Presentation to Digital Humanities class at Pratt Institute on the history of computing in the field of archaeology and current digital humanities projects.
S12. Digital Infrastructures and New (and Evolving) Technologies in Archaeology (Roundtable)
The role of new technologies in digital infrastructures.
Significant investment, potential risks and rewards.
Pros and cons of technology [platforms] already in use within an archaeological data infrastructure, OR introduction of new technology [photog; XR, GIS+].
Technologies may include but are not limited to Linked Data, Natural Language Processing, Image Recognition and machine/deep learning. OR VR, AR, MR.
Challenges and potential usefulness of these technologies within archaeological data infrastructures
Current and future best practices.
Abstract. This paper discusses a simplified workflow and interactive learning opportunities for exporting map and location data using a free tool, Recogito into a Unity game environment with a simple virtual museum room template. The aim was to create simple interactive virtual museums for humanities scholars and students with a minimum of programming or gaming experience, while still allowing for interesting time-related tasks. The virtual environment template was created for the Oculus Quest and controllers but can be easily adapted to other head-mounted displays or run on a normal desktop computer. Although this is an experimental design, it is part of a project to increase the use of time-layered cultural data and related mapping technology by humanities researchers.
Conference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
Presentation to Digital Humanities class at Pratt Institute on the history of computing in the field of archaeology and current digital humanities projects.
S12. Digital Infrastructures and New (and Evolving) Technologies in Archaeology (Roundtable)
The role of new technologies in digital infrastructures.
Significant investment, potential risks and rewards.
Pros and cons of technology [platforms] already in use within an archaeological data infrastructure, OR introduction of new technology [photog; XR, GIS+].
Technologies may include but are not limited to Linked Data, Natural Language Processing, Image Recognition and machine/deep learning. OR VR, AR, MR.
Challenges and potential usefulness of these technologies within archaeological data infrastructures
Current and future best practices.
Abstract. This paper discusses a simplified workflow and interactive learning opportunities for exporting map and location data using a free tool, Recogito into a Unity game environment with a simple virtual museum room template. The aim was to create simple interactive virtual museums for humanities scholars and students with a minimum of programming or gaming experience, while still allowing for interesting time-related tasks. The virtual environment template was created for the Oculus Quest and controllers but can be easily adapted to other head-mounted displays or run on a normal desktop computer. Although this is an experimental design, it is part of a project to increase the use of time-layered cultural data and related mapping technology by humanities researchers.
Conference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
Creating an Online Digital Consortium for Historic CollectionsAzavea
"From Cardboard Boxes to Google Maps: How Multiple Institutions’ Digital Collections Can Find a New Life on the Internet as a Consortium" was originally presented at the Museums and the Web conference, April 13-17, 2010, in Denver, Colorado,
Smart City Semantics - Data Analytics and Human Computation to understand the...Irene Celino
Smart City Semantics: Data Analytics and Human Computation to understand the Living Land Use. Presentation at the "Comitato Italo-Svizzero per la Geoinformatica"
OpenStreetMap and CycleStreets: collaborative map-making and cartography in t...CycleStreets
Abstract: The arrival of web-based mapping from Google and others has revolutionised, in the space of only five years, the way many people interact with maps and map data. And the success of projects such as Wikipedia highlight how collation of small amounts of information from large numbers of people - an approach called 'crowdsourcing' - can challenge traditional models of data collection and ownership. Bringing these concepts together is OpenStreetMap, a collaborative project to create a free editable map of the world. Well-established enterprises such as the Ordnance Survey are coming under increased pressure from this new model, and large companies such as MapQuest and Microsoft are starting to use and invest in it. Martin Lucas-Smith, Webmaster in the Department, and one of two main developers of the leading UK-wide cycle journey planner website, CycleStreets, will discuss OpenStreetMap, its use within a wide range of systems (from cartography, routing, and even its central role helping deal with the Haiti disaster) and discuss the challenges it poses to traditional forms of cartography and data collection.
