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
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.
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.
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).
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.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
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.
Participatory Design Workshop for MuseumsNina Simon
Presentation for museum exhibit and content developers on designing experiences for visitor participation. First presented in the context of a workshop for Seattle-area museums at the University of Washington on April 24, 2009. A Nina Simon/Museum 2.0 presentation.
Slide deck from AAM Annual Meeting in 2015: Digital Storytelling: The Dream, the Team, the Results
Media and Technology track
Tuesday, April 28, 2015
Museums can deepen audience engagement through effective storytelling. Delivering content has never been easier, due to digital interfaces and personal, portable technologies. Without a strong interpretive strategy and the right tools to craft and share our stories, we may be missing opportunities. Join this panel of experts as they describe real-world projects, share results that show the impact of digital storytelling on engagement, and demonstrate a new, free storytelling software.
Learner Outcomes
1. Attendees will learn about interpretive strategy methods and the project team approach to create and share engaging stories on digital platforms.
2. Attendees will learn about combining rapid prototyping methods with formal evaluations to create digital storytelling that delights audiences.
3. Attendees will learn how to download and use a free (open source) set of storytelling software tools developed by the Minneapolis Institute of Arts.
This presentation by Susan Acampora of The College of New Rochelle was presented at the Westchester Library Association annual conference in Tarrytown, NY on May 8,2009.
The presentation is about Second Life and Libraianship. It covers key SL library initiatives, resources for getting started, research resources, and profressional development opportunities.
Digital Storytelling Presentation at 2011 WLAMatt Gullett
Digital storytelling is a new trend combining current technology along with traditional stories. How can you use digital storytelling in your library? This session will provide project examples, ideas for engaging all age
audiences (children, teens and adults) and will describe what electronic resources are available at little to no cost.
Educational Personalized Contents in a Web Environment: The Virtual Museum N...Giuseppe Naccarato
This chapter presents a system called Virtual Museum Net of Magna Graecia, part of a Cultural Heritage
project supported by the Regional Operational Programme 2000-2006 to promote archaeological patrimony of Calabria, a region of southern Italy. In particular, the Virtual Museum Net offers personalized learning paths though an intelligent match between a user’s preferences, needs, and requests and
Calabrian Cultural Heritage data from museums, archaeological sites and libraries, including maps,
images, movies, historical writings, and architectural reconstructions.The system provides educational
contents and recommendations on the basis of a thematic search or a map, and the user can select both
the contents to visualize and the level of detail. In this way, the educational quality, the users’ entertainment, and the learning process are improved by the virtual experience.
This is a concept we developed for the Helsinki City Library competition.
A near future concept for a library, in which innovative fruition, participation, collaboration and production models are engaged, and in which the library becomes an ubiquitous space for the production of knowledge.
Presentation of a guest lecture on the in-gallery use of digital media in museum used to enhance visitor engagement. The presentation includes the outcomes of a critical analysis of some of the technology used in the the Keys to Rome exhibition at the Allard Pierson Museum.
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.
Some critics may have you believe that computer game studies lack theoretical rigor, that games cannot afford meaningful experiences. I agree with them, sometimes, but I also believe that a richer understanding of computer games is possible, and that this understanding can shed some light on related issues in the wider field of Digital Humanities.
My main area of research has been designing and evaluating how contextually appropriate interaction can aid the understanding of cultures distant in time, space, and in understanding to our own. This field is sometimes called Virtual Heritage. In Virtual Heritage, tools of choice are typically virtual reality environments, and the projects are very large in scale, complexity, and cost, while my projects are often prototypes and experimental designs. I have many challenges, for example, morphing technological constraints into cultural affordances, and avoiding possible confusion between artistic artifice and historical accuracy, all the while evaluating intangible concepts in a systematic way without disturbing the participants’ sense of immersion. To help me judge the success or failure of these projects I have shaped some working definitions of games, culture, cultural understanding, cultural inhabitation, and place. However, these concepts and definitions are not enough. I also have to now tackle the issues of simulated violence, artificial “other” people, the temptation of entertainment masquerading as education, and the difficulties inherent in virtually evoking a sense of ritual.
My lecture, then, is a discussion into how game-based learning, and the study of culture, heritage and history, might meaningfully intersect.
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.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
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.
Participatory Design Workshop for MuseumsNina Simon
Presentation for museum exhibit and content developers on designing experiences for visitor participation. First presented in the context of a workshop for Seattle-area museums at the University of Washington on April 24, 2009. A Nina Simon/Museum 2.0 presentation.
