Tag Archives: virtual worlds

Free access: Phenomenology of Real and Virtual Places

Routledge is running a monograph sale through June 11th. Readers can now access The Phenomenology of Real and Virtual Places free-of-charge for seven days. At the end of the trial period, they’ll have the opportunity to purchase the eBook for £10/$15.

Here are the links to the offer.

Was this abstract defensible or too provocative?

Accepted with revisions to a digital humanities conference but I seem to have ruffled feathers, what say you to the premises?

A Challenge to the Designers of Virtual Places, Virtual Worlds: Where are the Humanities?
Virtual worlds are arguably under-represented in Digital Humanities conferences, even
though many MMORPGs are both types of virtual worlds and also visited by hundreds of
thousands if not millions.
Virtual worlds can stream in live data from real locations, link to local, national and
international archives, and now offer personalization, tracking, and links to social media.
I suggest the problem is the lack of interest in the humanities research community in virtual presence and an assumption that VR is technically beyond the grasp or income or interest of humanities classes and related research areas. Presence is typically measured in terms of realism, naturalism, spatial immersivity, or social presence. This is not enough, especially for presence.
For example, in 2003 and 2004 I programmed interaction for a Japanese-English Language Learning class run by Ms. Sachiyo Sekiguchi, (now at Meiji Gakuin University), at the University of Melbourne using Adobe Atmosphere, an Internet Explorer-based 3D virtual world with a built-in chat window. The Virtual Babel was a 3D Virtual Environment designed for “enhancing second language (L2) learning in the modern classroom.” I scripted methods for tracking conversations and key words between Japanese English-learning students and Australian Japanese-learning students.
My PhD project had also been developed in Adobe Atmosphere and months before my PhD was submitted, Adobe Atmosphere had closed down, 2 years in beta, toughly 6 months in the wild as a commercial product. It was certainly not the only 3D world building and browsing tool to bite the bullet, but it included features for learning and teaching which software which have only been sporadically improved on.
In 2010-2011 I supervised a masters project on Chinese Taoism, using a finger touch-screen interface to teach participants about the four great arts of Chinese Taoism through drawing, writing, painting and playing Go, empathetically. I believe that now, with masterpiece VR and Tilt brush, we have more advanced and immersively creative ways to spatially develop appreciation for different cultures. So, the interface is not the issue, I suspect the issue is marrying the potential of technology with the critical communication skills of the humanities, but not only in a writing medium, but also in a visual and aural medium.
I suggest that architecture and archaeology and GIS have become such estranged disciplines from the humanities, that the research questions and research potential of spatial environments are no longer clearly seen as humanities endeavors, and that development in Virtual Reality and Mixed Reality is so technical and equipmental, that it is too difficult for many humanities scholars to explore these immersive visualisation fields for themselves.
Perhaps some humanities scholars do not see many interesting questions that relate to
humanities in virtual reality, in cultural heritage visualisation.
I propose to demonstrate, in 10 or 20 minutes, a focused range of case studies, in game
engines and 360 panoramic software, humanities datasets and research questions that can be approached and studied (with interest) by humanities scholars. I propose, in particular, that the terms game, virtual reality, and virtual world are concepts of direct interest to the humanities, and that indeed humanities researchers have much to add to the exploration of these terms. I would especially point out that place is not the same as world, and world is not the same as game. In more clearly defining these terms, we may also see ways to help support local interaction and more global-scaled interaction (in other words, culturally and spatially immersive localization without completely severing connections to global data and networks).
But what is particularly needed is more research on culturally sensitive and spatially
intelligent writing interfaces, postural and body language tracking, culturally syntactical
space, environmental affordances supporting the perception of culturally bounded space, insufficient 3D model infrastructure, a lack of research on shared collaboration in mixed reality and how context and content changes with group interaction, and new ways of evaluating and developing the student experience of humanities research in digitally immersive spatial environments.

CFP: iLRN 2016 Immersive Learning Research Network Conference

June 27th – July 1st, 2016
Santa Barbara, California, USA
http://immersivelrn.org/ilrn2016

Join immersive learning experts and practitioners from across the
disciplines in sunny California for iLRN 2016! The 2nd Annual
International Conference of the Immersive Learning Research Network will
be an innovative hands-on and scholarly meeting for an emerging global
network of developers, educators, and research professionals
collaborating to develop the scientific, technical, and applied
potential of immersive learning.

