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VIRTUAL HERITAGE: TOOLS, PROJECTS, HOPES AND CHALLENGES
23.03.21-NSW LOCAL STUDIES LIBRARIANS GROUP-ZOOM
Emeritus Professor
Erik Champion
erikchampion@gmail.com
ERIK CHAMPION
RETHINKING VIRTUAL PLACES (Indiana University Press, 2021)
Co-editing with Dr Christina Lee, Screen Tourism and Affective Landscapes, 16 authors..
Recent books:
Organic Design in Twentieth-Century Nordic Architecture (Routledge, 2019).
Edited The Phenomenology of Real and Virtual Places (Routledge, 2018).
Co-edited Cultural Heritage Infrastructures in Digital Humanities (Routledge, 2017).
Critical Gaming: Interactive History and Virtual Heritage (Routledge 2016).
Co-edited Cultural Heritage Infrastructures in Digital Humanities (Routledge, 2017).
Previous: Game Mods: Design, Theory & Criticism (ETC Press, 2012), Playing with the Past
(Springer, 2011).
intangible heritage=“practices,
representations, expressions, knowledge,
skills – as well as the instruments,
objects, artefacts and cultural spaces
associated therewith – that communities,
groups and, in some cases, individuals
recognize as part of their cultural
heritage” (UNESCO 2003).
VH=VR + CULTURAL HERITAGE
(ALONSO ADDISON 2008).
VH IS #2
Champion [2008]: ‘the attempt to convey not
just the appearance but also the meaning and
significance of cultural artefacts and the
associated social agency that designed and
used them, through the use of interactive and
immersive digital media.’
NB I distinguish between digital & virtual
heritage.
DH IS TEXT-HEAVY VIZ. LIGHT & PEOPLE-ADVERSE
•So why Virtual Heritage? Why should we do it?
•How to engage and educate on: cultural significance
•What to preserve: survey data; models; cultural knowledge; remains; paradata; audience
understanding feedback?
•When to stop: artistry, findings, audience interaction, experts, technical platforms..
•Where to find .. Run into a good virtual heritage project lately?
UCLA/MASS. 3D MODELLING-NEH WORKSHOP 2015-6
Cloud-based AR data, projects, software… gone
140+3D FORMATS!!
Conference/event name VSMM CAA CIPA EUROMED Digital Heritage
Accessible articles & year of publication
Year No. Year No. Year No. Year No. Year No.
2017 55 2015 117 2017 111 2016 105 2015 270
2016 65 2014 73 2015 82 2014 84 2013 211
2014 53 2013 50 2013 112 2012 95 - -
Total 173 240 305 284 481
Articles reference 3D heritage assets 31 38 79 61 55
References include
(a) Accessible 3D contents 0 1 3 1 4
(b) Accessible Videos 1 2 1 2 6
(c) Other accessible visual materials (VR
models, photographs, images of 3D
models etc.).
1 4 6 5 17
(d) Non-accessible/dead web links 3 0 5 3 8
3D MODELS in Journals
Hafizur Rahaman
UNESCO CHAIR IN CULTURAL HERITAGE & VISUALISATION
1. Create a network to use & advise on 3D models of
World Heritage Sites & show how 3D models can be
employed in teaching & research.
2. Build capacity through community workshops,
learning materials, distributing the teaching
resources digitally at no cost the end user, train
research students, postdocs, research fellows.
3. Recommend long-term archive guidelines, linking 3D
models to scholarly publications, scholarly resources
& infrastructures.
4. Disseminate the results of research activities at
conferences & workshops, via online papers,
applications & learning materials.
5. Cooperate closely with UNESCO on relevant
activities.
JEFFREY JACOBSON, PUBLICVR.ORG
2O13
1950s-62 Sensorama
2018 Selfie+HMD+Pano-movie
1965-8 Sword of Damocles
1952 Cinerama (1939 Vitarama) 1992 CAVE
PHD, ARCHITECTURE & GEOMATICS
(ENGINEERING)
UNIVERSITY OF MELBOURNE 2001-
2004, Australian Research Council
Industry grant, industry partner:
Lonely Planet.
The online browser-embedded
multiplayer PhD environments were
selected to represent the University
of Melbourne at Supercomputing
2004 Boston. The author was
selected to attend Young VR
Researcher KAIST, won a Dean’s
Prize and best virtual heritage
paper, VSMM 2003 conference,
Canada.
A BLURRED SPECTRUM
https://alisonjamesart.com/2017/03/12/what-is-a-virtuality /
Milgram Takemura Utsumi & Kishino (1994)
REAL AR=3D AWARENESS, DOESN’T FLOAT
PROMISING TRENDS
1. VR equipment more consumer-level
& component-based.
2. Smartphone=stereoscopic viewer
& PC (i.e. Samsung Gear).
