Category Archives: Open Access

Open Access Publishing Costs-Books

PUBLISHERPOUNDSUSDEUROAUD
Punctum£2,490USD 3,0002,789 €AUD 4,681
Ubiquity Press£3,650USD 4,4174,088 €AUD 6,862
White Rose£6,000USD 7,2606,720 €AUD 11,280
Bloomsbury£6,500USD 7,8657,280 €AUD 12,220
Amsterdam£6,950USD 8,4107,784 €AUD 13,066
Routledge£10,000USD 13,000?AUD 18,800
Springer£11,000USD 15,00011,000 €AUD 20,680

NB Ubiquity Press lists some handy links for funds for open access book publishing.

“Cultural Heritage Infrastructures in Digital Humanities” free for 7 days

Cultural Heritage Infrastructures in Digital Humanities (2017) is free to access for one week, get free access to the book (via this link) for 7 days.

After this 7-day period, you can buy a copy for £10/$15!

You can also visit the official Routledge History, Heritage Studies etc. Twitter page

and thanks to Routledge editor Heidi Lowther.

free Critical Gaming eBook for 7 days

Critical Gaming: Interactive History and Virtual Heritage  (2015 edition) is in a Routledge campaign for May (2020), which allows anyone to register and get free access to the book (via this link) for 7 days. After this 7-day period, they can buy a copy for £10/$15!  *Trust me this is a lot cheaper than before!

Also check out the official Routledge History, Heritage Studies etc. Twitter page

Is there a catch? I honestly don’t know but don’t think so!

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.

Open Access publications

I am often asked to mail commercial books, sorry I normally have to refuse. However, there are recent-ish publications that are open access. allowed via institutional repositories or were free to download, that I have written down here:

Open access or available articles, chapters, etc

Books

  1. Champion, E. (2012). (). Game Mods: Design, Theory and Criticism, Pittsburgh: Entertainment Technology Center Press. 978-1-300-54061-8. URL: http://www.etc.cmu.edu/etcpress/content/game-mods

Book Chapters

  1. Champion, E. (2020). Games People Dig: Are They Archaeological Experiences, Systems, or Arguments? In S. Hageneuer (Ed.), Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13 October 2018) (pp. 13-25). London: Ubiquity. https://www.ubiquitypress.com/site/chapters/10.5334/bch.b/
  2. Champion, E. (2019). From Historical Models to Virtual Heritage Simulations. In P. Kuroczyński, M. Pfarr-Harfst, & S. Münster (Eds.), Der Modelle Tugend 2.0 Digitale 3D-Rekonstruktion als virtueller Raum der architekturhistorischen Forschung Computing in Art and Architecture (pp. 337-351). Heidelberg, Germany: arthistoricum.net. https://doi.org/10.11588/arthistoricum.515
  3. Champion, E. (2017). “Single White Looter: Have Whip, Will Travel” in Angus A.A. Mol; Csilla E. Ariese-Vandemeulebroucke; Krijn H.J. Boom; Aris Politopoulos, (Eds.)., The Interactive Past: Archaeology, Heritage, and Video Games, Sidestone Press, pp.107-122. URL: http://www.oxbowbooks.com/oxbow/the-interactive-past-50944.html ISBN: 9789088904370.

