity, software and hardware standards, operating guidelines, and adherence to charters that dictate best practice in virtual heritage). Digital heritage model formats are not standardised nor created specifically for preservation (let alone separate their archival function from presentation purposes). Digital heritage models are typically models rather than simulations, they are not predicative tools, they don’t create, convey or question hypothetical. The interaction design patterns (and mechanics) are not standardised, and not preserved, let alone separated from the 2D and 3D media assets. Finally, these projects typically do not link to digital scholarly resources (publications, image databases, online maps and so forth).

I propose that virtual heritage community needs to debate and adopt a scholarly ecology, an overall system and community that provide feedback, management and impact for virtual heritage research. This requires political coordination and social organisation beyond the scope of this paper but I will also review some more technical proposals that may help address the above problems.

For theme C: Cultural heritage exhibition and interpretation of digital technology: virtual reality, augmented reality, digital museum

References

CHAMPION, E. M. 2006. Evaluating Cultural Learning in Virtual Environments. PhD, University of Melbourne.

ECONOMOU, M. & PUJOL, L. 2008. Educational tool or expensive toy? Evaluating VR evaluation and its relevance for virtual heritage. New Heritage: New Media and Cultural Heritage, London, Routledge, 242-260.

KAROULIS, A., SYLAIOU, S. & WHITE, M. 2006. Usability evaluation of a virtual museum interface. Informatica, 17, 363-380.

TAN, B.-K. & RAHAMAN, H. 2009. Virtual heritage: Reality and criticism. Tidafi, T. et Dorta, T., éditeurs: Joining Languages, Cultures and Visions: CAAD Futures, 130.

TOST, L. P. & ECONOMOU, M. 2009. Worth a thousand words? The usefulness of immersive virtual reality for learning in cultural heritage settings. International Journal of Architectural Computing, 7, 157-176.

CFP Gala 2016, 5-7 December Utrecht

http://conf.seriousgamessociety.org/2016/

Games and Learning Alliance conference

Papers (10 pages) submission deadline: July 10, 2016
Notification date for Papers: September 11, 2016
Camera Ready Papers and Registration Due: October 16th 2016
Conference: 5-7 December, 2016, Utrecht, the Netherlands

The Games and Learning Alliance conference (GALA 2016) is an international conference dedicated to the science and application of serious games.

The conference aims at bringing together researchers, developers, practitioners and stakeholders. The goal is to share the state of the art of research and market, analysing the most significant trends and discussing visions on the future of serious games.

The conference also includes an exhibition, where developers can showcase their latest products.

The GALA Conference 2016 Proceedings will be published on Springer Lecture Notes in Computer Science (LNCS) and the best papers in a special issue of the Int.l Journal of Serious Games, as per the previous years.

issues about history and heritage games

Right now it really seems to me self-evident that our field is missing focused dialogue.
It would have saved me quite some time as a PhD student and designer (and evaluator) to find an edited book where authors discuss a single problem in creating history and heritage inside a game or game-like experience.

On reading https://memetechnology.org/2016/02/12/the-problems-with-game-based-history/ it seems to me a major problem is agency. Matthew Tyler-Jones is I think correct to say that a magical component of games is that it is really about us (the player). I think I am also right in saying this is a problem with history-based games (the historical world is not just about you, an individual). And it is also a problem with virtual worlds that also wish to be experienced as games.

So agency is one chapter issue.
Another is mechanics.
A third might be aesthetics: designers always want reconstructions to be immersive, artistically impressive etc. A fourth might be about missing or uncertain knowledge.
A fifth might be about extensibility and preservation.
A sixth might be about personalisation.
A seventh might revolve around: what are we really learning here…

Does Hollywood use consumer-level cameras?

I was telling how Ian Mune a famous director down under, once said in a public talk to budding young film directors to bypass the film commission, buy a good DSLR camera (at consumer not prosumer prices), plus a hard drive, and just start filming.I was interrupted by a ‘strategic project consultant’ who apparently had not heard of Ian Mune and did not believe me that Hollywood could ‘stoop so low’.

Anyway I found the whole topic quite interesting, and so without further ado, here are some references:

Hollywood movies using DSLR cameras
http://www.videomaker.com/videonews/2012/02/hollywood-shows-what-can-be-done-with-a-prosumer-dslr
http://www.cnet.com/au/news/shoot-a-movie-on-dslr-this-australian-film-shows-how-its-done/
http://petapixel.com/2011/07/29/shooting-a-big-budget-hollywood-film-with-canon-dslr-gear/
http://www.imdb.com/list/ls059550382/ Movies Filmed with Canon and Nikon DSLR Cameras
http://nofilmschool.com/2010/01/10-examples-of-stunning-dslr-cinematography