Category Archives: Academic

new old article available

I finally added this 2017 article online, but I noticed the overall issue (SAA Archaeological Record) has disappeared (or URL changed).

Article is:

Champion, E. (2017). Bringing Your A-Game to Digital Archaeology: Issues with Serious Games and Virtual Heritage and What We Can Do About It. SAA Archaeological Record: Forum on Digital Games & Archaeology, Vol. 17 No.2 (special section: Video Games and Archaeology: part two issue), pp. 24-27. March issue. PDF available at https://espace.curtin.edu.au/handle/20.500.11937/67358?show=full (and academia and researchgate).

No longer working: Society for American Archaeology URL: http://www.saa.org/Portals/0/Record_March_2017.pdf

Above image AI-generated by wordpress based on post (not in article!)

Working on a book with questions posted here

I’m writing a short book, “3D Visualization as Critical Heritage”. I’ll post questions on earzow.com as I work through chapters: 3D As Argument; Culturally Significant Presence; Immersive Literacy; The Vanishing Virtual; The Heritage Multiverse. Chapter titles are draft but hopefully I will stick to them. The book will be in the Critical Heritage series at https://www.cambridge.org/core/publications/elements/critical-heritage-studie

Sorry I don’t have funds for open access publication.

new book chapter

My/Tatiana Estrina’s chapter “On his roles as Professor and Research Fellow” should be available to order 16 January 2025.

In:

Hui, V., Scavnicky, R., & Estrina, T. (Eds.). (2024). Architecture and Videogames: Intersecting Worlds (1st ed.). Routledge. https://doi.org/10.4324/9781003408970. [If the DOI does not work try the Routledge website.]

“This book explores and affirms the emergent symbiosis between videogames and architecture, including insights from a diverse range of disciplines.

With contributions from authorities in both architecture and videogame industries, it examines how videogames as a medium have enlightened the public about the built environments of the past, offered heightened awareness of our current urban context, and presented inspiration for the future directions of architecture. A relatively nascent medium, videogames have rapidly transitioned from cultural novelty to architectural prophet over the past 50 years. That videogames serve as an interactive proxy for the real world is merely a gateway into just how pervasive and potent the medium is in architectural praxis. If architecture is a synthesis of cultural value and videogames are a dominant cultural medium of today, how will they influence the architecture of tomorrow?

The book is split into seven sections: Cultural Artifacts, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures.”

Open access book on paradata

M. Ioannides, D. Baker, A. Agapiou, & P. Siegkas (Eds.), 3D Research Challenges in Cultural Heritage V: Paradata, Metadata and Data in Digitisation. Springer Nature Switzerland. Open Access. https://link.springer.com/book/10.1007/978-3-031-78590-0

I have a chapter in there.

Champion, E. (2025). Usable, Useful, Reviewable and Reusable Metadata. In M. Ioannides, D. Baker, A. Agapiou, & P. Siegkas (Eds.), 3D Research Challenges in Cultural Heritage V: Paradata, Metadata and Data in Digitisation (pp. 176-183). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-78590-0_15. Open Access.

Places you have visited

I just wanted to compare simple mapping software for excell/CSV data input.

Here is trial version of https://www.maptive.com/map-excel-data/ (note huge watermark) of countries which invited me to speak there (physically or virtually). I may have missed a few but hey Canada, and South America, and Africa, what’s happening!?

There are a few that invited me (Iraq, Canada, France, Bulgaria) but it just didn’t work out. I didn’t count countries I have presented a conference paper in but there’s only a few more (Canada, Portugal, Thailand, Hong Kong-ok, not a country). But even such a simple exercise reveals I still travel quite a bit to Europe and the more famous European countries (perhaps a tad too much).

But more importantly, a free, well-featured, simple from .CSV to map app seems out of reach, currently. Maybe I have missed some.

Free QGIS requires a 1.6gb or so download but accepts CSV: https://docs.qgis.org/3.34/en/docs/user_manual/introduction/getting_started.html#downloading-sample-data. looks like it will take more than 5 minutes.

Apparently there are quite a few free but you have to pay to download packages. All seem to use the same underling format etc, I thought this would take 5 minutes but QGIS etc take more time (the default appears to want you to upload lat. and long. for each place/city).