Slide deck from AAM Annual Meeting in 2015: Digital Storytelling: The Dream, the Team, the Results
Media and Technology track
Tuesday, April 28, 2015
Museums can deepen audience engagement through effective storytelling. Delivering content has never been easier, due to digital interfaces and personal, portable technologies. Without a strong interpretive strategy and the right tools to craft and share our stories, we may be missing opportunities. Join this panel of experts as they describe real-world projects, share results that show the impact of digital storytelling on engagement, and demonstrate a new, free storytelling software.
Learner Outcomes
1. Attendees will learn about interpretive strategy methods and the project team approach to create and share engaging stories on digital platforms.
2. Attendees will learn about combining rapid prototyping methods with formal evaluations to create digital storytelling that delights audiences.
3. Attendees will learn how to download and use a free (open source) set of storytelling software tools developed by the Minneapolis Institute of Arts.
This presentation by Susan Acampora of The College of New Rochelle was presented at the Westchester Library Association annual conference in Tarrytown, NY on May 8,2009.
The presentation is about Second Life and Libraianship. It covers key SL library initiatives, resources for getting started, research resources, and profressional development opportunities.
Digital Storytelling Presentation at 2011 WLAMatt Gullett
Digital storytelling is a new trend combining current technology along with traditional stories. How can you use digital storytelling in your library? This session will provide project examples, ideas for engaging all age
audiences (children, teens and adults) and will describe what electronic resources are available at little to no cost.
Educational Personalized Contents in a Web Environment: The Virtual Museum N...Giuseppe Naccarato
This chapter presents a system called Virtual Museum Net of Magna Graecia, part of a Cultural Heritage
project supported by the Regional Operational Programme 2000-2006 to promote archaeological patrimony of Calabria, a region of southern Italy. In particular, the Virtual Museum Net offers personalized learning paths though an intelligent match between a user’s preferences, needs, and requests and
Calabrian Cultural Heritage data from museums, archaeological sites and libraries, including maps,
images, movies, historical writings, and architectural reconstructions.The system provides educational
contents and recommendations on the basis of a thematic search or a map, and the user can select both
the contents to visualize and the level of detail. In this way, the educational quality, the users’ entertainment, and the learning process are improved by the virtual experience.
This is a concept we developed for the Helsinki City Library competition.
A near future concept for a library, in which innovative fruition, participation, collaboration and production models are engaged, and in which the library becomes an ubiquitous space for the production of knowledge.
Presentation of a guest lecture on the in-gallery use of digital media in museum used to enhance visitor engagement. The presentation includes the outcomes of a critical analysis of some of the technology used in the the Keys to Rome exhibition at the Allard Pierson Museum.
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.
Some critics may have you believe that computer game studies lack theoretical rigor, that games cannot afford meaningful experiences. I agree with them, sometimes, but I also believe that a richer understanding of computer games is possible, and that this understanding can shed some light on related issues in the wider field of Digital Humanities.
My main area of research has been designing and evaluating how contextually appropriate interaction can aid the understanding of cultures distant in time, space, and in understanding to our own. This field is sometimes called Virtual Heritage. In Virtual Heritage, tools of choice are typically virtual reality environments, and the projects are very large in scale, complexity, and cost, while my projects are often prototypes and experimental designs. I have many challenges, for example, morphing technological constraints into cultural affordances, and avoiding possible confusion between artistic artifice and historical accuracy, all the while evaluating intangible concepts in a systematic way without disturbing the participants’ sense of immersion. To help me judge the success or failure of these projects I have shaped some working definitions of games, culture, cultural understanding, cultural inhabitation, and place. However, these concepts and definitions are not enough. I also have to now tackle the issues of simulated violence, artificial “other” people, the temptation of entertainment masquerading as education, and the difficulties inherent in virtually evoking a sense of ritual.
My lecture, then, is a discussion into how game-based learning, and the study of culture, heritage and history, might meaningfully intersect.
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
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/
Publishing tips for Virtual Heritage articles and related issues (3D models), Cities Cultural Heritage and Digital Humanities, Turin Summer School 17 September 2018
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
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.
Presented by John Taormina at the Annual Conference of the Visual Resources Association, April 3rd - April 6th, 2013, in Providence, Rhode Island.
