PhD project finally published in article form

The Adobe Atmosphere virtual environments that were the central part of my PhD thesis, but which I never directly published on (apart from a preliminary teaser in VSMM2003 in Montreal+VR in the Schools) is now  – in nearly full experimental glory or honesty  – available online or (soon) in printed journal form in the journal Virtual Reality (Springer website).

title: The Palenque project: evaluating interaction in an online virtual archaeology site.
authors: Erik Champion, Ian Bishop and Bharat Dave.
url: http://www.springerlink.com/content/y7750p3738878110/
abstract: This case study evaluated the effect on cultural understanding of three different interaction modes, each teamed with a specific slice of the digitally reconstructed environment. The three interaction modes were derived from an initial descriptive theory of cultural learning as instruction, observation and action. A major aim was to ascertain whether task performance was similar to the development of understanding of the cultural context reached by participation in the virtual environment. A hypothesis was that if task performance is equivalent to understanding and engagement, we might be able to evaluate the success of virtual heritage environments (through engagement and education), without having to annoy the user with post-experience questionnaires. However, results suggest interaction in virtual heritage environments is so contextually embedded; subjective post-test questionnaires can still be more reliable than evaluating task performance.

cfps: upcoming deadlines for conferences

STARTDUECONFERENCELOCATIONTHEME
12-Sep-1130-Jun-11GameDays2011Darmstadt GermanySerious Games Meets Business
6-Nov-1130-Jun-11eResearchMelbourne AustraliaeResearch Australasia
18-Oct-115-Jul-11VAST 2011Florence ItalyVirtual Reality, Archaeology + Cultural Heritage
28-Nov-118-Jul-11ICIDSVancouver CanadaInteractive Digital Storytelling
16-Nov-1125-Jul-11ambient gaming workshopAmsterdam Netherlands
30-Jan-1222-Aug-11ACE2012Melbourne AustraliaAustralasian Computing Education Conference
28-Oct-1130-Aug-11Blender 2011Amsterdam
19-Feb-121-Sep-11TEI2012Ontario CanadaTangible embedded and embodied
1-Jul-121-Sep-11DRS 2012Bangkok ThailandDesign Research Society: Re:Search
30-Jan-125-Sep-11ACHI2012Valencia SpainAdvances in Computer-Human Interactions
2-Jun-1230-Sep-11Crossroads 2012Paris FranceCrossroads
24-Nov-1124-Oct-11ozvizSydney Australia
3-Jul-1213-Jan-12ITiCSE 2012Haifa IsraelInnovation and Technology in CompSci Education
25-Jun-1220-Jan-12DIS 2012Newcastle UKDesigning Interactive Systems
8-Oct-121-Apr-12acmm2012Nara JapanACM multimedia
10-Dec-11TIES2011Minneapolis USAEducation Technology Conference
6-Jun-12Nordic DiGRATampere FinlandComputer Games
4-Oct-12ECGBL2012Cork IrelandEuropean GameBased Learning
22-Oct-12icmiSanta Monica USAmultimodal interaction

Visiting Professorships 2012 etc

I am not very familiar with this (especially the non US ones) but there seems to be a few websites around. I’m personally wondering if I can find a suitable visiting role in virtual heritage, digital humanities, architectural computing, game-based learning, digital aesthetics etc. So if you are interested in these relatively obscure roles yourself, I’ll add links to this blog post when and if I find them.
General portal http://www.scholar-guide.com/tag/visiting-fellowship
Sardinia at Visiting Professor Program Cagliari
American Academy in Rome http://www.aarome.org/apply-to-the-rome-prize.php
Postdocs in Bologna http://www.ias.unibo.it/ISA/Proposals/VisitingResearchers/default.htm
Bogliasco http://scholarization.blogspot.com/2009/11/italy-liguria-study-center-for-arts-and.html
SAS UK http://www.sas.ac.uk/fellowshipprogrammes.html
Flemish Academic Centre http://www.kvab.be/vlac.aspx
HASTAC External Faculty Fellowships 2010-11 | HASTAC
Ireland HII Visiting Fellows | Humanities Institute of Ireland (HII)
ANU Canberra Australia http://rsha.anu.edu.au/hrc_internal_fellowships
Melbourne http://www.unimelb.edu.au/community/miegunyah/
Rhizome http://rhizome.org/announce/jobs/
Illinois http://www.iprh.illinois.edu/guidelines/digitalhumanities/default.aspxhttp://www.syracusehumanities.org/center/initiatives/
Syracuse http://www.syracusehumanities.org/center/initiatives/
Film Studies http://academicjobs.wikia.com/wiki/Film_Studies_2010-2011
Digital Medievalists Maryland: http://digitalmedievalist.wordpress.com/tag/job-vacancy/
Smithsonian http://invention.smithsonian.org/resources/research_fellowships.aspx
Rice (2011 closed) http://hrc.rice.edu/EFFCall.aspx