Journal articles

  1. Rahaman, H., & Champion, E. (2019). To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups. Heritage, 2(3), 1835-1851. Retrieved from https://www.mdpi.com/2571-9408/2/3/112
  2. Champion, E., & Rahaman, H. (2019). 3D Digital Heritage Models as Sustainable Scholarly Resources, Sustainability: Natural Sciences in Archaeology & Cultural Heritage, 11(8). MDPI. Editor, Ioannis Liritzis. Open Access. Invited article. https://www.mdpi.com/2071-1050/11/8/2425
  3. Nishanbaev, I., Champion, E., & McMeekin, D. A. (2019). A Survey of Geospatial Semantic Web for Cultural Heritage. Heritage, 2(2), 1471-1498. https://doi.org/10.3390/heritage2020093
  4. Bekele, M., & Champion, E. (2019). A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage. Frontiers in Robotics and AI | Virtual Environments: Emergent Technologies for Cultural Heritage and Tourism Innovation. doi:10.3389/frobt.2019.00091
  5. 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, 17 No.2 (special section: Video Games and Archaeology: part two issue), pp. 24-27. March issue. URL: http://www.saa.org/Portals/0/Record_March_2017.pdf
  6. Champion, E. (2016). A 3D PEDAGOGICAL HERITAGE TOOL USING GAME TECHNOLOGY. International Journal of Mediterranean Archaeology & Archaeometry, (special issue, selection of VAMCT2015 conference papers). International Journal MAA (ISI Arts & Humanities Citation Index, Thomson Reuters, USA; Scopus) Vol.16, No.5, pp. 63-72.URL: http://maajournal.com/Issues2016e.php DOI: 10.5281/zenodo.204967
  7. Champion, E. (2016). Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs. Transactions of the Digital Games Research Association (ToDIGRA), Volume 2 Issue 3 (special issue, “Diversity of play: Games – Cultures – Identities” selected DiGRA2015 conference papers). URL: http://todigra.org/index.php/todigra/index
  8. Champion, E. M. (2016). Digital humanities is text heavy, visualization light, and simulation poor. Digital Scholarship in the Humanities (DH2015 Special issue). DOI: http://dx.doi.org/10.1093/llc/fqw053 URL: http://dsh.oxfordjournals.org/content/early/2016/11/07/llc.fqw053
  9. Champion, E. (2016). Entertaining the Similarities and Distinctions between Serious Games and Virtual Heritage Projects. Special Issue in the Journal of Entertainment Computing on the theme of Entertainment in Serious Games. Vol. 14, May: 67–74. Elsevier. Online. DOI: 1016/j.entcom.2015.11.003. PDF available at Research Gate: https://www.researchgate.net/publication/284930065_Entertaining_The_Similarities_And_Distinctions_Between_Serious_Games_and_Virtual_Heritage_Projects
  10. Champion, E. (2015). Defining Cultural Agents for Virtual Heritage Environments. Presence: Teleoperators and Virtual Environments-Special Issue on “Immersive and Living Virtual Heritage: Agents and Enhanced Environments,” Summer 2015, Vol. 24, No. 3: 179–186, MIT Press. URL: http://www.mitpressjournals.org/toc/pres/24/3 PDF available at Research Gate: https://www.researchgate.net/publication/284930065_Entertaining_The_Similarities_And_Distinctions_Between_Serious_Games_and_Virtual_Heritage_Projects

Conference paper

  1. Champion, E. (2016). Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs. Transactions of the Digital Games Research Association (ToDIGRA), Volume 2 Issue 3 (special issue, “Diversity of play: Games – Cultures – Identities” selected DiGRA2015 conference papers). URL: http://todigra.org/index.php/todigra/index

 

 

 

2020: Upcoming presentations and talks

Book

  1. Champion, E. (2021: in press?). Rethinking Virtual Places. Indiana University Press, Spatial Humanities series. Book.

Edited book

  1. Lee, C. & Champion, E. (Ed). (2021:?). Screen Tourism and Affective Landscapes. Edited book. We have the author abstracts but reconsidering publisher.