From crowdsourced geographic information to participatory citizen science - e...Muki Haklay
Slides from presentation at Leicester Geography seminar March 2014, which is based on earlier discussion in a 'thinking and doing digital mapping' workshop in June 2013 in http://blog.digitalcartography.eu/2013/03/26/june-workshop-thinking-and-doing-digital-mapping/ as part of Charting the Digital project http://digitalcartography.eu/
The presentation discusses Volunteered Geographic Information (crowdsourced information) and Citizen Science, using the philosophy of technology of Albert Borgmann.
Major points:
#1 Spatial and experiential issues of digital/virtual archives
#2 Archives of spatial objects and platial relationships
For Knowescape workshop, 3-4 September 2015, Valetta, Malta. Workshop: "Knowledge maps and access to digital archives". URL: http://knowescape.org/event/the-role-of-knowledge-maps-for-access-to-digital-archives/
Transcending the surface graham: The New Techno-Utopian Dreams (and Realities...Stephen Graham
A presentation about a range of utopian projects for moving about cities above and below the surface via tunnels. orbital travel, supersonic airliners and vertical take off and autonomous 'sky taxis'.
Offering a critical response to the dominant vision of the smart city, this talk seeks to look beyond the seductive imagery and hype that surrounds emerging smart city paradigms. In their place, it explores arrange of critical perspectives to smart city planning that are emerging across the social sciences and activist communities, in various places across the world. These critiques centre, broadly, on ways in which smart city paradigms radically deepen urban surveillance ; the way they embed power into corporate urban operating systems; the way the glossy hype and marketing hides tendencies toward authoritarianism and centralized power ; and the way in which ‘smart’ city labels are used to camouflage the construction of highly elitist urban enclaves. The talk will finish by exploring efforts to mobilise digital media to more democratic and egalitarian urban vision.
Usability of VGI in Haiti earthquake response - preliminary thoughtsMuki Haklay
Muki Haklay's presentation in the 2nd Workdshop on usability of geographic information, 23rd March 2010 at UCL, London. See details at http://www.virart.nottingham.ac.uk/GI%20Usability/index.html
Towards a Semantic City Service EcosystemIrene Celino
Presentation at the 5th Workshop on Semantics for Smarter Cities @ ISWC 2014
We introduce the concept of City Service Ecosystem (CSE) as digital environment for the governance of urban services. We trace the research challenges and opportunities of adding semantics to improve the management of such ecosystems, especially in relation to description, publication and retrieval of urban-related Web services. We explain the peculiarities and distinct characteristics of CSEs resulting from their relation to the city space.
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
Creating an Online Digital Consortium for Historic CollectionsAzavea
"From Cardboard Boxes to Google Maps: How Multiple Institutions’ Digital Collections Can Find a New Life on the Internet as a Consortium" was originally presented at the Museums and the Web conference, April 13-17, 2010, in Denver, Colorado,
Smart City Semantics - Data Analytics and Human Computation to understand the...Irene Celino
Smart City Semantics: Data Analytics and Human Computation to understand the Living Land Use. Presentation at the "Comitato Italo-Svizzero per la Geoinformatica"
OpenStreetMap and CycleStreets: collaborative map-making and cartography in t...CycleStreets
Abstract: The arrival of web-based mapping from Google and others has revolutionised, in the space of only five years, the way many people interact with maps and map data. And the success of projects such as Wikipedia highlight how collation of small amounts of information from large numbers of people - an approach called 'crowdsourcing' - can challenge traditional models of data collection and ownership. Bringing these concepts together is OpenStreetMap, a collaborative project to create a free editable map of the world. Well-established enterprises such as the Ordnance Survey are coming under increased pressure from this new model, and large companies such as MapQuest and Microsoft are starting to use and invest in it. Martin Lucas-Smith, Webmaster in the Department, and one of two main developers of the leading UK-wide cycle journey planner website, CycleStreets, will discuss OpenStreetMap, its use within a wide range of systems (from cartography, routing, and even its central role helping deal with the Haiti disaster) and discuss the challenges it poses to traditional forms of cartography and data collection.
From crowdsourced geographic information to participatory citizen science - e...Muki Haklay
Slides from presentation at Leicester Geography seminar March 2014, which is based on earlier discussion in a 'thinking and doing digital mapping' workshop in June 2013 in http://blog.digitalcartography.eu/2013/03/26/june-workshop-thinking-and-doing-digital-mapping/ as part of Charting the Digital project http://digitalcartography.eu/
The presentation discusses Volunteered Geographic Information (crowdsourced information) and Citizen Science, using the philosophy of technology of Albert Borgmann.
