VHEs require cultural agents?
How to distinguish social from cultural agents?
Cultural agents meet VHE/DC objectives?
See https://digitalheritageresearch.wordpress.com/conference/
Space is more than an empty container for things. It has its own features and forms: a psychogeography. It is created through movements and flows. Information technologies complicate spatiality by simulating space, contracting space with communication and locating actors in space. Remediations of spatiality are powerful features of technoculture.
Space is more than an empty container for things. It has its own features and forms: a psychogeography. It is created through movements and flows. Information technologies complicate spatiality by simulating space, contracting space with communication and locating actors in space. Remediations of spatiality are powerful features of technoculture.
A model for applying social science to inform the design of product aesthetics. This is illustrated with an example: product aesthetics for the law enforcement market.
Cinematography Essay. How to Become a Cinematographer What is business plan ...Heather Green
Impact of Cinematography on the movie Essay Example | Topics and Well .... Literature and cinematography Essay Example | Topics and Well Written .... What is Cinematography in Film? ( A complete overview with tips). Video Capture Devices Essay Example | Topics and Well Written Essays .... Rear window cinematography essay. Best Film Analysis Essay Examples PNG - scholarship. 017 Film Essay Example Rashomonessay Phpapp02 Thumbnail ~ Thatsnotus. Cinematography in Lawrence of Arabia Free Essay Example. ⛔ Cinematography essay. Free Cinematography Essays and Papers. 2022-10-16. cinematography | Cinematography, Essay, Sample resume. How to write a film analysis essay by Franz Morales - Issuu. AFI Cinematography Visual Essays 2020 Trailer - YouTube. How To Start A Cinematography Essay - Hollywood Dynamics. The Art of Film Making Essay Example | Topics and Well Written Essays .... Film: cinematography Essay Example | Topics and Well Written Essays .... Fiction Film - Reflective essay - Fiction Film: Reflective Essay I am .... Watch: Video Essay Explores The Greatest Cinematography Of All Time. 020 Year9shortfilmcharacterisationessay Phpapp02 Thumbnail Film Essay .... Essay "Film Analysis " - Grade A - Eliany Reyes Rachel Macf
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.
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.
Violence Essay | Essay on Violence for Students and Children in English .... Domestic Violence Essay | Essay on Domestic Violence for Students and .... An Analysis of Violence in Public Schooling - Free Essay Example .... Domestic Violence Essay. Essay on violence in schools - Get Help From Custom College Essay .... Do Video Games Promote Violence - Free Essay Example. Gun Violence in America - Free Essay Example | PapersOwl.com. Calaméo - Domestic Violence Essay: Free Tips on How to Create a Paper. What are the Possible Causes and Signs of Domestic Violence - Free .... Domestic violence essay. Domestic Violence Essay | Legal Studies - Year 12 HSC | Thinkswap. Domestic Violence and Psychological Abuse Essay Example | Topics and .... How To Write A Essay On Domestic Violence. 003 Essay Example Domestic Violence Family Law On Hsc Legal St Research .... Youth Violence Essay | Essay on Youth Violence for Students and .... The Question Of Gun Violence - Free Essay Example | PapersOwl.com. Reasons Of Violence In Schools - Free Essay Example | PapersOwl.com. Domestic Violence Essay | Legal Studies - Year 11 HSC | Thinkswap. Essay | Violence | Crimes. Domestic Violence Essay ~ Addictionary. 005 Violence In Video Games Essay About Violent Do Not Cause And Does .... Gun Violence in America: Who is to Blame? - Free Essay Example .... Youth Violence Essay Example for Free - 733 Words | EssayPay. Problem Of Violence in Schools - Free Essay Example | PapersOwl.com. Gun Violence in History Essay Example | StudyHippo.com. Essay websites: Gun violence essay. Domestic Violence Argumentative Essay - PHDessay.com. 004 Essay Example On Crime And Violence ~ Thatsnotus. Violence in Media - Free Essay Example | PapersOwl.com. Understanding Gun Violence - Free Essay Example | PapersOwl.com. Write an essay about - Violence against women - Brainly.in. What Can I Do About Violence Essay - Do the Right Thing Violence Paper Violence Essay Ideas
Humans vs. Westworld: A Cultural Science Approach
By John Hartley
What does it mean to be human? What does technology have to do with that? And how do we know where “we” stop and the non-human world – natural and artificial – begins? These questions are ever more urgent as human action changes the natural environment, while human labour is increasingly automated. What will become of us when robots achieve consciousness? The answers seem to depend much more on culture than on technology; and popular speculative fiction seems to be well ahead of formal scholarship in thinking them through. Using a cultural science framework, this presentation looks at how the problem of the human is imagined in two current hit TV series – Westworld (USA) and Humans (UK). What is at stake in their very different answers to the same troubling questions?
