Category Archives: Conference

CFP: Electronic Visualisation and the Arts Australasia Conference 5-6.03.2016

March 5th & 6th, 2016
Canberra, Australia

Call for Papers & Workshops

Deadline for papers: 1st August, 2015.
Deadline for workshop proposals: 1st October, 2015

Electronic Visualisation and the Arts Australasia (EVAA) 2016 is the inaugural Australasian conference for people interested in the application of information technology to the cultural and especially the visual arts field. It is a sister conference of the highly successful EVA London<http://http//eva-london.org/> conference which is now into its 25th year. EVAA 2016 will be held at the University of Canberra in Canberra, Australia on the weekend of the March 5th and 6th, 2016.

We invite proposals for scholarly papers, and workshops, and we are very keen to see a mix of participants from academic, industry and government sectors.

We especially invite presentations on topical subjects, and the newest and cutting edge technologies and applications. Demonstrations and presentations from industry, not-for-profit or government sectors are welcome as are more formally presented papers.

About the conference

EVAA is a 2-day conference hosted at University of Canberra Inspire Centre<http://www.inspire.edu.au/>. In 2016 the conference will coincide with the Canberra Enlighten festival<http://enlightencanberra.com.au/>.

The conference will appeal to scholars, professionals and practitioners working at the intersection of culture and computation, with a particular focus on visualisation and data. It is by nature multidisciplinary and we would like to see a diverse range of disciplinary responses to the conference themes. Papers may present works in progress or completed research, and may present original or empirical or critical research.

Conference Themes

We are interested in papers that present completed or in-progress scholarly work related to one or more of the following themes:

* Data as cultural material: data plays an increasingly large role in many aspects of our lives – in industry, government, even the quantisation of our personal lives through, for example, fitness tracking apps. What are the implications for arts and culture of thinking about data as a cultural material?
* Bigger, faster, more: Edward Tufte has said “I view high resolution pretty much like being smart<http://www.npr.org/2013/01/18/169708761/edward-tufte-wants-you-to-see-better>“. What are the implications for data and visualisation of ubiquitous high-bandwidth connections, massive storage, fast processing and gigapixel displays?
* Critical approaches and critical language: if data and visualisation is now part of our cultural landscape, what language and intellectual tools do we have for critiquing them?
* Tangible data: digital fabrication and the maker movement have seen digital materials rendered as physical objects. How are designers and makers utilising the digital to produce visualisations made of atoms rather than bits?
* Digital public sphere: as government becomes wired and data becomes open and accessible, the possibility of digital public sphere emerges; but this not not just about the technology, it’s a question for the humanities – what is a digital public sphere, what should it be, how it is represented, and what is its culture?

Format of papers

We are looking for authors to submit full papers of approximately 8 pages, or 2,000 words. A template and guidelines for submission are available on the conference web site (http://evaa.com.au/).

Papers accepted for EVAA will be published in the online proceedings. All submitted papers will go through a double-blind peer review process. We will be looking into publishing selected papers in a special edition of a journal.

Pre-conference Workshops

We are interested in proposals for one-day or half-day workshops that engage with the conference themes. Workshops are opportunities to share knowledge, learn from others and to develop networks. We welcome submissions for practical workshops as well as research workshops. These might include:

* practical workshops – practical workshops that provide participants with hands-on experience in production, construction, design or development of digital artefacts, computational tools and/or techniques, working with data or digital cultural materials
* research workshops – workshopping concepts and ideas for research, networking with others in your field, presenting early research ideas and obtaining feedback

More Information

Web: http://evaa.com.au/
Facebook: http://facebook.com/evaa2016
Twitter: https://twitter.com/evaa2016

#cfp: 4th International Conference of Games and Learning Alliance 2015 (GALA 2015) Rome Italy

in December 2015 we organize the fourth International Conference of Games and Learning Alliance 2015 (GALA 2015), in Rome Italy: www.galaconf.org