Major points:
#1 Spatial and experiential issues of digital/virtual archives
#2 Archives of spatial objects and platial relationships
For Knowescape workshop, 3-4 September 2015, Valetta, Malta. Workshop: "Knowledge maps and access to digital archives". URL: http://knowescape.org/event/the-role-of-knowledge-maps-for-access-to-digital-archives/
Transcending the surface graham: The New Techno-Utopian Dreams (and Realities...Stephen Graham
A presentation about a range of utopian projects for moving about cities above and below the surface via tunnels. orbital travel, supersonic airliners and vertical take off and autonomous 'sky taxis'.
Offering a critical response to the dominant vision of the smart city, this talk seeks to look beyond the seductive imagery and hype that surrounds emerging smart city paradigms. In their place, it explores arrange of critical perspectives to smart city planning that are emerging across the social sciences and activist communities, in various places across the world. These critiques centre, broadly, on ways in which smart city paradigms radically deepen urban surveillance ; the way they embed power into corporate urban operating systems; the way the glossy hype and marketing hides tendencies toward authoritarianism and centralized power ; and the way in which ‘smart’ city labels are used to camouflage the construction of highly elitist urban enclaves. The talk will finish by exploring efforts to mobilise digital media to more democratic and egalitarian urban vision.
Usability of VGI in Haiti earthquake response - preliminary thoughtsMuki Haklay
Muki Haklay's presentation in the 2nd Workdshop on usability of geographic information, 23rd March 2010 at UCL, London. See details at http://www.virart.nottingham.ac.uk/GI%20Usability/index.html
Towards a Semantic City Service EcosystemIrene Celino
Presentation at the 5th Workshop on Semantics for Smarter Cities @ ISWC 2014
We introduce the concept of City Service Ecosystem (CSE) as digital environment for the governance of urban services. We trace the research challenges and opportunities of adding semantics to improve the management of such ecosystems, especially in relation to description, publication and retrieval of urban-related Web services. We explain the peculiarities and distinct characteristics of CSEs resulting from their relation to the city space.
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
How to avoid one hit AR wonders?
scalable yet engaging content
appropriate evaluation research
stable tools, long-term robust infrastructure essential
Non-technical constraint: VR and AR/MR preconceptions.
WebVR and WebXR formats
Two projects
CMR: two HoloLens HMDs
CVR: 2 people, 2 devices share + control 1 character
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
SLMOOC2015 An Introduction to Virtual WorldsThe AZIRE
Lecture given by Dr Nancy L. Zingrone for the annual course on virtual world education based in Second Life, focusing on technological and literary developments that helped to pave the way for virtual worlds.
Virtual World Education Overview for NewcomersThe AZIRE
The powerpoint to support a lecture to learners in VWMOOC18 (Virtual Worlds MOOC 2018) about the history of virtual worlds, their affordances and challenges, and how to learn more about Second Life in particular and virtual world education in general.
The video of this lecture is available on YouTube at this link: https://youtu.be/HOgsmfFX6zw
A lot of talk about the future of the internet sounds almost hippie-spiritual or faux-philosophical. The Internet is not the same as the world-wide-web. But the Internet-of-Things and the Semantic Web - all parts of Web 3.0, are beginning to be very important to our learning environments. Here is a summary of key features, ranging from access, creativity, and information architecture.
Champion, E. (2012). “Promises, threats and dreams in the Digital Humanities”. The 3rd U21 Digital Humanities Workshop, Interfaces - Digital studies of culture and cultural studies of the digital. Lund University, Lund, Sweden, September 19 - 21. Invited Keynote. Website: http://conference.sol.lu.se/en/u21-digital-humanities/
For the 1-2 PM (GMT+8) March 2021 webinar:
ASEAN AUSTRALIA SMART CITIES WEBINAR SERIES: PROMOTING SMART TOURISM RECOVERY VIA VIRTUAL REALITY Part 7 via ZOOM, https://events.development.asia/learning-events/asean-australia-smart-cities-webinar-series-part-7-promoting-smart-tourism-recovery
This short 7-8 minute speech considers XR (extended reality) for cultural tourism.
