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Heritage Visualisation: 
Lessons From The Fun Side 
Erik Champion, Curtin University 
PISA 9 SEPTEMBER 2014
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
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
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
Visualisation is creative 
Problem: A farmer was not allowed to build a barn to shelter his horses. 
Solution: He was allowed to build furniture.
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
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.
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).
For sites too fragile inaccessible damaged scattered or 
dangerous
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..”
New media 
the act of reshaping the user experience of exploring realms or worlds 
through the innovative use of digital media. !
Wild Reindeer Exhibit Gagarin Interactive Iceland
INSTANTAR.ORG 
Fraunhofer IDG CHESS project-Markerless tracking
KINECT-BOLOGNA 
CINECA APA REUSABLE GAME
http://www.cineca.it/en
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.
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
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.
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?
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
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).
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’.
Placeness Is More Than 3D
secondlife parody 
youtube (French)
Croquet 
http://www.moddb.com/mods/sourceforts
Drawing interfaces 
http://www.drawastickman.com/episode1
Crayon Physics 
http://steamcommunity.com/app/26900 
https://www.youtube.com/watch?v=L9YR_5SpLCg
Blender 3D-Jim Pachal
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
Monkey Brain, Human Brain 
Caption: The flow of object information in a monkey brain (left) and a human brain. 
Credit: Sabine Kastner, Princeton University 
!
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.
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)
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.
PALADIN-QUMULUS 
INTERACTIVE WEATHER
cryengine4
unreal engine-UDK
Kinect 1/2: voice + skeleton 
Skyrim has motion tracking and voice commands
Type to enter text 
Type to enter text
LBP1+2 
• http://www.mediamolecule.com/blog/article/ 
kareems_talk_from_learning_without_frontiers_2011/
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
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
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/
3. Role-play 
http://publicVR.org 
OR video at http://vimeo.com/25901467
Assassins Creed 
flickr Niranjan cc shanewarne_60000
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.”
5. Film Events (Machinima) 
http://www.sourcefilmmaker.com/ 
http://moviesandbox.com 
http://www.thesims.com/de-de
Filmic 3D narratives 
APA reusable game: CINECA
6. Combine images, panos 
http://www.petermorse.com.au/vrar/vr/ 
Iphone: http://www.youtube.com/watch?v=s9sBtuCuju0 
Technical description http://paulbourke.net/dome/UnityiDome/ 
Other pano examples http://paulbourke.net/transient/Beacon/beacontour.html
7. Design past artifacts, 
events, rituals or customs 
Unreal Tournament / Xibalba-Palenque
8a. CAVE via game engine 
http://cryve.id.tue.nl
8b. iVEs from VR systems 
http://www.ntnu.no/ub/omubit/bibliotekene/gunnerus-1/mubil
8c.other mods
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?
Surround projection 2005 
•
2005Unreal-music_Xavier Quijas 
Yxayotl-www.yxayotl.com.mp4
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.
Warping
3D and CMS 
Unity inside Moodle
Lazy Susan Panorama 
Hybrid 2D - 3D Navigation
Our$work$in$sensory$input/output$
meditation game 
Andrew Dekker 2005
biofeedback zombies 
Andrew Dekker
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
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).
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?
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)
Problem: Avatars 
• Realistic depiction 
• Social behaviour 
• Interface issues 
http://www.interactivestory.net/ 
Eric Fassbender: Macquarie Lighthouse
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?
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
Problem: Sensory immersion
Affective Process
Kinect 1/2: voice + skeleton 
Skyrim has motion tracking and voice commands
Problem: Integrate Text+Model 
http://gap.alexandriaarchive.org/gapvis/index.html#index
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
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.
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
http://www.onzeonze.com.br/blog360/toursaofrancisco/index.html
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.
The HIVE@CURTIN
Tiled Display
Jeffrey Jacobson 
talking at Curtin
Jeffrey Jacobson 
Curved Screen, HIVE, Curtin
The cost of Stereo VR
Linked Open Data And Motion 
Capture
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.

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Heritage Visualisation: Lessons From The Fun Side

  • 1. Heritage Visualisation: Lessons From The Fun Side Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
  • 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. !
  • 12. Wild Reindeer Exhibit Gagarin Interactive Iceland
  • 13. INSTANTAR.ORG Fraunhofer IDG CHESS project-Markerless tracking
  • 14. KINECT-BOLOGNA CINECA APA REUSABLE GAME
  • 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’.
  • 23. Placeness Is More Than 3D
  • 25.
  • 26.
  • 28.
  • 30. Crayon Physics http://steamcommunity.com/app/26900 https://www.youtube.com/watch?v=L9YR_5SpLCg
  • 31.
  • 32.
  • 33.
  • 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.
  • 43. Kinect 1/2: voice + skeleton Skyrim has motion tracking and voice commands
  • 44. Type to enter text Type to enter text
  • 45. LBP1+2 • http://www.mediamolecule.com/blog/article/ kareems_talk_from_learning_without_frontiers_2011/
  • 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/
  • 49. 3. Role-play http://publicVR.org OR video at http://vimeo.com/25901467
  • 50. Assassins Creed flickr Niranjan cc shanewarne_60000
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  • 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
  • 54. Filmic 3D narratives APA reusable game: CINECA
  • 55. 6. Combine images, panos http://www.petermorse.com.au/vrar/vr/ Iphone: http://www.youtube.com/watch?v=s9sBtuCuju0 Technical description http://paulbourke.net/dome/UnityiDome/ Other pano examples http://paulbourke.net/transient/Beacon/beacontour.html
  • 56. 7. Design past artifacts, events, rituals or customs Unreal Tournament / Xibalba-Palenque
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  • 58. 8a. CAVE via game engine http://cryve.id.tue.nl
  • 59. 8b. iVEs from VR systems http://www.ntnu.no/ub/omubit/bibliotekene/gunnerus-1/mubil
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  • 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?
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  • 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.
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  • 71. 3D and CMS Unity inside Moodle
  • 72. Lazy Susan Panorama Hybrid 2D - 3D Navigation
  • 74. meditation game Andrew Dekker 2005
  • 76.
  • 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
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  • 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
  • 88. Kinect 1/2: voice + skeleton Skyrim has motion tracking and voice commands
  • 89. Problem: Integrate Text+Model http://gap.alexandriaarchive.org/gapvis/index.html#index
  • 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.
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  • 99. Jeffrey Jacobson Curved Screen, HIVE, Curtin
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  • 105. The cost of Stereo VR
  • 106. Linked Open Data And Motion Capture
  • 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.