It is a great pleasure to invite you to submit a contribution on your research subject within GALA 2015.
The conference proceedings will be published on Springer Lecture Notes in Computer Science (LNCS) and a selection of the best papers in a special issue of the International Journal of Serious Games (journal.seriousgamessociety.org/).
The conference is an international event 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, analyzing 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 conference is organized by the Serious Games Society (www.seriousgamessociety.org), which is building a scientific community at international level for shaping future research in the field. This community represents a significant blend of industrial and academic professionals committed to the study, development and deployment of serious games as really useful and effective tools to support better teaching, learning, training and assessment.
We are seeking original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. Experimental studies are strongly encouraged. See an extensive list of possible topics on our conference website: www.galaconf.org/2015/index.php/call-for-paper

Important dates:

· Papers (10 pages) submission deadline: July 10, 2015

· Notification date for Papers: September 11, 2015

· Camera Ready Papers and Registration Due: October 28th 2015

Perth Georabble #8 Review

I discovered this write up two years late but thank you!

GeoRabble

Around 170 people were a part of Perth’s biggest rabbling ever, with MC John Bryant leading the evening.  The event was held at Crown Burswood as a part of the WALIS Forum. Thanks to our sponsors SIBA (Spatial Industries Business Association) and WALIS Forum for having us there.

Brett Madsen was the first speaker, and it was a privilege to have a founding GeoRabble kick-starter from the East join us. His tale of where he has come from kept the audience captivated. Rules of GeoRabble may have almost been broken when services and business were hinted at –come on @DARKspatialLORD you should know better!

Darren gives Brett the slide clicker in return for a beer

Perth’s own GeoRabble committee member Darren Mottolini took over the microphone to let us in on distorting maps and how to get a message communicated through map distortions. Ending with zombie maps, what was not to enjoy in Darren’s…

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Immersive Humanities

I am writing a book proposal for an academic press, (which I hope to complete by end of June), on Immersive Humanities (theories techniques and issues in Virtual Reality Virtual Worlds and Game Design that can or will apply to Digital Humanities research and teaching, and vice versa).
A very schematic structure so far is:

  1. Introduction
  2. Definitions of Immersion, Immersivity and Presence
  3. Historical Survey of Immersive Humanities Projects and Case Studies
  4. Tools Techniques Platforms and Theories of Immersive Environments
  5. Methodologies and Evaluation
  6. Conclusion

The four main chapters should be 8,000-10,000 words each.
Any major related themes I have missed? Other ideas?
What is the best target audience to aim for, final year undergraduates, postgraduates, or colleagues?

Some key references I will need to consider, contrast with:

DiGRA 2015 in Germany 14-17 May 2015

Looking forward to returning even if briefly to Europe, I will be presenting the below paper (which I just sent off, hopefully complete) for the proceedings of the 8th international conference of the Digital Games Research Association taking place May 14th-17th at Leuphana University Lüneburg. Title: Role-playing and Rituals For Heritage-Oriented Games Abstract: Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more work needs to be done to create more moving rituals, role enrichment and worldfulness. I will provide examples from The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.

abstract: Motion Control For Remote Archaeological Presentations

My abstract for 21 May talk at the Digital Heritage 3D representation conference at Moesgaard Museum Aarhus Denmark

Title: Motion Control For Remote Archaeological Presentations

Displaying research data between archaeologists or to the general public is usually through linear presentations, timed or stepped through by a presenter. Through the use of motion tracking and gestures being tracked by a camera sensor, presenters can provide a more engaging experience to their audience, as they won’t have to rely on prepared static media, timing, or a mouse. While low-cost camera tracking allow participants to have their gestures, movements, and group behaviour fed into the virtual environment, either directly (the presenter is streamed) or indirectly (a character represents the presenter).

Using an 8 metre wide curved display (Figure 1) that can feature several on-screen panes at once, the audience can view the presenter next to a digital environment, with slides or movies or other presentation media triggered by the presenter’s hand or arm pointing at specific objects (Figure 2). An alternative is for a character inside the digital environment mirroring the body gestures of the presenter; where the virtual character points will trigger slides or other media that relates to the highlighted 3D objects in the digital scene.