New PhD vacancies open February

In February I will have 2 PhD projects open for candidates to apply at this new (merged) Adelaide University- Filter “History, Heritage and Archaeology”

https://adelaideuni.edu.au/research/research-degrees/research-projects/

Radical Co-Design for Filtered Affective Digital Heritage via AR and WebXR

This project explores how technology like Augmented Reality (AR) and WebXR can enhance visitor engagement with Galleries, Libraries, Archives and Museums (GLAM), particularly dark tourism sites such as prisons, through game design and storytelling. The project focuses on Adelaide Gaol, one of Australia’s oldest colonial buildings. By involving volunteer communities and former prisoners’ families in the radical co-design process, the research aims to develop AR-based experiences that convey personal narratives that can be filtered and tailored to visitors. Key research questions explore utilising radical co-design for dark tourism sites, whether escape-room style game design enhances engagement and how effectively content can be personalised. The project will use low-cost, open-access tools throughout, and will generate new insights applicable across the GLAM and tourism sectors.

Game Prototyping for Museums and Galleries

This project will examine the development and design of game prototypes for use in museums and galleries with content specialists to create interactive, augmented, or immersive exhibitions and/or the evaluation of these exhibitions and works. A number of methods may be considered and investigated, including Figma, ShapesXR, Blueprints, physical game demos, and other methods. Possible outcomes of the project include non-traditional research outputs as well as contributions to theoretical disciplinary knowledge.

Recent news and update

I am working on a new grant, on a 22+ year old idea that was never implemented!

And I have mentioned the grants below, if not the chapters published this month, but just as a roundup (and I have to do this for my current university) here is a summary.

2024      ARC Discovery DP250104625: Champion, E., Kotarba, A., Greenop, K., & Gibbs, M. (2025). A Gamified 3D Cultural Heritage Platform for Archaeology and Architecture. Australia. $520,686. 3 years.

  • A Gamified 3D Cultural Heritage Platform for Archaeology and Architecture. Few research infrastructures support engaging and useful 3D heritage content for both archaeology and architecture. A user-focused, experiential immersive environment with AI content creation will be developed and evaluated. Audience and international expert feedback will create a flexible feature list. Workshops with museums and galleries will test the prototype’s usefulness for communication and preservation. The system will allow groups to explore 3D models in conjectural and imaginative contexts and pose counterfactual arguments. The project will also consider how to convey levels of authenticity and uncertainty. Outputs will be a website with open-source tools and data, publications, a conference and a demonstration as an exhibition.
  • National Interest Test Statement:Examples of 3D heritage content showcasing archaeology and architecture are rare, limiting opportunities for the Australian public to engage with culture and history. To address this gap, the project will develop a gamified 3D cultural heritage platform to make archaeological and architectural heritage accessible and interactive. Technologies including artificial intelligence and 3D interactive modelling will create immersive, educational experiences that engage the public with historical narratives. This platform will deliver multiple benefits. Economically, the cultural tourism sector will be enhanced by enriching visitor engagement with innovative storytelling and exhibition tools. Socially, Australia’s national identity and civic pride will be strengthened by making cultural heritage more accessible and engaging. Environmentally, the digitalisation approach will protect archaeological sites and built heritage, preserving these critical and non-renewable assets for future generations. The project will collaborate with cultural and educational institutions to maximise outcomes beyond academia, promoting the platform’s use in public education programs and exhibitions. Targeted workshops and a website with open-source tools will facilitate its adoption, contributing significantly to national and cultural discourse. Aligning with broader national interests, this project positions the platform as a pioneer in digital cultural preservation and educational innovation.

2024      ARC LIEF Grant LE250100051: “The Australian Emulation Network Phase 2 – Extending the Reach.” Awarded to Prof Melanie Swalwell; Prof Sarah Teasley; Dr Helen Stuckey; Dr Stephanie Harkin; Prof Sean Cubitt; Dr Kirsten Day; A/Prof Peter Raisbeck; A/Prof Erik Champion; Prof Simon Biggs; Dr Margaret Borschke; A/Prof Elizabeth Tait; Dr Caroline Wilson-Barnao; Dr Kim Machan; Dr Ashley Robertson; Mr Adam Bell. $544,947. 2 years.