TIPC 2 Online 2020 conference, virtual/Leiden
This paper explores Assassin’s Creed: Odyssey as a way to explore idyllic historic landscapes and heritage sites with some degree of questing and simulated danger. It applies Assassin’s Creed: Odyssey in two ways, as discovery tour option mode and as a metaphor to explore in more general and speculative terms how questing and historical dilemmas and conflicts could be incorporated into both fan tourism and cultural/historical tourism (Politopoulos, Mol, Boom, & Ariese, 2019).
Keza MacDonald views Assassin’s Creed as a virtual museum, Ubisoft regards it as the recovery of lost worlds: “ “We give access to a world that was lost” said Jean Guesdon (MacDonald, 2018). “Discovery Tour will allow a lot of our players to revisit this world with their kids, or even their parents.”
Origins’ Discovery Tour mode “promises” educational enlightenment (Thier, 2018; Walker, 2018); Odyssey’s additional Story Creator Mode (Zagalo, 2020) adds personalized quests. Beyond the polaroid fun of sharing landscape selfies with other players and ancient history voyeurs across the Internet, there is also the prospect of “Video game–induced tourism: a new frontier for destination marketers” (Dubois & Gibbs, 2018). Plus physical location VR games. Game company Ubisoft created escape game VR and virtual tours inside physical exhibitions such as Assassin’s Creed VR – Temple of Anubis (Gamasutra Staff, 2019). Is there a market for historical playgrounds as virtual tourism?
Publishing tips for Virtual Heritage articles and related issues (3D models), Cities Cultural Heritage and Digital Humanities, Turin Summer School 17 September 2018
VHEs require cultural agents?
How to distinguish social from cultural agents?
Cultural agents meet VHE/DC objectives?
See https://digitalheritageresearch.wordpress.com/conference/
Ian Bogost’s concept of procedural rhetoric is a tantalising theory of the power and potential of computer games, especially serious games. Yet does this concept really distinguish games from other media? Can this concept be usefully applied to the design and critique of serious games? This paper explores the ramifications of games (particularly serious games) as procedural rhetoric and whether this concept is problematic, useful, inclusive, or better employed as a recalibrated meta-epistemic theory of serious games that persuade or suggest to the player that the game mechanics, game genre, or digitally simulated world-view is open to criticism and reflection.
Displaying research data between archaeologists or to the general public is usually through linear presentations, timed or stepped through by a presenter. Through the use of motion tracking and gestures being tracked by a camera sensor, presenters can provide a more engaging experience to their audience, as they won't have to rely on prepared static media, timing, or a mouse. While low-cost camera tracking allow participants to have their gestures, movements, and group behaviour fed into the virtual environment, either directly (the presenter is streamed) or indirectly (a character represents the presenter).
Using an 8 metre wide curved display (Figure 1) that can feature several on-screen panes at once, the audience can view the presenter next to a digital environment, with slides or movies or other presentation media triggered by the presenter’s hand or arm pointing at specific objects (Figure 2). An alternative is for a character inside the digital environment mirroring the body gestures of the presenter; where the virtual character points will trigger slides or other media that relates to the highlighted 3D objects in the digital scene.
Challenge: Develop agents that can pass on information about a past or distant culture without disrupting historic authenticity or player engagement.
Aim: Develop proof of concepts using historical situations, face tracking, speech to text or biofeedback and game-themed situations.
Opportunity: developments in biofeedback and realistic avatars, and camera tracking.
Future direction: combine with psychologists and animation specialists along with linguists, historians and art historians.
Digital Humanities Congress 2014, Sheffield
What is a ludic book?
Game play artefacts and NPCs can create meaningful play?
Can words be power?
What interaction can be derived from Skyrim?
Useful and effective tool?
The 3D world is your stage, part of Birds of a Feather session "The Tyranny of Distance" dha2014, @UWA Perth, with Matt Munson. Christof Schoch, Toma Tasovac (they were virtually present from Europe).