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
Online-Aesthetics. From Genre to SubcultureAnton Hecht
An examination of aesthetics and their role online. How digital aesthetics have changed and developed, and how this has had an effect on subcultures around synthetic space. This includes a class exercise at the end.
What challenges does Globalisation pose for cultural identity?Tim Fairhall
Got 20/20 for the IB Theory of Knowledge Course with this :) Obviously missing the custom animation so use the references on the slides to find the original sources. Also useful for Social Anthropology.
A playful stroll thru heuristic fields of thought & feeling, focused upon opportunities for Foreign Language Learning Pedagogy to be transformed by New Media (Lev Manovich), NeuroCinematics, WeChat/WhatsApp, English Corners, right-brained learning/acquisition. Wikinomics and the practices of mass collaboration can be used by language learners for income generation--by doing audio editing of their target language to expandtheir level of i+1 (Krashen's concept of expanding one's level of comprehension of the target language input),by using repetition of audio segments (speeches/film dialogues/songs/etc.), silence, background music, slowing the speed of speech (but not the frequency). Such income-generating mass collaboration projects can benefit economically-challenged individuals/schools/NGOs/etc.
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.
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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.
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.
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Humans vs. Westworld: A Cultural Science Approach
By John Hartley
What does it mean to be human? What does technology have to do with that? And how do we know where “we” stop and the non-human world – natural and artificial – begins? These questions are ever more urgent as human action changes the natural environment, while human labour is increasingly automated. What will become of us when robots achieve consciousness? The answers seem to depend much more on culture than on technology; and popular speculative fiction seems to be well ahead of formal scholarship in thinking them through. Using a cultural science framework, this presentation looks at how the problem of the human is imagined in two current hit TV series – Westworld (USA) and Humans (UK). What is at stake in their very different answers to the same troubling questions?
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
Online-Aesthetics. From Genre to SubcultureAnton Hecht
An examination of aesthetics and their role online. How digital aesthetics have changed and developed, and how this has had an effect on subcultures around synthetic space. This includes a class exercise at the end.
What challenges does Globalisation pose for cultural identity?Tim Fairhall
Got 20/20 for the IB Theory of Knowledge Course with this :) Obviously missing the custom animation so use the references on the slides to find the original sources. Also useful for Social Anthropology.
A playful stroll thru heuristic fields of thought & feeling, focused upon opportunities for Foreign Language Learning Pedagogy to be transformed by New Media (Lev Manovich), NeuroCinematics, WeChat/WhatsApp, English Corners, right-brained learning/acquisition. Wikinomics and the practices of mass collaboration can be used by language learners for income generation--by doing audio editing of their target language to expandtheir level of i+1 (Krashen's concept of expanding one's level of comprehension of the target language input),by using repetition of audio segments (speeches/film dialogues/songs/etc.), silence, background music, slowing the speed of speech (but not the frequency). Such income-generating mass collaboration projects can benefit economically-challenged individuals/schools/NGOs/etc.
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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.
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.
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
How to avoid one hit AR wonders?
scalable yet engaging content
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WebVR and WebXR formats
Two projects
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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
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#2 Archives of spatial objects and platial relationships
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1. Inside Out: Avatars, Agents,
Cultural Agents
Erik Champion, Curtin University
Researching Digital Cultural Heritage, Manchester
30/11-1/12/2017 #digheritage17
2. Defining Cultural Agents for
Virtual Heritage Environments
1. VHEs require cultural agents?
2. How to distinguish social from cultural agents?
3. Cultural agents meet VHE/DC objectives?Presence: Teleoperators & Virtual Environments,
Vol .24,Issue 3, Summer 2015 p.179-186
Nathan Mathers (Ross McNamara) a news archivist abandoned in a basement
by his TV station has worked himself into the ground, and begins seeing
himself in old news reels. A spectre of a reporter (Lilly Brando) hangs over
him with a grudge, but what kind of mind games is she playing with him? Will
he get out? Does he want to?
3. We also NEED to Review Visualisation
The London Charter (p. 12) defined
“computer-based visualisation” as
‘‘The process of representing
information visually with the aid of
computer technologies.”
Reproducing artefacts is not enough.
I counter-argue:
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.
•
4. Virtual Heritage Preserves?
My definition does not list
preservation and conservation as
a primary aim of virtual heritage.
Due to:
1. lack of stable and updateable
technology
2. the motivations of the project
designers;
3. virtual heritage’s abysmal
record in actually creating,
preserving and disseminating
heritage content and cultural
significance.
Beyond Space & Time GONE!
http://www.geek.com/news/expore-the-virtual-forbidden-city-
courtesy-of-ibm-593731/
5. Cultural significance
• CAN VHEs convey cultural
significance without a
contextualised form of
cultural knowledge?
• Current VHES lack
powerful agency:
intelligent agents primarily
used as guides.
• SOCIAL JUDGEMENT?
• CARE??