  • The Australian Emulation Network Phase 2 – Extending the Reach. This project aims to extend the reach of the Australian Emulation Network, conserving born digital artefacts and making them accessible for research purposes. High value collections from university archives and the GLAM sector requiring legacy computer environments will be targeted. The project expects to generate new knowledge across media arts, design, and architecture. Expected outcomes include stabilising and providing researchers with emulated access to born digital cultural artefacts, sharing legacy computer environments across the network, and expanding the Australian software preservation Community of Practice, building skills in preserving and emulating digital cultural artefacts across an expanded set of domains and institutions.
  • National Interest Test Statement:The project aims to extend national emulation infrastructure, more than doubling the size of the existing Australian Emulation Network by adding 22 new institutional nodes. This addresses the national challenge of preserving and accessing Australia’s born digital heritage. Born digital heritage faces several forms of obsolescence. Consequently, much born digital material has not been collected, is inaccessible because of its reliance on legacy computing environments, and at risk of loss. The project will provide the tools and skillsets required so that professionals in the university and Galleries, Libraries, Archives and Museum (GLAM) sectors have confidence in collecting, preserving and emulating complex digital artefacts. Securing digital heritage materials and making these available to the researchers who need access to them promises to deliver new knowledge in the inter-related fields of digital art, design, and creative practice, delivering research with social and cultural benefits. Making emulation infrastructure available to more national and state institutions will improve access to digital collections in keeping with the national cultural policy, and ensure that the benefits extend well beyond academia to the wider public. This investment will ensure a sustainable, resilient network that can address the needs of diverse collections across the nation, including in regional areas.

BOOK CHAPTERS

Champion, E. (2024). Caught Between a Rock and a Ludic Place: Geography for Non-geographers via Games. In: Morawski, M., Wolff-Seidel, S. (eds) Gaming and Geography. Key Challenges in Geography. Springer, Cham. https://doi.org/10.1007/978-3-031-42260-7_3

Champion, E. (2025: in press). On his roles as Professor and Research Fellow. In V. Hui, R. Scavnicky, & T. Estrina (Eds.), Architecture and Videogames: Intersecting Worlds. Routledge. https://www.routledge.com/Architecture-and-Videogames-Intersecting-Worlds/Hui-Scavnicky-Estrina/p/book/9781032528854  

CFP Digital Heritage 2025 Siena Italy 8-13/9/25

Digital Heritage Congress is the big meta-conference of the digital heritage/virtual heritage field. I have been to the first one in Marseille (2013) and reviewed for others.

https://digitalheritage2025.unisi.it/call-for-paper

I thought it was going to be in Thailand in December 2025, so best not to ask me any details but go to the website!

Museum Big Data Athens

If you are near Athens 18-19 November there is an interesting conference on the topic of the above at the National and Kapodistrian University of Athens.

The program is now available: https://2024.museumbigdata.org/program/

I am giving the below talk and I am happy to mention any information on projects or technology around the following topics and themes.

Immersive Visualisation and the Emergence of Collaborative XR in the Museum Sector

In this talk, I will explore the increasing promise of extended reality (XR), new sensory data and immersive experiences, and recent emerging visualisation strategies for conveying increasingly immersive and data-driven possibilities for the museum sector. Some recent projects I will cover include the Australian Cultural Data Engine, the Time Layered Cultural Map of Australia, and smaller case studies and experiments in data-driven story-mapping, mixed, augmented, and virtual reality. A key issue is immersive literacy: how designers can cater to the visualisation and navigation issues of the general public not yet experienced in these emerging rich, multimodal, but potentially overpowering or confusing immersive experiences. I will sketch out concepts that may be borrowed from game design to engage, entice, and also encourage audiences to explore this new and more immersive world of big data.

Videogames, Heritage and Tourism

I gave an online talk on the above to Hiroshima University today.

I have 4 excellent questions from the students to research and hopefully answer:

  • Which videogames specifically led to real-world tourism? I add here, and what if one’s that are also in film or tv or in book form?
  • Of those games transformed into virtual tourism, which ones incorporated local cultural context?
  • How can we stop virtual tourism from creating false memories?
  • Is there anywhere in the world where virtual heritage is checked for authenticity by organisations (such as UNESCO?)

