Tag Archives: erik champion

Ch16 “History and Cultural Heritage in Virtual Environments” sent to OUP

Oxford Handbook of Virtuality
Chapter 16: History and Cultural Heritage in Virtual Environments

Keywords: History, heritage, games, evaluation methods, cultural heritage, HCI, multi-user interaction, virtual worlds, virtual reality, 3D interfaces.

Abstract

Applying virtual reality and virtual world technology to historical knowledge and to cultural heritage content is generally called virtual heritage, but it has so far eluded clear and useful definitions, and it has been even more difficult to evaluate. This article examines past case studies of virtual heritage; definitions and classifications of virtual environments and virtual worlds; the problem of convincing, educational and appropriate realism; how interaction is best employed; the question of ownership; and issues in evaluation. Given the premise that virtual heritage has as its overall aim to educate and engage the general public (on the culture value of the original site, cultural artifacts, oral traditions, and artworks), the conclusion suggests six objectives to keep in mind when designing virtual worlds for history and heritage.

Game Mods: Design, Theory and Criticism (ETC Press)!

Erik Champion (Ed). (2012). Game Mods: Design, Theory and Criticism

Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design, Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?
Contributors include: Erik Champion, Peter Christiansen, Kevin R. Conway, Eric Fassbender, Jun Hu, Alex Juarez, Friedrich Kirschner, Marija Nakevska, Natalie Underberg.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

Purchase from Lulu.com, or Download for free

For more information, and to purchase or to read the chapters, visit

http://www.etc.cmu.edu/etcpress/content/game-mods

The ETC Press is an academic and open-source publishing imprint that distributes its work in print, electronic and digital form. Inviting readers to contribute to and create versions of each publication, ETC Press fosters a community of collaborative authorship and dialogue across media. ETC Press represents an experiment and an evolution in publishing, bridging virtual and physical media to redefine the future of publication.

Visit   http://www.etc.cmu.edu/etcpress/

new book chapter out: Travels in Intermedia[lity]

Today I received my copy of

Travels in Intermedia[lity]: ReBlurring the Boundaries (Interfaces: Studies in Visual Culture) [Paperback]

It took a long time to see this in print, so congratulations to the editor for his perserverance, and to the publishers, quite a nice looking book!

Table of contents includes the following chapters

• Travels in Intermedia[lity]: An Introduction – Bernd Herzogenrath

• Four Models of Intermediality – Jens Schröter
• 
Intermediality in Media Philosophy – Katerina Krtilova
• 
Realism and the Digital Image – W. J. T. Mitchell
• 
Mother’s Little Nightmare: Photographic and Monstrous Genealogies in David Lynch’s The Elephant Man Lars Nowak
• 
Laughs: The Misappropriated Jewels, or A Close Shave for the Prima Donna – Michel Serres
• 
Words and Images in the Contemporary American Graphic Novel – Jan Baetens
• Music for the Jilted Generation
: Techno and | as Intermediality – Bernd Herzogenrath
• 
Genuine Thought Is Inter(medial) – Julia Meier
• 
Theater and Music: Intermedial Negotiations – Ivana Brozi
• 
The Novel as Hypertext: Mapping Thomas Pynchon’s Against the Day – Brian W. Chanen
• 
Delightful Vistas: Revisiting the Hypertext Garden – Mark Bernstein
• 
Playing Research: Methodological Approaches to Game Analysis – Espen Aarseth
• 
The Nonessentialist Essentialist Guide to Games – Ear Zow Digital
• 
“Turn your Radio on”: Intermediality in the Computer Game Grand Theft Auto: San Andreas – Gunter Süss
• 
Television as Network—Network as Television: Experiments in Content and Community – Ben Sassen
• 
Social Media and the Future of Political Narrative – Jay David Bolter

 

http://www.upne.com/TOC/TOC_1611682595.html

It is part of the University of New England Press Interfaces: studies in visual culture series

abstract for “Digital Humanities Congress 2012” @ Sheffield UK accepted

I wrote the below abstract for Digital Humanities Congress 2012 at the University of Sheffield, 6th – 8th September 2012
http://www.shef.ac.uk/hri/dhc2012