Session #12: Making the Digital Humanities Visual: Opportunities and Case Studies
ORGANIZER/MODERATOR: Sarah Christensen, University of Illinois Urbana-Champaign
PRESENTERS:
John Taormina, Duke University
Sarah Christensen, University of Illinois Urbana-Champaign
Massimo Riva, Brown University
Endorsed by the Education Committee
The digital humanities are shaping the way that scholars teach and perform research, providing them with tools to answer existing research questions or to pioneer new approaches in their respective fields. This session seeks to explore opportunities in which visual resources professionals can contribute to or initiate digital humanities projects, utilizing specialized knowledge in visual media to form new partnerships with interdisciplinary collaborators.
John Taormina from Duke University will speak about his experience as part of a discussion group called “Digital Technologies and the Visual Arts: Reconfiguring Knowledge in the Digital Age,” which addressed new media technologies in art history research and teaching with a focus on digital literacy, pedagogy, and scholarly viability. The group met for two years and gained interest from faculty and staff from across campus, and resulted in a week long workshop that has now been offered both at Duke and at Venice International University.
Sarah Christensen from the University of Illinois Urbana-Champaign will discuss “Explore CU,” an Omeka based mobile app developed by researchers at Cleveland State University. The mobile app and accompanying Omeka site aims to curate the art, culture, and history of Champaign-Urbana through community contributed content.
Massimo Riva, Director of the Virtual Humanities Lab at Brown University, will present the Garibaldi Panorama Project. This project is a “digital archive that seeks to provide a comprehensive resource for the interdisciplinary study and teaching of the life and deeds of one of the protagonists of the Italian unification process (1807-1882), against the historical backdrop of 19th-century Europe, reconstructed with the help of materials from special collections at the Brown University libraries. The project will devote particular attention to the way Garibaldi’s figure, his actions and the Italian Risorgimento as a whole were portrayed in contemporary media.”
This presentation by Susana Bautista, Adjunct Faculty, Annenberg School of Communication and Journalism, University of Southern California - explores the notion of museums and placemaking, and how digital technologies are enabling museums to mark their places in new and innovative ways. When museums think about technology today, they must also think about place. A few questions to ask are: What are the new places that museums are occupying in the digital age? How do museums act with their visitors in these new places? How do these “new” places connect with the “old” places? What new places are museum visitors occupying, and what are they doing there? How do museums “make” place, and is there a hub? Placemaking has existed from Stonehenge to the Acropolis, and to monumental buildings centrally placed within a community such as The Metropolitan Museum of Art, the Art Institute of Chicago, and the Getty Center; and museums historically have had branches or satellites, programs within the community, and community partners. What is new is how technology allows us to better understand the networked museum experience, to engage its global community of visitors and users, and to connect physical and online places, mobile and fixed experiences.
Ubiquitous learning, ubiquitous computing, & lived experienceBertram (Chip) Bruce
Ubiquitous learning, ubiquitous computing, and lived experience
Presented at the Sixth International Conference on Networked Learning, 5 May, 2008, Halkidiki, Greece
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?
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.
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
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
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.
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).
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
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
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 workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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.
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.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
2. abstract
• 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
3. Why Virtual Heritage?
• Background in architecture, (art
history) and philosophy
• PhD with Lonely Planet in VEs for
travel and tourism
• Taught interaction design and
game design at UQ, UNSW,
Massey
• Project Manager at DIGHUMLAB
(Denmark)
• Professor of Cultural Visualisation,
Curtin University, Perth, Western
Australia
4. Cultural Visualisation?
Feature Science Art Culture
Reusable data Yes No Seldom
Standard tools Yes Seldom Thematic & communal
Clear research question Yes Seldom Depends
Null hypothesis Yes No Not often
Extensible Mostly Seldom Important
Falsifiable Yes Seldom Difficult
Stored Surely Unlikely Vital
5. Visualisation is creative
Problem: A farmer was not allowed to build a barn to shelter his horses.
Solution: He was allowed to build furniture.
6. Virtual Heritage is..
• “[It is]…the use of computer-based interactive
technologies to record, preserve, or recreate
artifacts, sites and actors of historic, artistic,
religious, and cultural significance and to deliver
the results openly to a global audience in such a
way as to provide formative educational
experiences through electronic manipulations of
time and space.”
• Stone & Ojika, 2000
7. What Is Left Out?
• Beliefs, rituals, other cultural behaviours and activities?
• Traces the level of certainty, and authenticity of
reproduction and reveals process? I.e. scholastic rigor?
• Sensitive to the needs of audience & shareholder?
Virtual heritage is 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.
8. Visualisation & Simulation
• “to form a mental image of something incapable of being
viewed or not at that moment visible… (Collins
Dictionary)...a tool or method for interpreting image data
fed into a computer and for generating images from
complex multidimensional data sets” (McCormick et al.