Gamification, torture and Escape from Woomera

I don’t normally do this but I am copying a  comment I had posted at Play The Past regards the Gamification of Interrogation article.

It may be entirely coincidental that in the same day I was tweeted this post:http://computinged.wordpress.com/2011/05/05/not-gamification-its-exploitationware/…or perhaps not. One issue for me on integrating games into the curriculum is that it may take away freedom from students who
a. don’t want to learn information through the games in the curricula or
b. are adept at finding information directly, and not hidden through games which are acting less as games and more as “behavioral skinner boxes.”
One game (well HL1 game mod) you may be interested in looking at further does not feature explicit acts of torture but does have the interesting aspect of the player trying to extract information from illegal immigrant detainees is “Escape from Woomera”. See http://www.ljudmila.org/~selectparks/archive/escapefromwoomera/

Postscript: I wrote the above as a shorthand way of trying to encapsulate the following thoughts:

-readymade jargon, such as “digital natives”, web 2.0″, “new media”, gamification” et al are often less useful than they first appear.

-just because something is game-like does not necessarily mean it is morally or otherwise desirable.

-the extra effort required to make something “game-like” should be considered against the extra resources required-is it necessary or even desirable?

-to gamify learning content may make the learning content easier, but perhaps making learning content easier (as in apparently more accessible) does not make it more effective.

Evaluating presence in cultural heritage projects

Dr Laia Tost and I have had our Presence 2007 paper accepted for the International Journal of Heritage Studies. The paper is entitled “Evaluating Presence in Cultural Heritage Projects” and we discuss the importance of Cultural Presence as a goal and in terms of how it can or even should relate to virtual heritage projects (we discuss three we were associated with). The paper has gone through various reviews and reincarnations since the conference paper for Presence 2007.

The abstract is below:

This paper surveys current notions of Social and Cultural presence as they may help the evaluation of cultural heritage projects. We argue that cultural heritage requires specialized evaluation, as key issues both connect and separate the aims of Presence researchers and cultural heritage experts. To support this argument, three case studies of virtual heritage evaluations are summarized, and recommendations made as to how experimental design and evaluation may be improved for future projects.

cfp: WHO DESIGNS DESIGN?

WHO DESIGNS DESIGN? Practice, theory and history of participatory design

The Eighth Annual Conference of the German Society for Design Theory and Research (DGTF) Conference

Venue: Hochschule für Gestaltung Schwäbisch Gmünd
*** October 21-22, 2011 ***

http://www.dgtf.de/tagung2011/english
The main conference language is German. We welcome contributions in English..

April 6: Submission of abstracts on the conference website opens
(www.dgtf.de/conftool) May 9: Submission of abstracts ends July 4:
Notification of acceptance/rejection September 5: Registration for the
conference opens (www.dgtf.de/conftool) October 21-22: DGTF Conference

reminder: I need book chapter proposals for GAME MODS (ETC Press)

Call For Book Chapters: Game Mod Design Theory and Criticism

This will be both a practical and reflective book on game-mods, designing, playing and evaluating the quality, success and effectiveness of game engines for modding, individual game mod levels, related tools and techniques, and the social and cultural issues related to the design and use of game mods.