3. User creation frameworks
improves access..
AR SOFTWARE-ARKIT ARCORE ARTOOLKIT
1. https://artivive.com/ ..build the community around augmented reality art
2. https://aframe.io/
3. Other https://sourceforge.net/software/augmented-reality/free-version/
4. https://www.goodfirms.co/blog/best-free-open-source-augmented-reality-
software
5. https://holokit.io/
6. https://experience.briovr.com
7. https://www.adobe.com/products/aero.html (au)
8. https://www.ptc.com/en/products/vuforia/vuforia-engine
(https://makaka.org/unity-assets/Vuforia)
https://www.8thwall.com/
VR CREATION TOOLS
A-frame
Unity game engine
Unreal game engine
Sketchup
Sketchfab
SteamVR
Minecraft VR
https://sketchfab.com/virtual-reality
https://www.minecraft.net/en-us/vr/
Active Classrooms
Non-Playing Characters (NPCs) informed by gesture posture etc.
NPCs
20210323 nsw libraries
Shown at VSMM2012 conference, Milan, Italy 2012.
Chinese Taoism Touch Screen by Li (Neil) Wang and Erik Champion.
TOUCHSCREEN TAOISM
Evaluation Content (intro, 3 Archaeol., 3
gamic)
Objective: Compare to
Task Performance 6 objects to find Understanding
Cultural
Understanding
6 questions x 3 virtual
environments (learn by observing,
conversing with bots, activity)
Which VE most challenging to
explore, find or change?
Preference, demographics,
task performance
Presence Survey
(rank 1 to 7)
Most: interesting; interactive;
related to ‘Mayan’; inhabited; in
the presence of Mayan culture
Demographics, to task
performance; find
personal preference in
answers, rank 7 VEs
Environmental recall Shadows; real people; height of
locals vs tourists; number of
people
Demographics and to task
performance and to
understanding
Subjective Experience
(of time passing)
In which VE did time pass
quickest? How fast did they
update the screen?
Subjective preference and
to demographics
PHD: U. OF MELBOURNE, LONELY PLANET
2001-4
GAMES: GOALS, CHALLENGES, RISKS, STRATEGIES, REWARDS
goals
challenges strategies
rewards
risks
GAMES: GOALS, CHALLENGES, RISKS, STRATEGIES, REWARDS
goals
challenges strategies
rewards
risks
SUSANNAH EMERY-SIMS MACHINIMA
MASSAGE CHAIR + CAR RACING BIOFEEDBACK
2006 HIEROGLYPH LEARNING -
MORRAOWIND
Curtin 2016, Makathon (left); CAA2017 Atlanta (below, right).
Digital Cities, Digital Humanities Summer School: Game Prototypes, Politecnico, Italy 2018; 2019.
GAME DESIGN
WORKSHOPS
CREATING A SIMPLE GAME
What is the goal? Why try to achieve it?
Why is it an engaging challenge?
Competition/mastery, chance, imitation,
controlling vertigo/rush of movement/flight?
Feedback system, affordances + constraints,
rewards and punishments?
How to level up/advance via mechanics?
Offers a range of strategies, options?
What is learnt during or after the
experience?
XR IN STUDENT WORKSHOPS
Heritage Game Workshops
Student AR work Museum of
Cinema, Turin Italy
20210323 nsw libraries
Dr. Hafizur Rahaman
Smartphone camera
recognizes and speaks
native words for flora or
fauna
IKROM NISHANBAEV, 3D, GIS, SEMANTIC WEB
20210323 nsw libraries
PANO-ARCHIVE, BEATA DAWSON
RUSAILA BAZLAMIT,
PHD STUDENT, (& ANDREW HUTCHISON) VSMM2017
DESIGN ACTIVISM, PALESTINE
RUSAILA BAZLAMIT
DUYFKEN,
MAFKERESEB BEKELE
20210323 nsw libraries
XR TOURISM https://www.hidden.no/ IAN BRODIE
Intern project Agathe Limouzy Toulouse (Collaborative Learning)
RETHINKING VIRTUAL PLACES 2021 Indiana Uni Press
SCREEN TOURISM
Oz tourism predicted to gather $143 billion
this year (Ludlow & Housego, 2019).
Nearly 30% of international tourists visit a
museum or gallery (Ludlow, 2019).
Can gaming /XR link heritage and cultural
tourism? What are the iXD challenges?
Ludlow, M. (2019). Luxury destinations luring the 'big fish' travellers
to Australia. Financial Review, 17 December 2018.