Book Chapters

  1. Champion, E. (2020: in press). Games People Dig: Are They Archaeological Experiences, Systems, or Arguments? In: Hageneuer, S. (ed.) Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13 October 2018). London: Ubiquity. URL: https://communicatingthepast.hcommons.org/2018/04/19/release-of-the-call-for-paper/ Chapter from invited keynote.
  2. Champion, E. & Foka, A. (2020: in press). “Chapter 17: Art History, Heritage Games, and Virtual Reality”, in Brown, K. J. (Ed.). The Routledge Companion to Digital Humanities and Art History. Routledge, UK. Approx: May 2020.
  3. Champion, E., Nurmikko-Fuller, T., & Grant, K. (2020: pending). “Blue Sky Skyrim VR: Immersive Techniques to Engage with Medieval History.” In Games for Teaching, Impact, and Research edited by Robert Houghton, Winchester University.
  4. Champion, E., (2020?). Biodiversity and Cultural Diversity: Virtual opportunities” chapter for e-book Biodiversity in connection with Linguistic and Cultural Diversity. . Editors from Austrian Academy of Sciences and Austrian Centre for Digital Humanities; European Citizen Science Association; metaLab (Harvard) etc. Book chapter submitted.
  5. Champion, E. (2020?: under review). “Not Quite Virtual: Techné between Text and World.” In Texts & Technology: Inventing the Future of the Humanities, edited by Anastasia Salter and Barry Mauer, University of Central Florida, Orlando Florida USA. Chapter submitted.
  6. Champion, E. (2020: under review?). “Workshopping Game Prototypes for History and Heritage” for Digital Humanities book, Politecnico di Torino, Italy. Aracne Publishing Company.

Journal Article

  1. Dawson, B., Joseph P., & Champion, E. (2020: in press). Methodology to Evaluate User Experience of a Storyteller Panorama Tour” Collections: A Journal for Museum and Archives Professionals. Journal article.

Talks

  1. Champion, E. (2020). Invitation to Keynote at VR Conference. Keynote. 17-18 February, UNiSA, Adelaide Australia. Funded, invited.
  2. CAA2020, 15-17 April 2020, Oxford. Panel on infrastructure issues, to be confirmed.
  3. Invited to speak at Uppsala University, Sweden, April 2020? to be confirmed.
  4. Invited to speak at NTNU Trondheim, Norway, October 2020? to be confirmed.

Workshop / paper session

  1. Champion, E, Hiriart, J., & Houghton, R. (2020). Group session proposal accepted, International Computer Applications and Quantitative Methods in Archaeology conference (CAA 2020), Oxford, UK, 14-17 April 202

I promised not to write so many book chapters and I am failing miserably. Time to focus on projects, not words.

new article: A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage

A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage

by Mafkereseb Kassahun Bekele and Ear Zow Digital

Open access article in Frontiers in Robotics and AI, 24 September 2019 | https://doi.org/10.3389/frobt.2019.00091

In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed Reality (MxR) have become popular immersive reality technologies for cultural knowledge dissemination in Virtual Heritage (VH). These technologies have been utilized for enriching museums with a personalized visiting experience and digital content tailored to the historical and cultural context of the museums and heritage sites. Various interaction methods, such as sensor-based, device-based, tangible, collaborative, multimodal, and hybrid interaction methods, have also been employed by these immersive reality technologies to enable interaction with the virtual environments. However, the utilization of these technologies and interaction methods isn’t often supported by a guideline that can assist Cultural Heritage Professionals (CHP) to predetermine their relevance to attain the intended objectives of the VH applications. In this regard, our paper attempts to compare the existing immersive reality technologies and interaction methods against their potential to enhance cultural learning in VH applications. To objectify the comparison, three factors have been borrowed from existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the technology’s or the interaction method’s potential and/or demonstrated capability to: (1) establish a contextual relationship between users, virtual content, and cultural context, (2) allow collaboration between users, and (3) enable engagement with the cultural context in the virtual environments and the virtual environment itself. Following the comparison, we have also proposed a specific integration of collaborative and multimodal interaction methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that aim at enhancing cultural learning in situ.