Title: Research As Infrastructure
Abstract:
In the edited book Debates in the Digital Humanities, edited by Matthew Gold, the chapter “The Digital Humanities or a Digital Humanism” by Dave Parry raised the controversial question as to whether Digital Humanities should be the application of computing, or an inquiry as to how digital media has irrevocably changed the Humanities. While this may appear to be a very theoretical issue, the debate has major practical consequences. For example, I have been entrusted with managing the development of a national research infrastructure for the Digital Humanities. This task may seem to involve logistics, technical details, and general funding issues. However, before we even get to that stage we have major fundamental, political and theoretical challenges.
We currently have four universities as partners, the national library (or libraries) should be joining soon, and hopefully the major museums will follow. Our government has asked that we include as many as possible, a noble goal, but in practice we have hit a major roadblock. How does one create a national focus while allowing academics and other researchers to pursue their own specific goals? This also raises a deeper question, what are the boundaries of the Digital Humanities pertinent to our researchers, beyond which we should not tread? Having discovered our niche, or niches, how can we focus on key research areas important to our country in particular, without becoming cut off from international networks?
Of course there are perennial questions such as how can one develop an infrastructure five years ahead, based on catering for technology that we are not yet using? How can a distributed network allow for unified identity and individual planning? This leads us to a more pragmatic issue of which resources are best managed centrally, and which are best distributed. These more technical issues do however return us to a central problem: how one create a centre for something that has no physical centre, unifying traditionally disparate and sceptical disciplines, without restricting them or discriminating between them?

So now my task is to solve the problems so I can deliver the paper!

Games & Culture November 2011; 6 (6) Special Issue on History and Heritage in Games and Virtual Worlds

URL: http://gac.sagepub.com/content/6/6.author-index
Guest editors: Erik Champion and Jefferey Jacobson

  • Alison Gazzard and Alan Peacock, Repetition and Ritual Logic in Video Games
    Games and Culture November 2011 6: 499-512, doi:10.1177/1555412011431359
  • Shannon Kennedy-Clark and Kate Thompson, What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why?
    Games and Culture November 2011 6: 513-537, first published on December 7, 2011 doi:10.1177/1555412011431361
  • Lori C. Walters,Darin E. Hughes, and Charles E. Hughes,Interconnections: Revisiting the Future
    Games and Culture November 2011 6: 538-559, doi:10.1177/1555412011431360

There is hopefully an editorial / introduction (by Dr Jeffrey Jacobson, Director of http://publicVR.org, and myself) in the November 2011 6(6) issue.
And Jeffrey’s name should have appeared first, sorry Jeffrey!

DIGHUMLAB, Denmark, and me..

I will take up a new role in Aarhus Denmark, project leader/manager of DIGHUMLAB, (or DigHumLab), the new Digital Humanities Lab, to “to spearhead the structuring of the national research infrastructure DIGHUMLAB”. It is hosted by Aarhus University, but part of a consortium including Aarhus University, Aalborg University, the University of Copenhagen and the University of Southern Denmark.

upcoming publications

I am trying to get everything published as I tidy up my academic backlog.

I think I mentioned two journal articles were published last year

  1. Tost, L., & Champion, E. (2011). Evaluating Presence in Virtual Heritage Projects. International Journal of Heritage Studies (Taylor & Francis). DOI:10.1080/13527258.2011.577796 OR http://www.tandfonline.com/doi/abs/10.1080/13527258.2011.577796Champion, E., Bishop, I., & Dave, B. (2011). The Palenque project: evaluating interaction in an online virtual archaeology site. Virtual Reality, 1-19. DOI: 10.1007/s10055-011-0191-0

Two book chapters should also appear in 2012 or maybe even 2013:

  1. Travels in Intermedia[lity]: ReBlurring the Boundaries, Bernd Herzogenrath, ed. Interfaces: Studies in Visual Culture Series, Dartmouth College Press, 2012. NB Not in stock or not yet published, expected: June 2012. URL: http://www.upne.com/1611682595.html
  2. Champion, Erik. “History and Heritage in Virtual Worlds” in Grimshaw, M. (Ed.). (Pending). The Oxford Handbook of Virtuality. New York: Oxford University Press.

Current state of abstract: The potential of virtual reality technology applied to history and to cultural heritage appears to be rich and promising. Teaching history through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of culture and place. However many issues await to confront us: potential confusion between what is the past and what is history; the issue of realism when applied to the simulated portrayal of history and heritage; effective and meaningful interaction; the ownership of cultural knowledge before during and after it is digitally transmitted across the world; and how we can evaluate the successes and failures of this field.