The type of book chapter content I am looking for:
· An overview of what is possible and what is commendable or admirable with exemplars.
· Critiques of game mods and game mod/engine technologies (and reviews of mods as creative and critical and reflective extensions of games and game audiences).
· The ethical and social implications using commercial game engines and the content supplied · A comparison of game mod technologies.
· Case studies (Unreal, Source, Panda 3d, Blender 3D, Neverwinter Nights, Marathon, XNA, Oblivion, Cobalt, Crystal Space, WoW, Halo, Far Cry and Crysis etc, Sims, Jedi Academy, Ogre 3D) etc.
· Feature art and aesthetics.
· Machinima features hindered and helped by mods.
· Review of terrible experiences trying to build game mods. · A feature list to help people choose the right game engine for their mod.
· Some sample chapters on how to get started, tips, quick step tutorials as simple 3D, animation, lighting, behaviors, interface customization.
· The social and cultural implications of using and designing game mods (issues with violent content, cultural empathy, copyright, educational issues and so on).

The publisher will be ETC Press, an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com The book will be published under a Creative Commons license. For more details about ETC Press refer http://www.etc.cmu.edu.

Time Line

· March 18 2011 Please send me a title and 300 word abstract, the earlier the better! Please email your submission to gamemodbook AT gmail DOT com

· March 25 2011 you should have heard back from me.

· June 10 2011 draft chapters to me.

· And after many drafts and checks and proofs later…by the end of 2011 (optimistically speaking), publication!

Editor:
Associate Professor Erik Champion
Auckland School of Design, Albany Village Campus
College of Creative Arts
Massey University
Auckland New Zealand
email: nzerik AT gmail DOT com OR e dot champion AT massey DOT ac DOT nz for general questions.
Send submissions to gamemodbook AT gmail DOT com

cfp: Evaluating Virtual Worlds-Special Issue of Virtual Reality (Springer journal)

Guest Editors:
Erik Champion, Associate Professor, Massey University, New Zealand
Paul Phillips, The Psychorationalist Institute, Sydney Australia

Keywords: Virtual worlds, virtual environments, evaluation issues

This special issue aims to advance the discussion and debate on the most appropriate evaluation methods for virtual worlds. Arguably, virtual worlds have now become established and commonplace both socially and in the academic literature. However, virtual worlds are not easily accommodated by HCI techniques that have traditionally focused on task performance in two dimensions. There is a large body of research on evaluating presence in virtual environments but many of the tested virtual environments were designed for the experiment itself, they were not “real world” examples.  Where there have been careful and appropriate evaluations, they have generally not been published together, but scattered across a diverse range of journals and conference proceedings.

We invite both virtual world designers and HCI practitioners to submit papers dealing with the general theme of best practices for evaluating virtual worlds. Starting from a clear definition of what exactly is a virtual world, how can it be creatively transformed by digital media? Most importantly, in these virtual worlds how can these new or otherwise transfigured user experiences be most effectively and appropriately evaluated?

  • Methodological critiques of evaluations of virtual worlds or the virtual worlds themselves.
  • New, improved and innovative methods of evaluation, such as physiological studies, task-based performance, performative, cognitive walkthroughs, focus groups, memory recall, subjective preference, survey and questionnaire-based evaluation.
  • Exemplary evaluation techniques applied to virtual worlds.
  • Design features and interaction techniques that enable more effective and unobtrusive evaluation.
  • Issues and advances in statistical analyses particularly suited to the design and deployment of virtual worlds.
  • Definitions of virtual worlds and related concepts leading to improvements in evaluation techniques.
  • Debates and controversies on suitable and appropriate evaluation of presence in virtual worlds.
  • Lessons learnt from flawed or incomplete evaluation studies.

PUBLICATION

The special issue will appear in the Springer journal Virtual Reality [http://www.springer.com/computer/image+processing/journal/10055]

Papers should typically be less than 8,000 words and of standard journal content: reports of original research, review papers, essays and discussions. Papers will be peer reviewed in accordance with the journal’s normal process. Prospective authors can their intention to submit by notifying the editor with a planned title for the submission and names of authors. Papers should be submitted in Microsoft Word or Latex formats.