To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups

To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups, Heritage journal article by Dr Hafizur Rahaman and myself is out:

Rahaman, H., & Champion, E. (2019). To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups. Heritage, 2(3), 1835-1851. Retrieved from https://www.mdpi.com/2571-9408/2/3/112

The 3D reconstruction of real-world heritage objects using either a laser scanner or 3D modelling software is typically expensive and requires a high level of expertise. Image-based 3D modelling software, on the other hand, offers a cheaper alternative, which can handle this task with relative ease. There also exists free and open source (FOSS) software, with the potential to deliver quality data for heritage documentation purposes. However, contemporary academic discourse seldom presents survey-based feature lists or a critical inspection of potential production pipelines, nor typically provides direction and guidance for non-experts who are interested in learning, developing and sharing 3D content on a restricted budget. To address the above issues, a set of FOSS were studied based on their offered features, workflow, 3D processing time and accuracy. Two datasets have been used to compare and evaluate the FOSS applications based on the point clouds they produced. The average deviation to ground truth data produced by a commercial software application (Metashape, formerly called PhotoScan) was used and measured with CloudCompare software. 3D reconstructions generated from FOSS produce promising results, with significant accuracy, and are easy to use. We believe this investigation will help non-expert users to understand the photogrammetry and select the most suitable software for producing image-based 3D models at low cost for visualisation and presentation purposes.

latest article out: From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience

Open Access for 50 days! Check out at https://www.sciencedirect.com/science/article/pii/S2212054819300153?dgcid=author

Rahaman, H., Champion, E., & Bekele, M. (2019). From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience. Digital Applications in Archaeology and Cultural Heritage, 13, e00102. Retrieved from http://www.sciencedirect.com/science/article/pii/S2212054819300153. doi:https://doi.org/10.1016/j.daach.2019.e00102

Abstract

The domain of cultural heritage is on the verge of adopting immersive technologies; not only to enhance user experience and interpretation but also to satisfy the more enthusiastic and tech-savvy visitors and audiences. However, contemporary academic discourse seldom provides any clearly defined and versatile workflows for digitising 3D assets from photographs and deploying them to a scalable 3D mixed reality (MxR) environment; especially considering non-experts with limited budgets. In this paper, a collection of open access and proprietary software and services are identified and combined via a practical workflow which can be used for 3D reconstruction to MxR visualisation of cultural heritage assets. Practical implementations of the methodology has been substantiated through workshops and participants’ feedback. This paper aims to be helpful to non-expert but enthusiastic users (and the GLAM sector) to produce image-based 3D models, share them online, and allow audiences to experience 3D content in a MxR environment.

3D Digital Heritage Models as Sustainable Scholarly Resources

Dr Hafizur Rahaman and I just had an open access article published (online)  “3D Digital Heritage Models as Sustainable Scholarly Resources” in MDPI Sustainability in a Special Issue.

Abstract

If virtual heritage is the application of virtual reality to cultural heritage, then one might assume that virtual heritage (and 3D digital heritage in general) successfully communicates the need to preserve the cultural significance of physical artefacts and intangible heritage. However, digital heritage models are seldom seen outside of conference presentations, one-off museum exhibitions, or digital reconstructions used in films and television programs. To understand why, we surveyed 1483 digital heritage papers published in 14 recent proceedings. Only 264 explicitly mentioned 3D models and related assets; 19 contained links, but none of these links worked. This is clearly not sustainable, neither for scholarly activity nor as a way to engage the public in heritage preservation. To encourage more sustainable research practices, 3D models must be actively promoted as scholarly resources. In this paper, we also recommend ways researchers could better sustain these 3D models and assets both as digital cultural artefacts and as tools to help the public explore the vital but often overlooked relationship between built heritage and the natural world.

new Book Chapter (Arqueología Computacional)

My new chapter, A Schematic Division of Game-Learning Strategies Relevant to Digital Archaeology and Digital Cultural Heritage (in Spanish) is out. Diego the editor informed me he will see if all chapters can be available via PDF.

Champion, E. (2017). Una división esquemática de estrategias de aprendizaje relevantes para el patrimonio cultural basadas en juegos digitales (A Schematic Division of Game-Learning Strategies Relevant to Digital Archaeology and Digital Cultural Heritage). In D. Jiménez-Badillo (Ed.), Arqueología Computacional. Nuevos enfoques para el análisis y la difusión del patrimonio cultural (pp. 217-224). México: Instituto Nacional de Antropología e Historia, RedTDPC, CONACYT. Chapter 14_Champion_PDF

 

Digital Humanities, Libraries, and Partnerships FREE preprint chapters

Preprint versions of chapters appearing in Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community. Eds. Robin Kear and Kate Joranson. Chandos, 2018.