1987).
• “The purpose of a simulation is to study the characteristics
of a real-life or fictional system by manipulating variables
that cannot be controlled in a real system…While a model
aims to be true to the system it represents, a simulation can
use a model to explore states that would not be possible in
the original system.” (Beat Schwendimann, 2010).
9. For sites too fragile inaccessible damaged scattered or
dangerous
10. VH is not VR
• “Virtual reality is the use of computers and human-computer
interfaces to create the effect of a three-dimensional
world containing interactive objects
with a strong sense of three-dimensional
presence.”
• The importance of using HMDs or CAVEs, for VR
apparently requires “a head-tracked, usually a
stereoscopic, display that presents the virtual world
from the user’s current head position, including the
visual cues required..”
11. New media
the act of reshaping the user experience of exploring realms or worlds
through the innovative use of digital media. !
16. Definitions
NEW MEDIA: the act of reshaping the user experience
through the innovative use of digital media.
VIRTUAL HERITAGE: convey the appearance, meaning,
significance and social agency that designed and used
cultural artefacts and sites, (through the use of interactive
and immersive digital media).
NEW HERITAGE: re-examine the user experience that
digital media can provide for the understanding and
experiencing of tangible and intangible cultural heritage
!
Erik Champion, in Y. E. Kalay, T. Kvan, & J. Affleck, New Heritage: new
media and cultural heritage. New York: Routledge, 2008.
17. Edu-retainment
• Game based learning, serious
games, playful learning,
game-based learning…
• “Anyone who thinks there is a
difference between education
and entertainment doesn’t
know the first thing about
either.”
—Marshall McLuhan,
Communications Theorist
Sims: Virtual Montecello
18. Four 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 DH/VH.
19. 4 Issues With Culture
1. Definition (relation to place and inhabitation)?
2. How is culture transmitted?
3. Transmit local situated cultural knowledge to
“others”?
4. VH: how to transmit via digital & augmented
media?
20. Central Point
• Games are great learning environments
• Except for Cultural Significance, history and heritage
• Conclusion: problems and solutions
• Technology=barrier but not issue: learning is the problem.
• Which historical principles are used, learnt and applied?
• Inhabitants’ points of view (heritage) is missing
• Scholarly cycle incomplete, community cycle inextensible
21. Five Features of Place
1. A place can have a distinct theme, atmosphere, and contextually
related artefacts.*
2. Some places have the capacity to overawe.
3. Place has the power to evoke memories and associations.
4. Place has the capability to act as either stage or framework in
which communal and individual activity can ‘take place’.
5. Place has the ability to transmit the cultural intentions of individual
participants and social ‘bodies’.
* Place is a process not a product, and can consist of multiple interpretations, conflicts, and a unique
combination of borrowed histories. (Doreen Massey).
22. Why 3D?
• To evoke +communicate historical situations or heritage values find
deeper understandings not simply memorize facts (Bloom, 1956).
• Place is a cultural setting, it gives cultural interaction a time and a
location, Crang (1998, p.103), “Spaces become places as they
become ‘time-thickened’”
• Places do not just organise space, they orient, identify, and animate
the bodies, minds, and feelings of both inhabitants and visitors.
• Cultural presence: a feeling in a virtual environment that people
with a different cultural perspective occupy or have occupied that
virtual environment as a ‘place’.
35. Why Recreate
Place-ness?
• Fix locations in the memory (hippocampus).
• Reveal design based on scale and senses.
• Reveal limitations or principles of historical 2D
images.
• Provide a heightened sense of difficulty,
occasion, ritual, social proxemics (social
hierarchies).
• Afford a sense of place: peripherality, centre
directionality.
• Cultural landscapes affected by topography and
climate and proximity to resources.
• Parts of language affected by geolocation of
cultures.
iSphere copyright Paul Bourke
36. Monkey Brain, Human Brain
Caption: The flow of object information in a monkey brain (left) and a human brain.
Credit: Sabine Kastner, Princeton University
!
37. Culture is a feedback loop
• A visitor perceives space as place, and inhabits (modifies
a place), place 'perpetuates culture’, and thus influences
the inhabitants in turn.
• We might say that social behaviour is behaviour between
two or more people.
• Cultural behaviour is a subset of social behaviour, where
behaviour is governed by or understood in terms of a
cultural setting.
• As culture almost inevitably involves transactions, there
must be objects of shared transactional value.