Please direct correspondence to email address: e dot champion (at) massey .ac.nz

Papers should be submitted to http://www.editorialmanager.com/vire/ under the relevant special issue category.

Important Dates:

Paper submission: end of August, 2011
Initial decisions to authors: end of December, 2011
Revised version submitted by authors: end of February, 2011
Final decision to authors: end of May, 2012
Final accepted papers: end of July, 2012

Update:
The CFP can now be found on the Virtual Reality homepage (to the right):http://www.springer.com/computer/image+processing/journal/10055

We are also interested in hearing from potential reviewers for the above special issue.

 

 

Conferences for March 2011 onwards

STARTDUECONFERENCETHEMELOCATION
13-Jun-1115-Mar-11immersive worlds 2011Interacting With Immersive WorldsOntario
15-Jun-1114-Mar-11GLSGames Learning SocietyMadison
20-Jun-1113-Mar-11web3d 2011Paris
4-Jul-1115-Mar-11iacap 2011The Computational Turn: Past, Presents, Futures?Aarhus
4-Jul-1118-Mar-11CHINZComputer-Human InteractionWaikato
5-Jul-117-Mar-11malacca heritageMalacca International Heritage ConferenceMalacca
17-Jul-118-Apr-11moodlemoot auSydney
17-Jul-1117-Apr-11Contact Zone: MuseumsMuseums, Theory, PracticeLinköping
22-Jul-1128-Mar-11GETGame and Entertainment TechnologyRome
25-Jul-1128-Mar-11scientific theatreDesigning Intelligent EnvironmentsNottingham
5-Aug-1115-Apr-11SBIM 2011Sketch-Based Interfaces and ModelingVancouver
7-Aug-1115-Apr-11SIGGRAPH 2011 realtimeliveComputer Graphics & Interactive TechniquesVancouver
7-Aug-116-May-11SIGGRAPH 2011 late breakingComputer Graphics and Interactive TechniquesVancouver
24-Aug-1115-Mar-11Imagining spacesIMAGINING SPACES / PLACESHelsinki
27-Aug-117-Mar-11High rise shuffleModern Architecture-aalto AcademyJyväskylä
5-Sep-117-Apr-11interact 2011Building Bridges short papersLisbon
13-Sep-1122-Apr-11Designs on eLearningHelsinki
14-Sep-1118-Apr-11digra 2011Think Design PlayUtrecht
20-Sep-1111-Apr-11jvrc2011Joint Virtual Reality ConferenceNottingham
5-Oct-1115-Apr-11ICECEntertainment ComputingVancouver
13-Oct-111-Apr-11ACADIA2011INTEGRATION THROUGH COMPUTATIONBanff
16-Oct-11?vastVirtual Reality, Archaeology + Cultural HeritageAlexandria
19-Oct-1115-Mar-11Desire 2011Creativity and Innovation in DesignEindhoven Netherlands
20-Oct-1131-Mar-11ECGBL2011European Conferences on Games Based LearningAthens
26-Oct-1111-May-11ISMAR2011Mixed and Augmented RealityBasel
3-Nov-1125-Mar-11Creativity and CognitionCreativity and TechnologyGeorgia Tech
3-Nov-114-Apr-11IRVWInnovative Research in Virtual WorldsCoventry
8-Nov-111-Jun-11ACEAdvances in Computer EntertainmentLisbon
16-Nov-1115-Apr-11SIGRADI:Augmented Cultureaugmented cultureSanta Fe
27-Nov-114-Apr-11LIHE 2011Teaching into learning via simulations and gamesSydney
28-Nov-1117-Jun-11ozchi2011Design, Culture and InteractionCanberra
13-Dec-1117-May-11Siggraph Asia 2011Computer Graphics & Interactive Techniques in AsiaHong Kong

embedding 3D content in Firefox or Chrome

If you are using recent versions of the above browsers (Firefox 4 or, and preferably, Chrome) you should be able to download WebGL and then view and embed web3D content using ourbricks.com beta viewer – thanks to Henrik and team!