Ludlow, M., & Housego, L. (2019). Tourism now employs one in 13
Australians. Financial Review, 15 August 2019.
https://poland.pl/arts/lifestyle/harry-potter-magic-in-poland/
SCREEN TOURISM
SUMMARY
1. Collaboration may have saved earlier VRML technologies
2. Extended reality *promises* to simplify development
3. Gamification underplays the importance of mechanics
4. Great potential with serious games and entertainment interfaces
5. Augmented Reality may be the next big thing?
twitter @nzerik email erikchampion@gmail.com

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SOC 101 Demonstration of Learning Presentation
 

20210323 nsw libraries

  • 1. VIRTUAL HERITAGE: TOOLS, PROJECTS, HOPES AND CHALLENGES 23.03.21-NSW LOCAL STUDIES LIBRARIANS GROUP-ZOOM Emeritus Professor Erik Champion erikchampion@gmail.com
  • 2. ERIK CHAMPION RETHINKING VIRTUAL PLACES (Indiana University Press, 2021) Co-editing with Dr Christina Lee, Screen Tourism and Affective Landscapes, 16 authors.. Recent books: Organic Design in Twentieth-Century Nordic Architecture (Routledge, 2019). Edited The Phenomenology of Real and Virtual Places (Routledge, 2018). Co-edited Cultural Heritage Infrastructures in Digital Humanities (Routledge, 2017). Critical Gaming: Interactive History and Virtual Heritage (Routledge 2016). Co-edited Cultural Heritage Infrastructures in Digital Humanities (Routledge, 2017). Previous: Game Mods: Design, Theory & Criticism (ETC Press, 2012), Playing with the Past (Springer, 2011).
  • 3. intangible heritage=“practices, representations, expressions, knowledge, skills – as well as the instruments, objects, artefacts and cultural spaces associated therewith – that communities, groups and, in some cases, individuals recognize as part of their cultural heritage” (UNESCO 2003). VH=VR + CULTURAL HERITAGE (ALONSO ADDISON 2008).
  • 4. VH IS #2 Champion [2008]: ‘the attempt to convey not just the appearance but also the meaning and significance of cultural artefacts and the associated social agency that designed and used them, through the use of interactive and immersive digital media.’ NB I distinguish between digital & virtual heritage.
  • 5. DH IS TEXT-HEAVY VIZ. LIGHT & PEOPLE-ADVERSE •So why Virtual Heritage? Why should we do it? •How to engage and educate on: cultural significance •What to preserve: survey data; models; cultural knowledge; remains; paradata; audience understanding feedback? •When to stop: artistry, findings, audience interaction, experts, technical platforms.. •Where to find .. Run into a good virtual heritage project lately?
  • 6. UCLA/MASS. 3D MODELLING-NEH WORKSHOP 2015-6 Cloud-based AR data, projects, software… gone
  • 8. Conference/event name VSMM CAA CIPA EUROMED Digital Heritage Accessible articles & year of publication Year No. Year No. Year No. Year No. Year No. 2017 55 2015 117 2017 111 2016 105 2015 270 2016 65 2014 73 2015 82 2014 84 2013 211 2014 53 2013 50 2013 112 2012 95 - - Total 173 240 305 284 481 Articles reference 3D heritage assets 31 38 79 61 55 References include (a) Accessible 3D contents 0 1 3 1 4 (b) Accessible Videos 1 2 1 2 6 (c) Other accessible visual materials (VR models, photographs, images of 3D models etc.). 1 4 6 5 17 (d) Non-accessible/dead web links 3 0 5 3 8 3D MODELS in Journals
  • 10. UNESCO CHAIR IN CULTURAL HERITAGE & VISUALISATION 1. Create a network to use & advise on 3D models of World Heritage Sites & show how 3D models can be employed in teaching & research. 2. Build capacity through community workshops, learning materials, distributing the teaching resources digitally at no cost the end user, train research students, postdocs, research fellows. 3. Recommend long-term archive guidelines, linking 3D models to scholarly publications, scholarly resources & infrastructures. 4. Disseminate the results of research activities at conferences & workshops, via online papers, applications & learning materials. 5. Cooperate closely with UNESCO on relevant activities.
  • 12. 1950s-62 Sensorama 2018 Selfie+HMD+Pano-movie 1965-8 Sword of Damocles 1952 Cinerama (1939 Vitarama) 1992 CAVE
  • 13. PHD, ARCHITECTURE & GEOMATICS (ENGINEERING) UNIVERSITY OF MELBOURNE 2001- 2004, Australian Research Council Industry grant, industry partner: Lonely Planet. The online browser-embedded multiplayer PhD environments were selected to represent the University of Melbourne at Supercomputing 2004 Boston. The author was selected to attend Young VR Researcher KAIST, won a Dean’s Prize and best virtual heritage paper, VSMM 2003 conference, Canada.
  • 15. REAL AR=3D AWARENESS, DOESN’T FLOAT
  • 16. PROMISING TRENDS 1. VR equipment more consumer-level & component-based. 2. Smartphone=stereoscopic viewer & PC (i.e. Samsung Gear). 3. User creation frameworks improves access..