Important Dates:
papers (main conference and special tracks): February 15, 2016
Author notification of acceptance: March 30, 2016
Camera-ready deadline: April 23, 2016

Phenomenology and Place

I wrote the below as an email to a small* group of writers/philosophers/academics I’ve found really helpful in my own thinking on phenomenology and place.
I won’t write their names (indeed, I have not even given them any time to respond yet) but I thought I would share my [redacted] email to them in case a reader here

  1. Totally disagrees with my premises and can help me improve them and/or..
  2. Believes they would have something worthy and useful to write in a potential book chapter on the topic.

Dear [insert your favorite live phenomenologist name here]…

For many years I have tried to understand place in virtual environments, how to understand how people experience it, and how to discover and communicate if there are elements of place missing from virtual environments and how to address that through criticism and through design.
My personal interest is in history and heritage (and cultural presence for archaeology simulations) but the problem is wider, and deeper than just virtual places.

I still feel that a possible help and a major problem comes from discussions of phenomenology, namely these:

  1. The role of phenomenology in philosophy is avoided by many philosophers (at least it was a problematic term when I wanted to study it in a philosophy department).
  2. Many outside philosophy use the word without clarifying or helping to clarify where and how it is best used and understood and its limitations (if any).
  3. Many of these papers lack critical analytical reflection and especially are not amenable to extrapolation beyond either the self or calls to authority (authority here usually means dead phenomenologists who are invoked for areas they never actually wrote about directly or perhaps for new discoveries that did not even exist in their time).
  4. In the Presence research area of virtual environment evaluation this is particularly evident yet the laboratory control conditions for Presence evaluations and their extremely generic yet vague questionnaires. Here phenomenology or some related ethnographic method could and should have an important role to play but because of its stigma (not helped by papers which haven’t always been the best examples of phenomenology) virtual environments (virtual reality environments, games, architectural simulations, virtual worlds) lack many of the rich interesting and engaging aspects and potential of place.

Sorry for the longish intro. My suggestion in brief, is probably an edited book: that compiles, describes and especially clarifies major techniques, conditions and limitations of phenomenology and how they could be used or adapted or critiqued for place design (and by extension, for virtual environments). The audience: I’d hope more for an audience of place interested designers and academics than philosophers per se.

*There were more people I had in mind to write to, but will extend the circle if I get a good response from the initial correspondents.

Not all in press is true

Just came across this link of an article to an article.

http://www.metaversejournal.com/2009/07/26/the-watch-virtual-worlds-in-the-news-81/

Never said half of this, don’t remember talking to the reporter/newspaper, and certainly don’t expect virtual worlds to overtake real-world travel and books, wow!

North Shore Times (NZ) – Study out of this world. “Virtual worlds and computer games aren’t only for teen cyberjunkies, says Massey University associate professor Erik Champion. He says computer games have enormous potential and tools to explore and interact with ancient cultures, distant places and inaccessible environments. The new media lecturer at the design school on the Albany campus is seeking designers to create more New Zealand-themed virtual worlds. “The challenge is to find new interactive ways to experience things through digital media,” he says. Dr Champion says those worlds will soon become more popular than travelling and book learning and the like.”

Oxford Handbook of Virtuality: History and heritage in virtual worlds abstract

Here is the latest abstract for my chapter for the Oxford Handbook of Virtuality, edited by Mark Grimshaw. The chapter was written and sent to OUP some time ago, no doubt there will be changes, but I am happy to take comments or suggestions etc.

History and Heritage in Virtual Worlds

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

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; issues in evaluation; and the question of ownership. 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.

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.

 

 

cross-cultural interactions in virtual worlds

I was emailed some questions out of the blue by a student on the Worldplay Research initiative project. One question of particular interest to me that I should be able to answer (but cannot, just yet), was how games are designed for different cultures.

Apart from my wondering if perhaps their project should be called Worlds play rather than worldplay, and my wondering if I should have mentioned my discussions with psychologists on worlds and worldfulness in relation to mental health, there are some important and interesting questions in their project.