Acknowledgement: I would like to thank iVEC summer intern Samuel Warnock for kicking off the prototype development for me and Zigfu for allowing us access to their SDK.

Figure 1. Screenshot of stereo curved screen at the HIVE, Curtin University.

Figure 2. Screenshot of prototype and pointing mechanism at the HIVE, Curtin University.

Planned travel in May-Europe

CFP: Immersive Learning Research Network Conference iLRN Prague 2015

13th – 14th July 2015, Prague, Czech Republic

* Full Papers Submissions: 1st March 2015
* Poster Submissions: 15th April 2015
* Workshops Proposals and Posters: 15th April 2015

http://immersivelrn.org/ilrn2015prague
The international conference will be organized by Graz University of Technology and University of Essex under the umbrella of the immersive Learning Research Network Conference as a special event of the International Conference on Intelligent Environments (http://www.intenv.org).

CFP: DHI Symposium 27th March 2015

CfP: DHI Symposium 27th March 2015

Digital Densities: examining relations between material cultures and digital data

Call For Papers
27th March 2015, The University of Melbourne
Hosted by the Digital Humanities Incubator (DHI) in the School of Culture and Communication, University of Melbourne.

The ‘material turn’ in Humanities research has seen a celebration of the physicality of things and a revaluing of the weight of experience, including in the case of digital data. In his key text Mechanisms, Matthew Kirschenbaum identifies a need to reassess theories of electronic textuality in light of “the material matrix governing writing and inscription in all forms: erasure, variability, repeatability and survivability” (2008, xii). In the academy, this material turn co-exists with an increasing utilization of digital resources and digital methodologies to preserve and disseminate the findings of our research. These shifts are accompanied by divergent affective responses that include an interest in tactile sensations and a mourning of the loss of the object. There is a new awareness of the forms of lightness or weight attached to the transmission of ideas in and beyond our research communities; the densities of our culture and scholarship. The ever more numerous moments of contact between material culture and digital methodologies open up debates that are of both practical and theoretical significance.

We invite papers that explore any aspect of the intersection between digital and material cultures. We warmly encourage proposals from scholars with a range of disciplinary backgrounds as well as from archival practitioners. Topics and questions to be addressed might include:

What are the critical practices in the intersection of digital humanities and the material turn?
Where are the material traces in the digital? What labour is involved in the transitions between the material and the digital?
How do material and digital objects, practices and networks interrelate?
What is lost in translations from material to digital, and what is gained?
What is it that archives seek, and are able, to preserve?
What are the political and territorial disputes of material conservation?
How are creativity, meaning and contemporary resonance expressed in museums, libraries and archives?
What material, theoretical and ethical challenges are posed by the collection and use of data?
Case studies of particular archival collections and the relationships they create between the material and the digital.
What are the opportunities and limitations for pedagogy?
How have contemporary representations imagined the digital transformation of contemporary cultures?

The symposium will run for one day. Proposals for 20 minute papers should contain an abstract of 150 words, as well as your paper title, a short biography (100 words), institutional affiliation and contact details. Proposals should be submitted by 4th February 2015 to amandat