38. Serious Games in CH
• Gaius Day, Augmented Reality on site
• Roma Nova Petridis 2012
• Canada: A People’s History Game OR building Detroit
• On site historical (Schrier 2006)reliving the revolution
• Eduventure I: (Ferdinand 2005) Rhine valley history, played in real Marksburg castle, on
tablet, webcam ARToolkitPlus
• Virtuso Arts history (Wagner 2007), sort a collection of artworks or monuments
• ThIATRO art history (Froschauer et al, VSMM 2012)
• Escaladieu (IRIT 2010) Abbey in Pyranees, 3D AR
• Studierstube ES game handheld AR platform
• Strategy eg Battle of Waterloo (BBC)
39. Video Games Pros & Cons
Factors Weaknesses Strengths
Interaction
Agency destroys historic causality. Simplistic
interaction, may be difficult for older audiences.
Helps teach interaction design.
Engagement Educational games: worst of both worlds? Well-known & popular.
Learning How to promote heritage & knowledge transfer.
Learn by trial and error. Leveling
allow for skills learnt
Technical issues Often contains many bugs. Often platform specific.
Speed, lighting, avatar design,
peripheries, networking
Support
Support by the actual company can be slow, and they
may avoid listing intended future features.
Community support (internet
forums).
Game
development
Non proprietary formats, changing game engine code
requires high coding skills
Education discounts available, some
games are easily “modded”.
Access/ cost
Expensive software development kits and commercial
licenses. Expensive.
Take them home, personalize modify
and share them.
Institutional value Not taken seriously. Employability for students.
46. Games For History
1. Play and and answer questions
2. Play and classroom discuss and debate authenticity
3. Role-play with games, puppets, or narrators
4. Mod cities, empires events based on theories
5. Film events etc. using Machinima tools
6. Combine images or panoramas with other media
7. Design past artefacts, events, rituals or customs
8. Create VEs using games and game mods or using VR
47. Playing History
Plague – Slave trade - Vikings
Challenge: ..the belief that it is exciting
to learn about history.
Integrates learning and playing in a way
that engages pupils and gives them a
concrete feel for the historical time and
setting
Solution:
Platform: Mac/PC, single player, browser
Technology: 3D Unity game engine
Playtime: Per game 60 minutes
Target group: 9-14 years old
48. 2. Discuss and debate
• Watch the movie,
‘Gladiator’ ..Identify an item of
material culture (building,
object, ‘thing’) that is
important to the plot and
structure of the movie, and..
• http://proteus.brown.edu/
romanarchaeology08/4986
NB http://www.playthepast.org/
52. 4. RTS-Mod
cities empires
Kurt Squire:
“We are interested in: the
processes by which players
develop an interest in history,
what historical understandings
develop, and if participation
has consequences for
activities such as school.”
53. 5. Film Events (Machinima)
http://www.sourcefilmmaker.com/
http://moviesandbox.com
http://www.thesims.com/de-de
62. 2001-2004 PhD thesis
• Place versus Cyberspace: What creates a sensation of place (as a
cultural site) in a virtual environment in contradistinction to a sensation
of a virtual environment as a collection of objects and spaces?
• Cultural Presence versus Social Presence and Presence: Which
factors help immerse people spatially and thematically into a cultural
learning experience?
• Realism versus Interpretation: Does an attempt to perfect fidelity to
sources and to realism improve or hinder the cultural learning
experience?
• Education versus Entertainment: Does an attempt to make the
experience engaging improve or hinder the cultural learning
experience?
67. Film Students
Into VEs
•Recreation
of
Maltese
temples,
the
students
created
ghost
narrators
by
videoing
themselves
recreating
imagined
rituals
and
inserting
these
translucent
videos
into
the
game
level.
This
was
done
in
less
than
12
weeks
part-‐time
by
3
students
(undergraduate)
in
2005.
CAVI
(lower
left)
at
Aarhus
can
do
this
and
project
videos
onto
3D
statues
and
monuments.
77. Lessons badly learnt
• Very difficult to recreate original action scenes
and moments of discovery as game devices.
• Chinese players, familiar with a distorted
version of the original, not aware their cultural
knowledge was not accurate, did not
appreciate being told this.
• Recreating linear narrative via game design is
torturous.
• OR: simulate the procedural knowledge of
rituals and symbol-making via thematically-akin
interaction..
• ref: Game Mods: Design Theory and Criticism
78.
79.