Final versions of all chapters appear in the published version of the book, available here:

Introduction, Robin Kear and Kate Joranson: http://d-scholarship.pitt.edu/33818/

Chapter 2: “Our Marathon: The Role of Graduate Student and Library Labor In Making The Boston Bombing Digital Archive” by Jim McGrath and Alicia Peaker. http://dx.doi.org/10.17613/M62Z8Fht

Chapter 3: “Digital Humanities as Public Humanities: Transformative Collaboration in Graduate Education.” by Laurie N. Taylor, Poushali Bhadury, Elizabeth Dale, Randi K. Gill-Sadler, Leah Rosenberg, Brian W. Keith, Prea Persaud: http://ufdc.ufl.edu/AA00048267/00001

Chapter 4: “Exploring the Moving Image: The Role of Audiovisual Archives as Partners for Digital Humanities and Cultural Heritage Institutions” by Adelheid Heftberger. In Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community, edited by Robin Kear and Kate Joranson, Chandos, 2018, 45-57. http://dx.doi.org/10.17613/M66S19

Chapter 6: Glass, E. R. (2018). Engaging the knowledge commons: setting up virtual participatory spaces for academic collaboration and community. In Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community. UC San Diego. Retrieved from https://escholarship.org/uc/item/6zp934sm

Chapter 7: Miller, Karen, Erik Champion, Lise Summers, Artur Lugmayr, and Marie Clarke. 2018. “Chapter 7 – The Role of Responsive Library Makerspaces in Supporting Informal Learning in the Digital Humanities.” In Digital Humanities, Libraries, and Partnerships, 91-105. Chandos Publishing. Retrieved from https://maker.library.curtin.edu.au/book-chapter-published/

Chapter 10: “Digital Humanities as Community Engagement: The Digital Watts Project” by Melanie Hubbard and Demrot Ryan: http://digitalcommons.lmu.edu/librarian_pubs/93/

Chapter 11: Russell, Beth. “The Collaborative Project Management Model: Akkasah, an Arab Photography Project.” Digital Humanities, Libraries, and Partnerships: A Critical Examination of Labor, Network, and Community, edited by Robin Kear and Kate Joranson, Chandos, 2018. http://hdl.handle.net/2451/41680

Fidus Writer

This is an online writing app that allows you to automatically reference then export into various academic-friendly format. Collaborative editing. Open source as far as I can see.

Fidus Writer is an online collaborative editor especially made for academics who need to use citations and/or formulas. The editor focuses on the content rather than the layout, so that with the same text, you can later on publish it in multiple ways: On a website, as a printed book, or as an ebook. In each case, you can choose from a number of layouts that are adequate for the medium of choice.

Book series in Digital Humanities and Digital Heritage

Digital Heritage/Archaeology

Digital Humanities

See also https://adho.org/publications which lists

Books and Book Series

NB Is UWM also a Digital (book series) publisher? http://dc.uwm.edu/arthist_mobilizingthepast/1/

A 3D Pedagogical Heritage Tool Using Game Technology

Just published an Open Access article in the International Journal of Mediterranean Archaeology & Archaeometry!

Abstract:

This paper will propose and address issues that contribute to a serious challenge for virtual heritage: that there are few successful, accessible and durable examples of computer game technology and genres applied to heritage. Secondly, it will argue that the true potential of computers for heritage has not been fully lever- aged and it will provide a case study of a game engine technology not used explicitly as a game but as a serious pedagogical tool for 3D digital heritage environments.