CFPS for 2015

START*DUE*CONFERENCETHEMELOCATION
22-May-1419-Jan-15DH 3DDigital Heritage: 3D representationAarhus Denmark
14-May-1522-Jan-15digra2015Diversity of play: Games – Cultures – IdentitiesLüneburg Germany
14-Sep-1523-Jan-15Interact 2015Connection.Tradition.InnovationBamberg Germany
03-Jun-1531-Jan-15CGSACanadian Game Studies Association: Capital IdeasOttawa Canda
13-Jul-1501-Feb-15iLRN Prague 2015Intelligent Environment (IE)Prague Czech republic
16-Sep-1501-Feb-15ecaadeReal Time Extending the Reach of ComputationVienna Austria
27-Mar-1504-Feb-15Digital Densitiesexamining relations between material cultures & digital dataMelbourne Australia
02-Sep-1519-Feb-15EAA2015European Association of ArchaeologistsGlasgow
08-Jul-1527-Feb-15anzca2015rethinking communication space and identityQueenstown NZ
28-Sep-1515-Mar-15Digital Heritage 2015Digital Heritage 2015Granada Spain
18-Jun-1516-Mar-15web3D 201520th International Conference on 3D Web TechnologyCrete Greece
17-Jul-1531-Mar-15isaga2015Hybridizing Simulation and Gaming in the Network SocietyKyoto Japan
16-Sep-1531-Mar-15vs-gamesVirtual Worlds and Games for Serious ApplicationsSkovde Sweden
26-Oct-1531-Mar-15ACM MMACM MultimediaBrisbane Australia
05-Oct-1502-Apr-15CHIPLAYLondon UK
30-Sep-1528-Apr-15icec2015Entertainment ComputingTrondheim Norway
23-Sep-1501-May-15VAMCTVIRTUAL ARCHAEOLOGY: Museums & Cultural TourismDelphi Greece
27-Nov-1527-May-15ICDHConference on Digital HeritageLondon UK
08-Jun-1601-Jun-15Critical HeritageCritical Heritage Studies: What does heritage change?Montreal Canada
06-Jun-1626-Jan-16DIS2016Designing Interactive SystemsBrisbane Australia
29-Jun-15?LODLAMLinked Open Data in Libraries Archives and MuseumsSydney Australia
05-Oct-15?MW2015Museums and the Web AsiaMelbourne Australia
28-Oct-15?dch2015Digital Cultural HeritageBerlin Germany
28-Nov-16?IKUWA06underwater archaeology: celebrating our shared heritagePerth Australia
26-Jun-15NEHHumanities Heritage 3D Visualization: Theory and Practice (8-14/6)Arkansas USA
26-Jun-15DHP (no url)Digital Humanities PedagogySydney Australia
06-Jun-16NEHHumanities Heritage 3D Visualization: Theory and Practice (6-9 June)LA USA
07-May-16chi2016Computer-Human InteractionSan Jose USA

cfp: Digital Densities: examining relations between material cultures and digital data

27th March 2015, The University of Melbourne
Hosted by the Digital Humanities Incubator (DHI) in the School of Culture and Communication, University of Melbourne. The ‘material turn’ in Humanities research has seen a celebration of the physicality of things and a revaluing of the weight of experience, including in the case of digital data. In his key text Mechanisms, Matthew Kirschenbaum identifies a need to reassess theories of electronic textuality in light of “the material matrix governing writing and inscription in all forms: erasure, variability, repeatability and survivability” (2008, xii). In the academy, this material turn co-exists with an increasing utilization of digital resources and digital methodologies to preserve and disseminate the findings of our research. These shifts are accompanied by divergent affective responses that include an interest in tactile sensations and a mourning of the loss of the object. There is a new awareness of the forms of lightness or weight attached to the transmission of ideas in and beyond our research communities; the densities of our culture and scholarship. The ever more numerous moments of contact between material culture and digital methodologies open up debates that are of both practical and theoretical significance. We invite papers that explore any aspect of the intersection between digital and material cultures. We warmly encourage proposals from scholars with a range of disciplinary backgrounds as well as from archival practitioners. Topics and questions to be addressed might include:

What are the critical practices in the intersection of digital humanities and the material turn? Where are the material traces in the digital? What labour is involved in the transitions between the material and the digital?How do material and digital objects, practices and networks interrelate? What is lost in translations from material to digital, and what is gained? What is it that archives seek, and are able, to preserve? What are the political and territorial disputes of material conservation? How are creativity, meaning and contemporary resonance expressed in museums, libraries and archives? What material, theoretical and ethical challenges are posed by the collection and use of data? Case studies of particular archival collections and the relationships they create between the material and the digital. What are the opportunities and limitations for pedagogy? How have contemporary representations imagined the digital transformation of contemporary cultures?