  • 17. AR SOFTWARE-ARKIT ARCORE ARTOOLKIT 1. https://artivive.com/ ..build the community around augmented reality art 2. https://aframe.io/ 3. Other https://sourceforge.net/software/augmented-reality/free-version/ 4. https://www.goodfirms.co/blog/best-free-open-source-augmented-reality- software 5. https://holokit.io/ 6. https://experience.briovr.com 7. https://www.adobe.com/products/aero.html (au) 8. https://www.ptc.com/en/products/vuforia/vuforia-engine (https://makaka.org/unity-assets/Vuforia) https://www.8thwall.com/
  • 18. VR CREATION TOOLS A-frame Unity game engine Unreal game engine Sketchup Sketchfab SteamVR Minecraft VR https://sketchfab.com/virtual-reality https://www.minecraft.net/en-us/vr/
  • 19. Active Classrooms Non-Playing Characters (NPCs) informed by gesture posture etc. NPCs
  • 21. Shown at VSMM2012 conference, Milan, Italy 2012. Chinese Taoism Touch Screen by Li (Neil) Wang and Erik Champion. TOUCHSCREEN TAOISM
  • 22. Evaluation Content (intro, 3 Archaeol., 3 gamic) Objective: Compare to Task Performance 6 objects to find Understanding Cultural Understanding 6 questions x 3 virtual environments (learn by observing, conversing with bots, activity) Which VE most challenging to explore, find or change? Preference, demographics, task performance Presence Survey (rank 1 to 7) Most: interesting; interactive; related to ‘Mayan’; inhabited; in the presence of Mayan culture Demographics, to task performance; find personal preference in answers, rank 7 VEs Environmental recall Shadows; real people; height of locals vs tourists; number of people Demographics and to task performance and to understanding Subjective Experience (of time passing) In which VE did time pass quickest? How fast did they update the screen? Subjective preference and to demographics PHD: U. OF MELBOURNE, LONELY PLANET 2001-4
  • 23. GAMES: GOALS, CHALLENGES, RISKS, STRATEGIES, REWARDS goals challenges strategies rewards risks
  • 24. GAMES: GOALS, CHALLENGES, RISKS, STRATEGIES, REWARDS goals challenges strategies rewards risks
  • 26. MASSAGE CHAIR + CAR RACING BIOFEEDBACK
  • 27. 2006 HIEROGLYPH LEARNING - MORRAOWIND
  • 28. Curtin 2016, Makathon (left); CAA2017 Atlanta (below, right). Digital Cities, Digital Humanities Summer School: Game Prototypes, Politecnico, Italy 2018; 2019. GAME DESIGN WORKSHOPS
  • 29. CREATING A SIMPLE GAME What is the goal? Why try to achieve it? Why is it an engaging challenge? Competition/mastery, chance, imitation, controlling vertigo/rush of movement/flight? Feedback system, affordances + constraints, rewards and punishments? How to level up/advance via mechanics? Offers a range of strategies, options? What is learnt during or after the experience?
  • 30. XR IN STUDENT WORKSHOPS Heritage Game Workshops Student AR work Museum of Cinema, Turin Italy
  • 32. Dr. Hafizur Rahaman Smartphone camera recognizes and speaks native words for flora or fauna
  • 33. IKROM NISHANBAEV, 3D, GIS, SEMANTIC WEB
  • 36. RUSAILA BAZLAMIT, PHD STUDENT, (& ANDREW HUTCHISON) VSMM2017 DESIGN ACTIVISM, PALESTINE RUSAILA BAZLAMIT
  • 40. Intern project Agathe Limouzy Toulouse (Collaborative Learning)
  • 41. RETHINKING VIRTUAL PLACES 2021 Indiana Uni Press
  • 42. SCREEN TOURISM Oz tourism predicted to gather $143 billion this year (Ludlow & Housego, 2019). Nearly 30% of international tourists visit a museum or gallery (Ludlow, 2019). Can gaming /XR link heritage and cultural tourism? What are the iXD challenges? Ludlow, M. (2019). Luxury destinations luring the 'big fish' travellers to Australia. Financial Review, 17 December 2018. Ludlow, M., & Housego, L. (2019). Tourism now employs one in 13 Australians. Financial Review, 15 August 2019. https://poland.pl/arts/lifestyle/harry-potter-magic-in-poland/ SCREEN TOURISM
  • 43. SUMMARY 1. Collaboration may have saved earlier VRML technologies 2. Extended reality *promises* to simplify development 3. Gamification underplays the importance of mechanics 4. Great potential with serious games and entertainment interfaces 5. Augmented Reality may be the next big thing? twitter @nzerik email erikchampion@gmail.com