This post is my test that the embed function works fine with wordpress.com and if it does then perhaps I can use it with our Stream/Moodle LMS (learning management system).
http://vu.ourbricks.com/556b25706619315efa14d11b274ef67d/processed/embed.html
The link is below, the direct HTML (iframe scr) is above- but does not appear to work for me in wordpress.
http://vu.ourbricks.com/556b25706619315efa14d11b274ef67d/processed/embed.html

update; looks like I need to host my wordpress.com site via the wordpress.org tool (download) and then install an iFrames plugin so 3D models are run inside the browser.

CFP: Scientific Theatre (SciT’11) Multidisciplinary Approach to Designing Intelligent Environments

Call: Scientific Theatre (SciT’11) – Multidisciplinary Approach to Designing Intelligent Environments
International Workshop Scientific Theatre (SciT’11)
Multidisciplinary Approach to Designing Intelligent Environments

In conjunction with the 7th International Conference on Intelligent Environments (IE’11)
Nottingham – UK. 25th-26th of July 2011 http://scientific-theatre.com

Important dates:

Paper submission: 28th March 2011 (via the Scit’11 submission system)
Notification of acceptance: 25th April 2011
Paper final submission (with revisions): 9th May 2011

New paper on Biofeedback and Architecture to be presented at CAADRIA 2011, 27-29 April

I just sent the final paper off to the organizers of CAADRIA 2011.
It is rather a rare paper by Andrew Dekker and myself  as it talks about atmosphere, 19th Century German empathy theory, Heidegger (indirectly), Wild Divine biofeedback and Zombies. Actually it is not really about Zombies but about how indirect biofeedback could be used for architectural visualization, social worlds and virtual places in general. I was trying to make the case for indirect biofeedback to augment the environment, and to allow enhanced information or interaction based on mastering/achieving calm, rather than on raising excitement levels. It is a step in my attempt to convey an experience of holy places and cultural sites using (indirect) biofeedback. Biofeedback has been seen as highly subjective, variable, and unreliable as a direct interaction method which is one of the reasons I am so interested it as indirect and augmenting rather than direct and dominant. Anyway, the abstract follows:

INDIRECT BIOFED ARCHITECTURE
Strategies to best utilise biofeedback tools and interaction metaphors within digital architectural environments

This paper explains potential benefits of indirect biofeed-back used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment’s graphic shaders, music and artificial intelligence (of Non Playing Characters) based on the biofeedback of the player. It then examines both the potential and the issues in applying biofeed-back (already effective for games) to digital architectural environ-ments, and suggests potential uses such as personalization, object creation, atmospheric augmentation, filtering, and tracking.

CFPS: updated

DUECONFERENCELOCATIONSTART
25-Feb-11Game SummitWashington USA22-Jun-11
28-Feb-11digra 2011Utrecht Netherlands14-Sep-11
28-Feb-11IADIS IHCIRome Italy24-Jul-11
28-Feb-11alt-hciNewcastle UK4-Jul-11
28-Feb-11Create11London UK23-Jun-11
28-Feb-11GETRome Italy22-Jul-11
28-Feb-11immersive worlds 2011Ontario Canada13-Jun-11
1-Mar-11ACADIA2011Banff Canada13-Oct-11
7-Mar-11GLSMadison Wi, USA15-Jun-11
7-Mar-11High rise shuffleJyväskylä, Finland27-Aug-11
7-Mar-11malacca heritageMalacca Malaysia23-Jun-11
7-Mar-11moodlemoot auSydney Australia17-Jul-11
15-Mar-11Imagining spacesHelsinki Finland24-Aug-11
18-Mar-11ChiNZWaikato NZ5-Jul-11
25-Mar-11Creativity and CognitionGeorgia Tech3-Nov-11
31-Mar-11ECGBL2011Athens Greece20-Oct-11
4-Apr-11IRVWCoventry UK3-Nov-01
4-Apr-11LIHE 2011Sydney Australia27-Nov-11
7-Apr-11interact 2011Lisbon Portugal5-Sep-11
15-Apr-11SIGRADI:Augmented CultureSanta Fe, Argentina16-Nov-11
15-Apr-11ICECVancouver Canada5-Oct-11
17-Apr-11Contact Zone: MuseumsLinköping Sweden17-Jul-11
4-May-11EADPorto, Portugal1-Sep-10
15-May-11ISMAR2011Basel Switzerland26-Oct-11
17-May-11Desire 2011Eindhoven Netherlands19-Oct-11
17-May-11Siggraph Asia 2011Hong Kong13-Dec-11
1-Jun-11ACELisbon Portugal8-Nov-11