New book chapter

Champion, E. (2024). Caught Between a Rock and a Ludic Place: Geography for Non-geographers via Games. In M. Morawski & S. Wolff-Seidel (Eds.), Gaming and Geography: A Multi-perspective Approach to Understanding the Impacts on Geography (Education) (pp. 49-61). Springer International Publishing. https://doi.org/10.1007/978-3-031-42260-7_3

Conference papers, articles, books, and blogs have already examined how aspects of cultural geography can be explored through video games. This paper will explain how games and game engines can be modded (modified) to allow players to explore aspects of GeoHumanities, in particular, place and presence, from a perspective aligned with a selection of concerns and methods in cultural geography and critical geography.

CFP – Digital Creativity Special Issue “Creative Digital Escape Rooms”

Digital Creativity – Special Issue: “Creative Digital Escape Rooms”

UPDATE: THE OFFICIAL CALL IS AT https://think.taylorandfrancis.com/special_issues/creative-digital-escape-rooms/

Special Issue Editors: Erik Champion, University of South Australia, erik.champion@unisa.edu.au and Susannah Emery, University of South Australia susannah.emery@unisa.edu.au

While they are increasingly popular in urban settings, digital escape rooms can be experienced physically, digitally, virtually, or in hybrid form, inside or outside (Lucarelli 2019), or a combination of both. Their potential as learning environments has been well-researched (Makri, Vlachopoulos, and Martina 2021; Charlo 2022), as has their potential for a range of domains: engaging audiences with museum and gallery collections (Smith 2017; Antoniou, Dejonai, and Lepouras 2019; Back et al. 2019; Schaffman 2017), showcasing tourism attractions (Pakhalov and Rozhkova 2020) or even visualising big data (Lior 2020).

They have also been used to test educational techniques (McFadden and Porter 2018; Karageorgiou, Mavrommati, and Fotaris 2019; Pozo-Sánchez, Lampropoulos, and López-Belmonte 2022) and allow the training of unlikely skills and concepts, such as computer programming (Yllana-Prieto, González-Gómez, and Jeong 2023). They can integrate analogue and digital content (Krekhov et al. 2021), exist purely in the virtual realm (Pozo-Sánchez, Lampropoulos, and López-Belmonte 2022), or combine human-driven, mechanical or “smart” interaction and sensory devices (Karageorgiou et al. 2021).

But what makes a creative digital escape room? How can creative experiences be shared? How can creative content be explored and appreciated? How can creative decision-making, insight, and teamwork be fostered and encouraged? Are there digital escape rooms that allow themselves to be creatively reframed, reconfigured, or otherwise modified or extended?

We are equally open to submissions on hybrid (digital and physical) escape rooms, virtual escape rooms, and escape rooms that redefine, provoke or extend stereotypes and conventions of escape room design.

Examples include but are not limited to:

  • Creative content, creative design, creative user input, or creative experiences arising from digital escape room design;
  • The implications of different genres, platforms, equipment or the mode of delivery on creative engagement;
  • Trends, relationships, and influences relating to digital escape room design;
  • The dynamic relationships between tools, interaction, surroundings, and environment;
  • Design tools and design methods;
  • Historical, pedagogical, and/or auto-ethnographic accounts of digital escape rooms;
  • Critical reflections and interventions on the relationship of digital escape rooms, changing social phenomena, culture, and creativity;
  • Accounts and analyses of engagement and evaluation of digital escape room experiences.

Submission requirements:

 Submission to this special issue is a two-stage process. Authors interested in contributing are invited to submit an extended abstract (500 words) for review. The extended abstract should include the following information: (1) Name of author(s) with email addresses and affiliation, if applicable, (2) Title of the paper, (3) Body of the abstract, (4) Preliminary bibliography, (5) Short bio(s). Please email abstracts directly to the editors listed below. Authors whose abstracts are accepted will then be invited to submit a full paper (up to 7000 words). Full papers will then be double blind peer reviewed for acceptance into the special issue. Note that acceptance of an abstract alone does not imply acceptance for publication in the journal. Upon acceptance of the abstract, you will be sent further authors’ guidelines based on the Digital Creativity guidelines (Instructions for Authors) at https://www.tandf.co.uk/journals/NDCR.

Reference

Important Dates

Abstracts due: January 13, 2025;

Full papers due: March 31, 2025 – full essays due via ScholarOne;

Final versions due: June 30, 2025– deadline for final/revised articles;

Expected publication: End of 2025.