The symposium will run for one day. Proposals for 20 minute papers should contain an abstract of 150 words, as well as your paper title, a short biography (100 words), institutional affiliation and contact details. Proposals should be submitted by 4th February 2015to amandat

Of Historic Units and Cypriot heritage

Interesting. I wonder if Historical Units for 3D digital models could be a spatial envelope (or more than one)..

Stuart Dunn

The team behind the Heritage Gazetteer of Cyprus were in Nicosia last week, presenting a near-final form of the project to an audience of experts in Cypriot history and archaeology. The resource the project has been tasked by the A. G. Leventis Foundation to produce is very nearly complete, and will be launched to the world in January 2015.

The HGC has always been about the names of places, and how these names change over time. As I have blogged about previously, and as we outlined in our presentation to the International Cartographic Association’s Digital Approaches workshop in Budapest in September, this name-driven approach, which is based on three layers of data – modern toponyms, ‘Historical Units’ and ‘Archaeological Entities’ represents the limits of the current project. However what it cannot do raises important intellectual questions about how digital representations of place are organized and presented online. The…

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Critical Heritage

I recently returned from the Critical Heritage conference in Canberra Australia. Interesting group of people and some very good seminars which one could not often guess the quality of judging by the abstract. And there are certainly many books out on heritage now.

But was it sufficiently critical? No I don’t think so. Will the next one be critical enough? Well the next one is in Montreal in 2016 which should turn out to be a great venue to prove me wrong..

Is digital heritage critical enough? You know the answer to that question.

Anyway, here is/was my abstract. The full programme is available online at http://archanth.anu.edu.au/heritage-museum-studies/association-critical-heritage-studies and twitter feed was https://twitter.com/ACHS14Canberra..

 

Critical Theory, Game-Based Learning and Virtual Heritage

Expanding on observations on essential components of games, by Thomas Malone, this paper critiques essential features in prominent theories of serious games, and compares them to prominent features of commercial computer games that could be used for history and heritage-based learning. These theories and components are analyzed in order to develop heuristics that may help future the specific requirements of serious game design for interactive history and digital heritage.

Games as pedagogical tools are indisputably growing in popularity; many cultural heritage projects have harnessed game technology and techniques. The heritage projects may use a game engine or be games in the fuller sense of the word and there have been recent surveys on games appropriate to cultural heritage (Mikovec et al, 2003). As a counter the burgeoning interest in games, there have also been papers warning of game ideas applied to cultural heritage leading to disastrous results (Leader-Elliott, 2003). How can we develop more useful and robust criticism in this field when so many projects are based on large-scale research grants that don’t reward learning from failure? At the very least we need to improve the way we evaluate the learning benefits of virtual heritage. If it is serving the purpose of heritage, then it cannot be only to impress people, it has to motivate but also educate people.

Reference

  • Leader-Elliott, Lyn. (2003). Community heritage interpretation games: A case study from Angaston, South Australia. International Journal of Heritage Studies, 11(2), 161-171.
  • Mikovec, P. Slavik, and J. Zara, “Cultural Heritage, User Interfaces and Serious Games at CTU Prague” in Virtual Systems and Multimedia, 2009. VSMM ’09. 15th International Conference on, 2009, pp. 211-216.

But here is my earlier abstract (which is expanded on in an upcoming book for Ashgate)..

 

Digital Heritage and Social Media: Virtual Heritage and Criticism

I worry that the term virtual heritage is too self-contradictory, I am concerned at the lack of archival knowledge associated with the area, and I am still concerned about the gaps between content, learning and technology in these projects. How can we develop more useful and robust criticism in this field when so many projects are based on large-scale research grants that don’t reward learning from failure? At the very least we need to improve the way we evaluate the learning benefits of virtual heritage. If it is heritage, then it cannot be only to impress people, it has to motivate but also educate people.

Criticism And Gaming

How can we ensure that our critical positions, theories, and arguments about gaming have merit? This is a work-in progress checklist that may help identify weak points in an argument.