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Thesis Statement for students diagnonsed withADHD.ppt
connections between heritage, gaming and tourism
1. Extended Reality and eHeritage
eTourism, Immersive GLAM & Virtual Heritage
Erik Champion, UNESCO Chair of Cultural Heritage & Visualisation,
MCASI, Humanities & Curtin Institute for Computation, Curtin University
http://neveralonegame.com/
1
3. 1899: First underwater
portrait photo by Louis
Boutan, using flash
photography
1938 Viewmaster
http://www.viewmast
er.co.uk/htm/history.
asp
1968 Sword of Damocles
http://cccupsychology.com/blog/201
7/08/17/virtual-reality-a-brief-
history-current-trends-and-future-
directions/ivansutherland-sword-of-
damocles/
1962 Sensorama
http://www.medienkunstnetz.de/wor
ks/sensorama/ &
3
4. er be a substitute for encounters with th
https://theconversation.com/why-virtual-reality-cannot-match-the-real-thing-92035
https://youtu.be/Vo4hCg91Xhk
4
5. Virtual Heritage is …
• ..a fusion of VR technology with cultural heritage
content-Addison 2008.
• NB 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.
• ‘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.’-
Champion, 2008.
https://savageminds.org/2005/09/17/vanishing-race-and-the-ethnographic-present/
5
6. VHEs/Games aren’t gamification
Don’t seriously entertain or work with dynamic, valuable interactive content
Are NOT easily preserved, let alone scholarly accessible
• Forbidden City: Beyond Space & Time6
8. Important controversies, debates, issues
“the fallacy of reconstruction” (Jeff Clarke), completeness or
authenticity, realism, ownership and shareholders, appropriation,
obsolescence, gamification..8
9. Creating a Simple Game• What is the goal? Why try to achieve it?
• How an engaging challenge? Does it involve
competition/mastery, chance, imitation,
controlling vertigo/rush of movement/flight?
• What is the feedback system, affordances
and constraints, rewards and punishments?
• Does it level up/use mechanics to advance?
• How does it offer different strategies,
options?
• What is learnt during or after the
experience? 9
23. Kinect camera and Minecraft
Control navigation and creation of Minecraft world by gestures that can be
modified by a non-programmer
Rosie Fandry LibraryCraft
Rosie Fandry LibraryCraftSoftware Engineering Year 2/3
23
33. IKROM: Integrating 3d Models & GIS for DH
• Capture + modelling of 3D DH objects
increasingly affordable for GLAMs
• 3D geometric modelling methods and file
formats: number in hundreds!
• What is most appropriate 3D geometric
modelling method + file format for DH?
• Most-common 3D geometric modelling methods
(constructive solid geometry, non-uniform
rational B-splines, triangle meshes)?
• 3D file formats for architecture, archaeology
and heritage studies.
• Linking 3D files, GIS & geospatial databases.
• Exemplars + challenges for linking GIS, 3D
models and heritage aims?
• Do combinations create problems for archives?
Ikrom Nishanbaev
3D Model author: Stefan A Vollger: Split Point,
Victoria (Australia)
URL:
https://sketchfab.com/models/d95f3ad4d0044c20a
56ebb7bd507d515
33
38. Further Reading
• BEKELE, M. & CHAMPION, E. Redefining Mixed Reality: User-Reality-Virtuality and
Virtual Heritage Perspectives. In: HAEUSLER, M., SCHNABEL, M. A. & FUKUDA, T.,
eds. 24th Annual Conference of the Association for Computer-Aided Architectural
Design Research in Asia (CAADRIA 2019), 15-18 April 2019 2019 Wellington, New
Zealand. CuminCAD, 675-684.
• CHAMPION, E. & RAHAMAN, H. 2019. 3D Digital Heritage Models as Sustainable
Scholarly Resources. Sustainability, 11, 1-8.
• CHAMPION, E. (2018: in press). From Historical Models to Virtual Heritage
Simulations. OA chapter for Der Modelle Tugend 2.0, Heidelberg University Press,
Germany.
• CHAMPION, E. (ed.) 2018. The Phenomenology of Real and Virtual Places, London,
UK: Routledge.
• 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.
• NISHANBAEV, I., CHAMPION, E. & MCMEEKIN, D. A. 2019. A Survey of Geospatial
Semantic Web for Cultural Heritage. Heritage, 2, 1471-1498.
Erik Champion, @nzerik
erik.champion@curtin.edu.au38