Citation:

Champion, E. (2016: in press). A 3D PEDAGOGICAL HERITAGE TOOL USING GAME TECHNOLOGY. International Journal of Mediterranean Archaeology & Archaeometry, (special issue, selection of VAMCT2015 conference papers). International Journal MAA (ISI Arts & Humanities Citation Index, Thomson Reuters, USA; Scopus) Vol.16, No.5, pp. 63-72.URL: http://maajournal.com/Issues2016e.php DOI: 10.5281/zenodo.204967

Curtin Cultural Makathon

Thanks to a Curtin MCCA Strategic Grant six reseachers and Library staff at Curtin University bought Virtual Reality and Augmented Reality equipment and ran two events to help staff develop digital prototypes and experiences using cultural data resources and digital humanities tools and techniques

  1. 26/08/2016 (AM) GLAM VR: talks on Digital heritage, scholarly making & experiential media (26/08/2016 (AM) 49 registrations-twitter: #GLAMVR16
    THEN Cultural Datasets In a Game Engine (UNITY) & Augmented Reality Workshop 6/08/2016 (PM) 34 registrations
  2. Curtin Cultural Makathon (11/11/2016) 20 registrations-twitter: #ccmak16 OH and before the Makathon, there was a TROVE API workshop! Or read Kathyrn Greenhill’s notes.

Our Curtin Cultural Makathon, great fun, four finished projects, excellent judges and data mentors, fabulous colleagues and atmosphere, plus pizza! Must do again but with more 3D and entertainment technology! Slides: http://slides.com/erikchampion/deck-4#/

There are also GLAMVR16 slides: http://slides.com/erikchampion/glamvr16-26-08-2016#/

Yes you can control the slides.com slides from your phone! if you like the slides.com technology, check out http://lab.hakim.se/reveal-js/

Want Western Australian / Australian datasets for your own hackathon? http://catalogue.beta.data.wa.gov.au/group/about/curtin-cultural-makathon

 

How many journals should you review for?

If like me you are asked every week or so to review for a journal, then I have the following suggestion (for both of us).

  1. Write to the best journal in your field that you wish to support (after all, you are contributing your time and risking your academic reputation by association so considering the accessibility of the journal is important).
  2. Offer your services.
  3. Stick with them as long as the arrangement is mutually beneficial.
  4. Quality not quantity.

NB Ensure you know whether the journal will republish your material without informing you – this has happpened to me.

Taylor and Francis offer the following helpful guide: http://editorresources.taylorandfrancisgroup.com/reviewers-guidelines-and-best-practice/

If you are writing an article there are various suggestions on the web:

Sorry, I had intially titled this post inaccurately, I’ll blame it on jetlag.

PhD Scholarships at Curtin University

The call for PhD scholarships (UNESCO Cultural Heritage and Visualisation) at Humanities, Curtin University, has now been extended to 17 October 2016. See https://scholarships.curtin.edu.au/scholarships/scholarship.cfm?id=2782.0

I can be contacted for enquiries or submission but I am away from 1-16 October so email replies may be slow.

 

New Digital Humanities series ARCHumanities Press

Dymphna Evans, new editor at www.arc-humanities.org (THE APPLIED RESEARCH CENTRE IN THE HUMANITIES AND PRESS LTD) informed me they are developing a digital humanities list on digital humanities.
I don’t know the press but I vouch for Dymphna as editor (she was the editor for Critical Gaming: Interactive History and Virtual Heritage, when she was at Ashgate before it became Routledge).
As well as publishing monographs and collections they are launching a series of short books (20-40,000 words).

Refer https://mip-archumanitiespress.org/series/impact/
The Arc Impact book offers a new route to publication at Arc Humanities Press connecting and looking beyond medieval studies to contemporary humanities research issues. The Arc Impact book offers a route to publish for scholars who have undertaken a specific research project, which does not lend itself to publishing as a traditional journal article or a long-form academic monograph. A more generous word count and faster turnaround time than a journal article allows for rapid publication of results, more scope for case study material and a more immediate impact on the field. The books are typically 20-40,000 words long and priced at an affordable level with open access options.