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

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

In virtual heritage publications I often see an extremely broad research question, aims confused with objectives, and a lack of criteria that explains exactly who (or what) determines whether the project or experiment was a success or failure. Care in showing what has been already proven or disproven impresses. But a good research project should go further, explaining why it expects to employ the methods it has chosen, how it can test its ideas, and which audience in particular would find the results significant, and useful.

My suggestion appears to be backed up by the method employed in a recent journal article and survey on serious games (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012) that determined “high quality” publication by

  1. The appropriateness of the research design for addressing the research question.
  2. The appropriateness of the methods and analysis.
  3. How generalizable the findings were (with respect to sample size and representativeness).
  4. The relevance of the focus of the study.
  5. The extent to which the study findings can be trusted in answering the study question(s).

This last criterion is very important, and easier to address if a research proposal works backwards from the intended final findings to creating the focus, scope and parameters of the research question.

The Next Step

How can the public communicate to each other opinions, memories, stories and reflections of place, but when they are visiting or designing virtual worlds? Tagging both personalizes and contextualizes; yet this use of imaginative, dynamic and creative user-based infill is often not made available in digital media projects. New interfaces and game engines can help the personalization of the environment by an active viewer; ‘tagging’ place could increase engagement and insight to the socio-cultural elements of urban and rural and imaginative spaces, as well as enrich virtual heritage environments.

For example, student projects recreated environments from historical sources using commercially available game engines. Inspired by a scenario called a cultural Turing Test, the game levels recreate not only the tangible surroundings but also rule-based social behavior using impostor-detecting avatars, and by creating communication channels between players in the form of diary entries that record contextual historical and cultural information. The diary entries can take the form of text or there can be dynamic capture of external data such as videos of people inserted into the virtual environment as narrators or collaborators. New technology in the form of biometrics, dynamic sound, dynamic textures, and user—driven geo-data can augment and update static and lifeless virtual environments with communal memories and personal experiences.

Through the game itself, we can also create our own levels that bend space and time. Could we also bend or invert conventional notions of historical narrative? Is it possible to meaningfully do so, and personalize a virtual environment through the interactions that take place within it, even if that interaction initially appears to be destructive? Can we share these meanings within a community, or reveal meanings about a community that is typically removed from us? Given improvements in technology, will these environments improve or hinder a sense of authenticity?

More than just for visualization, though, this technology can also help educate through self-directed learning. Possible features include learning by resource management; learning about social behavior (chat, observation, mimicry); visualization of scale, landscape or climate; depicting varying levels of uncertainty; allowing visitor to filter or reconfigure reconstructions; immersion in the excitement of the times; selecting correct objects or appearance to move about the ‘world’ or to trade or to advance social role or period of time; deciphering codes, language, avoiding traps; and online walkthroughs by expert guides.

References

  • Australia ICOMOS Incorporated. The Burra Charter, The Australia ICOMOS Charter for Places of Cultural Significance, 2013. Australia.
  • Connolly, Thomas M., Boyle, Elizabeth A., MacArthur, Ewan, Hainey, Thomas, & Boyle, James M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. doi: http://dx.doi.org/10.1016/j.compedu.2012.03.004

cfp: Digital Heritage: 3D representationMay 21-22, 2015 Aarhus Denmark

Digital Heritage is an annual conference hosted by the Centre for Digital Heritage. This year, the conference will be taking place at the newly reopened Moesgaard Museum, Aarhus, Denmark. The theme will be ‘3D representation in knowledge production’ by means of which we wish to enhance and solidify the presence of this new tool within digital heritage research. We are particularly keen to encourage presentations which relate to the scientific application of 3D in Digital Heritage research moving beyond visualization and dissemination.

http://conferences.au.dk/digitalheritage/

Cheap registration, free wine reception, the venue is the new and stunning Moesgaard Museum, what more can you ask for? Oh yes deadline is 19 January 2015. And yes I may be in Europe just before then for a conference, DiGRA in Germany but there are only 200 places and my university won’t open again until early January so you may just have to attend and present for me..:)

PS guess who wrote the application for Aarhus to join the international centre network for digital heritage!