There are also two edited journal special issues (for Games and Culture, and Virtual Reality), that are either at the publishers or waiting with me.

And also an edited book project, on game mod design and theory, which I promise is still likely to be published this year.

Hope I have not forgotten anything!

EDIT: I did forget an article for the International Journal of Architectural Computing, with Andrew Dekker, on biofeedback, should be published (when it arrives) here: http://multi-science.metapress.com/content/121497/

The below will be out next year, a new collection of essays on Intermedia, my chapter is on intermedia, games and the magic circle. Looking forward to finally seeing this in print!

Travels in Intermedia[lity]: ReBlurring the Boundaries, Bernd Herzogenrath, ed. Interfaces: Studies in Visual Culture Series, Dartmouth College Press, 2012. NB Not in stock or not yet published, expected: June 2012. URL: http://www.upne.com/1611682595.html

UPDATE: appears to be available at Amazon.com

Li Wang (Neil) wins best student paper prize at CHINZ 2011

Neil Wang, a Master of Design student at the Auckland School of Design, was awarded the best student paper at the CHINZ2011 conference in Hamilton yesterday. He presented his pilot study results, (final results will hopefully appear later). Neil received NZ$300 and a certificate from the 12th ACM SIGCHI-NZ Conference on Human-Computer Interaction, held at the University of Waikato, New Zealand, over 4-5 July 2011.

Title: A Pilot Study of Four Cultural Touch-Screen Games

Abstract:Four simple single-player games (based on the “Four Arts” of traditional Chinese culture) have been designed in Flash for a touch-screen display. The aim is to allow players to experience a digital interactive recreation of traditional Chinese culture, in order to understand features of traditional Chinese culture and related philosophical concepts such as Daoism. To evaluate the effectiveness of the design, a pilot study was conducted with twelve participants, six were Chinese speaking and six were not. The pilot study suggest that there are differences between Chinese and non-Chinese users in perceived notions of authenticity and ease of use and it has provided us with ideas on how to improve both the games and the evaluation.

The “Go” game on the HP touchscreen.

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.

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.

Playing with the Past book out end of October

According to Springer, my first (last?) book will be out October 29 2010.
http://www.springer.com/computer/information+systems+and+applications/book/978-1-84996-500-2
when I get a chance I must thank everyone who helped with case studies, images, references. They have been magnificent. The publication deadline was insane (my fault, not the publishers), so if there is a second edition I vow to catch and remedy any issues or errors that might pop up. Anyway, good to see it is in the pipeline, I really must ask if an image can go on the cover for the online version. And I promise the book is a little more interesting than the author bio. Ouch, must remedy that.

why virtual heritage?

Reality-based games a step closer

The WOW! Factor

By Virginia Winder –Taranaki Daily News

Last updated 11:11 29/07/2009

The Forbidden City is virtually empty. Chinese tour guides, wearing red traditional costumes, wait for visitors.

Chinese tour  guides, wearing red  traditional  costumes, wait for visitors. An  Imperial woman glides past the  guides and through the  Meridian Gates to explore the  city alone. Every now and then  she passes an official attendant  or another tourist, whose  meaningless name floats above  his or her head like a sign. For a  few seconds, someone with a  number for a name and dressed  as an Imperial guard circles the  woman, then slides away.

Our woman joins a quick tour about dragon architecture and finds herself in an outer area where archers are practising. She quits the tour, checks the map and winds her way through to the Hall of Mental Cultivation and gets lost in time and the detail of the buildings. All this is accompanied by the sweet swirling sounds of Chinese music. For this is not a real tour, but an IBM-created journey that can be downloaded for free anywhere in the world.

Erik Champion, Massey University associate professor of new media, recommends having a look at the virtual Forbidden City, because it shows how much work is involved with his area of interest and expertise: virtual heritage design.

Champion, based at Massey’s Auckland School of Design at Albany, says the virtual world is not just the domain of games. He believes software developed for gaming holds huge potential.

In his research and teaching, Champion has used digital tools to create websites and interactive games on Mayan civilisation, Marco Polo’s travels and Egyptian gods. He prefers people to roam freely. “People get bored with tours – they’re probably too passive for people. I’d like to design a personally discoverable world where you can choose the interactions, the way in which you approach the site and the way you are viewed by others.”