Submission method: see https://think.taylorandfrancis.com/special_issues/creative-digital-escape-rooms/

REFERENCES

  1. Antoniou, Angeliki, Marios Ilias Dejonai, and George Lepouras. 2019. ‘Museum escape’: A game to increase museum visibility. Paper presented at the Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings 8.
  2. Back, Jon, Svante Back, Emma Bexell, Stefan Stanisic, and Daniel Rosqvist. 2019. The quest: An escape room inspired interactive museum exhibition. Paper presented at the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts.
  3. Charlo, José Carlos Piñero. 2022. “The Rise of Educational Escape Rooms: Designing Games as Formative Tasks.” In Handbook of Research on the Influence and Effectiveness of Gamification in Education, 143-63. IGI Global.
  4. Karageorgiou, Zoi, Eirini Mavrommati, and Panagiotis Fotaris. 2019. Escape room design as a game-based learning process for STEAM education. Paper presented at the ECGBL 2019 13th European Conference on Game-Based Learning.
  5. Karageorgiou, Zoi, Konstantinos Michalakis, Markos Konstantakis, Georgios Alexandridis, and George Caridakis. 2021. Smart Escape Rooms for Cultural Heritage: A Systematic Review. Paper presented at the Proceedings of the European Conference on Games-based Learning.
  6. Krekhov, Andrey, Katharina Emmerich, Ronja Rotthaler, and Jens Krueger. 2021. “Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games.” Review of. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PLAY):1-24.
  7. Lior, Solomovich. 2020. “Studying big data using virtual escape rooms.” Review of. International Journal of Advanced Statistics and IT&C for Economics and Life Sciences 10 (1):23-30.
  8. Lucarelli, Vissia. 2023. “Creating an Escape Room in a Heritage Site.” Accessed 12 July 2023. https://www.museumnext.com/article/creating-an-escape-room-in-a-heritage-site/.
  9. Makri, Agoritsa, Dimitrios Vlachopoulos, and Richard A Martina. 2021. “Digital escape rooms as innovative pedagogical tools in education: A systematic literature review.” Review of. Sustainability 13 (8):4587.
  10. McFadden, Colin, and S Porter. 2018. Augmented reality escape rooms as high-engagement educational resources. Paper presented at the ICERI2018 Proceedings.
  11. Pakhalov, Alexander, and Natalia Rozhkova. 2020. “Escape rooms as tourist attractions: Enhancing visitors’ experience through new technologies.” Review of. Journal of Tourism, Heritage & Services Marketing (JTHSM) 6 (2):55-60.
  12. Pozo-Sánchez, Santiago, Georgios Lampropoulos, and Jesús López-Belmonte. 2022. “Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms.” Review of. Journal of New Approaches in Educational Research 11 (2):307-22.
  13. Schaffman, A. 2017. “Escaping the Mundane: Using Escape Rooms in a Museum Setting.” In MuseumNext: RISK. Melbourne, Australia: MuseumNext.
  14. Smith, Amanda. 2023. “How to get millennials into your Museum with escape rooms.” MuseumNext, Accessed 12 July. https://www.museumnext.com/article/get-millennials-museum/.
  15. Yllana-Prieto, Félix, David González-Gómez, and Jin Su Jeong. 2023. “The escape room and breakout as an aid to learning STEM contents in primary schools: an examination of the development of pre-service teachers in Spain.” Review of. Education 3-13:1-17. doi: 10.1080/03004279.2022.2163183.

free book chapter

Our book chapter Galleries, Libraries, Archives and Museums [GLAM]-focused Games and Gamification is free to access until 21 October 2024. https://www.emerald.com/insight/content/doi/10.1108/S0065-283020240000054006/full/html

Engaging with digital heritage requires understanding not only to comprehend what is simulated but also the reasons leading to its creation and curation, and how to ensure both the digital media and the significance of the cultural heritage it portrays are passed on effectively, meaningfully, and appropriately. The United Nations Educational, Scientific, and Cultural Organization defines ‘digital heritage’ to comprise of computer-based materials of enduring value some of which require active preservation strategies to maintain them for years to come.