Oxford Handbook of Virtuality: History and heritage in virtual worlds

I have been asked to write a chapter for the above book and the abstract for my chapter on  “History and heritage in virtual worlds” has just been formally accepted. There are about 50 authors (such as Brian Massumi, Bruce Damer, Michael Heim, Charles M. Ess, Angela Ndalianis and Anthony Steed) writing on various aspects of Virtuality over 53 chapters and it is a great honour to be asked to contribute in such prestigious company. Publication is expected to be in December 2012 (although some press releases seem to differ). The book will be edited by Dr Mark Grimshaw of Bolton University.

If you have virtual worlds dealing with history and heritage I’d be happy to consider reviewing, linking to or mentioning them in the chapter.

new book (chapter) out in Cyber-Archaeology (Forte, Archaeopress)

Derived from a TAG 2009 conference seminar at Stanford  and another workshop in 2010, this book Cyber-Archaeology (Archaeopress) has recently been released. I contribute one chapter to it, but I am being totally honest here when I say how pleasantly surprised I am with the quality of the publication and the chapters or essays contained within it. I only received it today but when I get time I may summarize some of the interesting things I have gleamed so far from it. Well done Professor Forte!

more details: BAR S2177 2010: Cyber-Archaeology edited by Maurizio Forte. ISBN 9781407307213. £43.00. ii+153 pages; illustrated throughout in colour and black and white.

This book collects articles from two different workshops organized in 2009 and 2010. The TAG (Theoretical Archaeology Group) Conference in Stanford (May, 1-3, 2009) – workshop on Cyber-archaeology – and the conference Diversifying Participation. Digital Media and Learning – workshop on Virtual Collaborative Environments for Cultural Heritage (February, 18-20, 2010 in San Diego, La Jolla). Contents: 1) From Archaeology to I-archaeology: Cyberarchaeology, paradigms, and the end of the twentieth century (Ezra B.W. Zubrow); 2) Introduction to Cyber-Archaeology (Maurizio Forte); 3) From Computable Archaeology to Computational Intelligence. New Prospects for Archaeological Reasoning (Juan A. Barceló); 3) VIRTUAL IMPACT: Visualizing the Potential Effects of Cosmic Impact in Human History (W. Bruce Masse, Maurizio Forte, David R. Janecky and Gustavo Barrientos); 4) PLACE-Hampi, Ancient Hampi and Hampi-LIVE – an entanglement of people-things (Sarah Kenderdine); 5) The Fallacy of Reconstruction (Jeffrey T. Clark); 6) Exploring cognitive landscapes: toward an understanding of the relationship between space/time conceptualization and cultural material expression (J. van der Elst); 7) Wayfinding across space, time, and society (Erik Champion); 8) 3D Cybermaps of Western Han Mural Tombs (F. Galeazzi, P. Di Giuseppantonio Di Franco and N. Dell’Unto); 9) Cyber-archaeology and Virtual Collaborative Environments (Gregorij Kurillo, Maurizio Forte, Ruzena Bajcsy); 10) Comparing tangible and virtual exploration of archaeological objects (David Kirsh); 11) An open source approach to cultural heritage: Nu.M.E. Project and the virtual reconstruction of Bologna (Nicola Lercari); 12) On-Site Digital Archaeology 3.0 and Cyber-Archaeology: Into the Future of the Past –New Developments, Delivery and the Creation of a Data Avalanche (Thomas E. Levy, Vid Petrovic, Thomas Wypych, Aaron Gidding, Kyle Knabb, David Hernandez, Neil G. Smith, Jürgen P. Schlulz, Stephen H. Savage, Falko Kuester, Erez Ben-Yosef, Connor Buitenhuys, Casey Jane Barrett, Mohammad Najjar, Thomas DeFanti).