80. Games aren’t Challenging?
• A rule-based formal system with a variable and quantifiable
outcome, where different outcomes are assigned different values,
the player exerts effort in order to influence the outcome, the
player feels attached to the outcome, and the consequences of
the activity are optional and negotiable. (Juul 2003, para 15).
• A system in which players engage in an artificial conflict,
defined by rules, that results in a quantifiable outcome. (Salen
and Zimmerman, 2004).
• A challenge that offers up the possibility of temporary or
permanent tactical resolution without harmful outcomes to the real
world situation of the participant (Champion, 2006).
81. Prescriptive or Procedural
learning?
Gamer: Reach objectives as quickly and vividly
as possible.
Activity
Tourist: Enjoy highlights safely and conveniently.
Viz: Weekend in
Capri
Traveller: complete tasks via local affordances. Activity: Myst
Archaeologist: Discover past via examining
material remains, geographical changes,
epigraphy etc.
Viz of process:
ArcDig, detective
series?
Anthropologist: Understand the beliefs roles and
relationships of inhabitants in context.
geographical changes, epigraphy etc.
Hermeneutic: Myst,
Sims? Oblivion?
82. Problem: Interaction /History
• Ritual knowledge: Match artefacts with events to progress through time
• Memetic Cause &effect (Guess results or memes to progress history)
• Extrapolate from clues in NPC dialogue
• Role-play minor characters, “History” not affected
• Counterfactual histories (create many possible worlds)
• Augment virtual world with historical or current media
• Sentiment analysis (observe the emotional impact of events on NPCs)
• Separate lies from truth to progress
• Mimic NPCs (as a kind of reverse Cultural Turing Test)
83. Problem: Avatars
• Realistic depiction
• Social behaviour
• Interface issues
http://www.interactivestory.net/
Eric Fassbender: Macquarie Lighthouse
84. Problem: Inhabitants’ PoV
• Can users learn via interaction the meanings and values
of others, do we need to interact as the original
inhabitants did?
• How can we find out how they interacted?
• Can the limited and constraining nature of current
technology help interaction become more meaningful,
educational and enjoyable (Handron & Jacobson, 2010)?
• How do we even know when meaningful learning is
reached?
85. Problem: Rituals
• Attention/focus
• Social judgement
• Territoriality
• Social Proxemics
• Being “in the flow”
• Physical delineation (profane vs sacred)
• Event-based or regular
http://www.youtube.com/watch?v=MqMXIRwQniA
Image: http://www.virtualtripping.com/google-earths-rome-reborn/ 2008
90. Problem: Violence
• No realistic humans
• No social judgement
• No time to think
• Gun based genres are
commonplace
• Weaponry skill can be easily
levelled up
• Typical single player
• Demographics
91. Alternatives To Violence
• Reflexivity: A reflective space,
where players relax & consider the
consequences of their actions
• Performativity: Players asked to
perform or orate and present their
experience of the VE in class.
• RPG Virtue Ethics: Characters
change in relation to development
of virtue ethics.
• Consequentialism: Consequences
of player actions affect their future
gameplay. through the game.
• Creative Uses For Weapons.
• NPC distaste and disparagement:
they discourage violence.
• Biofeedback: Performance based
on calmness.
• Expressive and embodied modes
of interaction.
• Non-violent competition.
• P l a y e r s b e c o m e m o r a l l y
accountable for their actions.
• Ritual or mythical use of weapons.
92. Evaluating VES - People
• Task performance (quantitative or
qualitative)
• Likert or statistical evaluation
• Extrapolated understanding
• Personal ‘sense’ of cultural
presence
• What do they choose next (exit
strategies)
• ‘Teach the teacher’ et al methods
• Excitement recorded from
biofeedback
94. UNESCO
1. Create list and host online available 3D heritage
models, concentrate on Australia and the Pacific
region.
2. Collate and archive VH resources via HuNI &
AARNET.
3. Show community groups how to develop and modify
their own online virtual heritage models and sites.
4. Provide training material on 3D capture and design
that can be expanded by others. Test via workshops
at Curtin & partners.
5. Recommend long-term archive guidelines, ways of
linking 3D models to scholarly publications &
resources.
6. Advice & modify suitable FOSS-Free and Open
software and creative copyright for 3D heritage.
107. Conclusion
• Games as Virtual Environments may connect more people,
more thematically without competing with book learning.
• Background research needed for public vs. scholar needs.
• Game conventions ‘work’ but meaningful learning elusive.
• We lack interactive and immersive digital history projects
that are meaningful and engaging learning experiences.
• Mixed reality in history and heritage has many advantages
but few working exemplars.