With the proliferation of digital technologies and digital media, computer games have increasingly been seen as not only depicters of cultural heritage and platforms for virtual heritage scholarship and dissemination but also as digital cultural artefacts worthy of preservation. In this chapter, we examine how games (both digital and non-digital) can communicate cultural heritage in a galleries, libraries, archives, and museums [GLAM] setting. We also consider how they can and have been used to explore, communicate, and preserve heritage and, in particular, Indigenous heritage. Despite their apparently transient and ephemeral nature, especially compared to conventional media such as books, we argue computer games can be incorporated into active preservation approaches to digital heritage. Indeed, they may be of value to cultural heritage that needs to be not only viewed but also viscerally experienced or otherwise performed.

CFPs for 2025

     *START* DUE CONF THEME LOCATION

  • 5/02/25 4/10/2024 DiGRAA2025 Communities of Practice and Play Adelaide Australia
  • 17/03/25 26/9/2024 GDC GDC educators San Francisco USA
  • 15/04/25 19/9/2024 FDG Accessible Worlds, United Through Play Vienna Austria
  • 26/04/25 5/12/2024 CHi2025 alt.chi Yokohama Japan
  • 5/05/25 8/9/2024 CAA2025 Digital Horizons: Embracing Heritage in an Evolving World (session) Athens Greece
  • 28/05/25 15/1/2025 CMN25 Computational Models of Narrative Geneva Switzerland
  • 22/06/25 18/10/2024 WAC World Archaeology Conference Darwin Australia
  • 25/06/25 25/11/2024 New Directions Oceanic Journeys: Multicultural Approaches in the Humanities Hilo, Hawaii, USA
  • 30/06/25 29/11/2024 DiGRA2025 Games at the Crossroads Malta
  • 2/07/25 16/9/2024 CAADFUTURES 2025 catalytic interfaces Hong Kong
  • 5/07/25 12/1/2025 DIS ACM Designing Interactive Systems Conference (DIS) 2025 Funchal, Madeira
  • 15/07/25 ? DH2025 Digital Humanities Lisboa Portugal
  • 3/09/25 11/11/2024 EAA2025 European Association of Archaeologists (EAA) (sessions) Belgrade Serbia
  • 15/09/25 15/11/2024 onmuseums Eighteenth International Conference on the Inclusive Museum Zaragoza Spain
  • 15/09/25 15/9/2024 SAHC2025 Heritage conservation in the digital era Lausanne Switzerland.

Reflective experiences with immersive heritage

I have uploaded the author version of my chapter entitled “Reflective Experiences with Immersive Heritage” for

1st Edition

Difficult Heritage and Immersive Experiences

Edited By Agiatis Benardou, Anna Maria Droumpouki Copyright 2023

The explosion in the development and communication of digital humanities has seen fascinating digital visualisation projects. Some focus on slavery and massacre, such as the Monroe and Florence Work Today website, (Monroe & Florence Work Unknown), a database and mapping platform of lynching in America, Slave voyages visualized by SLADE magazine (Kahn and Bouie 2015) and in Australia the Colonial Frontier Massacres in Australia 1788-1930 map, Australia. (Allam and Evershed 2019; Ryan 2019). Some focus on outright horror, others use digital technology to convey contestation and issues of ambiguity. Despite the growth and spread of these digital humanities visualisation projects, parallel and accessible examples in immersive virtual heritage are harder to find. Over the last three decades, immersive technologies (especially as “new” media) have embraced digital heritage to create showstopping instant experiences, but existing, durable examples of virtual heritage (virtual reality applied to cultural heritage) are relatively rare, and examples of difficult heritage far rarer. To review and address this gap, I will summarize dilemmas in present research on immersion, presence and immersivity; cover recent developments in virtual, augmented and mixed reality technology. Then, inspired by UNESCO charters, indigenous manifestos and ethical design principles in digital humanities, (Hepworth and Church 2018), I will attempt to formulate a theoretical framework with criteria and guidelines to help immersive environment designers address the depiction or evocation of difficult pasts.

Museum Big Data

#CFP International Conference on Museum Big Data
Paper submission deadline is NOW 31 August, 2024 and conference days (on-site in Athens & Online): 18-19 November, 2024.

I should note a potential conflict of interest. I am a keynote, but looks like they haven’t yet used my sent bio! Anyway, hope to see you there, happy to receive links and news about big GLAM data viz and immersive and game-like experiences!

Yes the venue is very close (walking distance I think) to that site…

Edit image from conference site, not my own. I’ll add attribution when I find the details.