CFPS :upcoming for January and February

warped maps

like the article and comments say, if this could be done in realtime..

At first I thought this was just a gimmick, but after looking at it more closely and thinking about it, I realize it’s kinda brilliant. If they could make a virtual map like this that scaled in real time and say, put it on your iPhone or a car’s GPS, I’d use it continuously. To blend simple nearby perspective with an overhead view of where you’d like to go gives a sense of distance and travel you simply can’t get with a regular map. Here’s to hoping this becomes a cartographic trend.

CFP: Game Mod Design Theory and Criticism

Call For Book Chapters: Game Mod Design Theory and Criticism

This will be both a practical and reflective book on game-mods, designing, playing and evaluating the quality, success and effectiveness of game engines for modding, individual game mod levels, related tools and techniques, and the social and cultural issues related to the design and use of game mods.

The type of book chapter content I am looking for:
· An overview of what is possible and what is commendable or admirable with exemplars.
· Critiques of game mods and game mod/engine technologies (and reviews of mods as creative and critical and reflective extensions of games and game audiences).
· The ethical and social implications using commercial game engines and the content supplied · A comparison of game mod technologies.
· Case studies (Unreal, Source, Panda 3d, Blender 3D, Neverwinter Nights, Marathon, XNA, Oblivion, Cobalt, Crystal Space, WoW, Halo, Far Cry and Crysis etc, Sims, Jedi Academy, Ogre 3D) etc.
· Feature art and aesthetics.
· Machinima features hindered and helped by mods.
· Review of terrible experiences trying to build game mods. · A feature list to help people choose the right game engine for their mod.
· Some sample chapters on how to get started, tips, quick step tutorials as simple 3D, animation, lighting, behaviors, interface customization.
· The social and cultural implications of using and designing game mods (issues with violent content, cultural empathy, copyright, educational issues and so on).

The publisher will be ETC Press, an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com The book will be published under a Creative Commons license. For more details about ETC Press refer http://www.etc.cmu.edu.

Time Line

· March 18 2011 Please send me a title and 300 word abstract, the earlier the better! Please email your submission to gamemodbook AT gmail DOT com · March 25 2011 you should have heard back from me.
· June 10 2011 draft chapters to me.
· And after many drafts and checks and proofs later…by the end of 2011 (optimistically speaking), publication!

Editor:
Associate Professor Erik Champion
Auckland School of Design, Albany Village Campus
College of Creative Arts
Massey University
Auckland New Zealand
email: nzerik AT gmail DOT com OR e dot champion AT massey DOT ac DOT nz for general questions.
Send submissions to gamemodbook AT gmail DOT com

cfp Design History Society Barcelona 2011

Design History Society Annual Conference, 8-10 September 2011, Barcelona Theme: Design Activism and Social Change

Venues: Universitat de Barcelona and Foment de les Arts Decoratives Convenor: Guy Julier
Organizers: Fundacio Historia del Disseny, Barcelona

Design activism has emerged in recent years as a term to denote creative practices that invoke social, political and environmental agency. Typically, it distances itself from commercial or mainstream public policy-driven approaches. Instead, it embraces marginal, non-profit or politically engaged design theories, articulations and actions.

This conference offers an important opportunity for design students, academics and practitioners to participate in the development of historical enquiry into design activism. It welcomes the presentation of original research that helps deepen and widen our understanding of its practices and theories, contexts and discourses. The types of design expression that this conference includes, but are not limited to, are professional and non-professional industrial, graphic, craft, textile, fashion, urban, spatial, interior, digital and service design.

Further details:www.historiadeldisseny.org/congres

Closing date for receipt of abstracts: 31 January 2011