This would be game-like, but with more intellectual outcomes. He also talks of “augmented reality” and “biofeedback”. The first relates to physically visiting a site wearing special glasses that would enable drop- down graphics to appear in your field of vision and these would change and be refreshed as you turned your head. They are being developed and used at Canterbury University’s HIT Lab, where researchers are working on interaction between computers and humans. Champion envisages using augmented reality to see the past.

“If you were standing on a sacred site, what used to be there would appear on your glasses, or maybe it would be projected on to fog between you and the real site.

“Imagine seeing the Pink and White Terraces or the spirit trails of ancestors leaving Cape Reinga – all these things we don’t normally see.”

Champion wants to help New Zealanders tell their own stories.

“I would like to create the tools and technologies so local people could design it [the world or vision] themselves.”

He’s even keen to teach people 3D, animation and programming skills so they can go forth and create using advanced tools like curved mirrors, screen warping and biofeedback receptors. If a person is playing a game or visiting a heritage site with biofeedback, physiological reactions like pulse, skin temperature and sweat can be measured by a computer, perhaps even unknowingly through a joystick or mouse.

Champion cites a New Age meditation journey, which induces people to become calmer. This is the opposite of a zombie game recently tested by a PhD student. In that game, the more stressed the player became, the more the living dead attacked the avatar (the character or identity you become when playing a game or entering a virtual situation – like the tourist became a Chinese Imperial woman).

Biofeedback holds exciting possibilities for learning about other civilisations and even religions, Champion says.

He likes the idea of using it to affect people’s states of mind in a virtual environment. However, he would prefer people got feedback that helped them stay calm. “The more calm you are, the more the world becomes obvious to you. And the more reflective you are, the more interesting things will happen.”

Champion says it would be possible to create a virtual Buddhist temple with biofeedback.

“Only when you really calm down and really slow down will you discover things.”

He imagines the avatar would levitate or have great wisdom revealed.

“It’s a bit like interactive cinema.”

Another idea he’s been working on involves people having to learn to be like the locals. This is the inverse of the Turing test (see Freaky Facts) and involves a person in a virtual world trying to convince the scripted characters he or she is an artificial intelligence like they are.

“That way the test is on you, the human, not the computer. Why would you want to do that? Because then the human players have to learn to act like the locals and learn the culturally appropriate way of behaving.”

By proving they are not imposters, the human player would learn all about the customs, history and stories of the virtual world. This would be particularly valuable if it were a heritage environment.

“You could create an inter- cultural language game whereby if you say different words correctly, things appear to you as they did to different cultures.”

Champion has just returned from a Fulbright-funded study trip to the United States, where he presented his virtual environment research at many universities, including Harvard, Stanford and the Massachusetts Institute of Technology.

Now Champion is seeking more post-graduate students to help develop software and their own ideas. The Forbidden City link is http://www.beyondspaceandtime.org/FCBSTWeb/web/index.html#link=

OZCHI and SIGGRAPH ASIA

Natural swimming pool, Litchfield National Park, Darwin

The OZCHI conference featured keynotes from Paul Dourish, Gary Marsden and Fiona Ingram (Sensis Australia) but I only had time for a talk by Dourish before rushing off to SIGGRAPH ASIA in Singapore.

At OZCHI Truna, David, Marlyn and I hosted a workshop on designing digital aids for engagement in natural places.

We would have to get feedback from the 9 participants to be sure, but I thought it went really well, and now I know a little more about workshops I would love to host one again, in fact I may even suggest one to as demo for archimuse in Indiana. Paul Dourish seems to be moving towards the cultural implications of CHI and yet I think to myself his notion of culture seems rather vague but then I missed the first 30 minutes of the talk (for once, not my fault!)

Cairns and Palm Cove (where we were staying) is picturesque, had a great time diving on the great barrier reef, and in Singapore there were many people offering to show me around so I will have to think of ways to repay them.

After Singapore Eric Fassbender took me on a tour of walks and swims in Darwin (Litchfield National Park) and if Litchfield is anything to go by, Kakadu must be spectacular. Saw quite a bit of the wildlife and even some oddly toothed locals. And the fresh food Saturday market (Parap) was awesome.

Darwin also has a brand new conference venue facility on the marina (with seafood restaurants on the jetty nearby) but sorry my camera was full!