6. Automata evoke care
Automaton "acting of one's own will"
TALOS, Dictionary of Classical Mythology By Jennifer R. March
1963 version of Jason and the Argonauts
https://www.blackgate.com/2014/07/29/ancient-worlds-argonauts-vs-the-giant-robot/
9. Al-Jazari: The Mechanical Genius
The Elephant Clock: Leaf from a
manuscript of Al-Jazari's Kitab fi
macrifat al-hiyal al-handasiyya dated
715 H/1315 CE. (Source).
measured blood lost during phlebotomy…Two
scribes are seated above the device & their
actions describe the amount of blood to be let.
The Science and Art of Medicine (Source).
http://www.independent.co.uk/news/science/how-islamic-inventors-changed-the-world-6106905.html
11. How agents can help Virtual Environments
1. lead players to important landmarks
2. act as historical guides (revealing past events).
3. convey situationally appropriate behaviour.
4. Intelligent agents designed for limited forms of
conversation and typically help support a sense of social
presence rather than cultural presence.
5. For an enhanced “sense of inhabited place”, engaging
narrative, related elements, or embodiment, a cultural
agent recognizes, adds to, or transmits physically
embedded and embodied aspects of culture. They could
provide a sense of cultural presence, becoming Aware-Of-
Not-Quite-Being-‘There’.
12. Defining Cultural Agents for VHEs
1. VHE aim: communicate cultural significance
2. ‘Populate’ a VHE with intelligent agents masquerading as walk-
on characters won’t communicate cultural significance
(Bogdanovych, Rodriguez, Simoff, & Cohen, 2009)
3. Real-world culture: learnt via observation, ritual practice (which
take time) or by instruction (Csibra & Gergely, 2009).
4. Agents provide for learning by observing their actions or being
guided by their instruction, but lack granularity of expression,
individuality or rich and expressive responses.
5. Rituals hard to simulate, VHEs lack social judgement that will
teach people right from wrong and maintain cultural protocols
(Champion, 2009). Cultural presence: “the feeling of being in the
presence of a similar or distinctly different cultural belief
system.”
13. Cultural agents
could
1. Automatically select correct
cultural behaviours for
specific events or situations.
2. Recognize incorrect or correct
cultural behaviours given
specific events, locations, or
situations.
3. Transmit cultural knowledge.
4. Modify, create, command
artefacts to become cultural
knowledge.
14. Features of cultural agents
1. Culturally constrained in terms of
cultural beliefs, cultural
demarcation (time, space,
events).
2. They could understand and point
out right from wrong in terms of
culturally specific behaviour and
understand the history and
possibly also the future trajectory
of specific cultural movements.
3. Aware of transgenerational value
of culture (material objects and
intangible heritage) & try to
preserve, understand, appreciate
it.
http://www.spyparty.com/
15. BELIEFS DESIRES INTENTIONS
• in AI based on BDI, the above
are not usually directly
considered.
ADD:
1. agent-aware feelings of
community and strangeness
(belonging and exclusion)
2. relative values of tangible and
intangible cultural processes,
products and assets
3. specifically situated
embodiment (especially
important for ritual).
SKYRIM MOD? Try to disguise yourself as an NPC or
take over their role in society and see how long you last
before being discovered.
16. Design Challenge
• Agents that pass on information
about a past or distant culture
WITHOUT disrupting historic
authenticity or player engagement.
• An evaluable proof of concept
leading to realized projects that
incorporate and integrate historical
situations.
• Technology can be cutting-edge
(face tracking, speech to text
engines, biofeedback, or game-
themed situations)
• BUT support simulated content,
NOT content only to support
investigation of technology.
17. -Muggle-level Artificial stupidity
1. Do NOT need highly
refined narratives as VHE
not totally fictional
2. Great art or dramatic
Shakespeare-like
experiences not required
for VHE
3. BUT which mechanics
provide a sense of agency
AND thematic meaning?
4. Intricate narratives are
counter-productive if time
is precious.
18. -Inspector CLUE-SO (Stupid AI)
Clues uncover stories or stories can in turn be clues to find certain
objects or complete tasks.
1. Stories are not just aids or rewards for exploration, can also
convey fragility of specific sites, their situated cultural significance
& underlying universality of their content.
2. Conversational agents: site-specific or activity-specific info more
conveniently than via game-interaction & may lessen risk players
leave the VHE to read background material.
3. Human-like: evoke sense of inhabitation, scale; easy to mimic.
4. Draw attention to important events or landmarks, direct or reveal
mannerisms & behaviours, highlight places spots, affordances for
competition, or act as external memory device & tools for players.
5. In games to create competition, can also evoke empathy, develop
leadership skills (by commenting on the decisions of the player).
19. -Trade books to see
value, match books to
npc authors
Beata Dawson, Curtin PhD student (Dr
Pauline Joseph)
Your attention regards classic cars affects agents? Agents mediate between sides?
20. Spirits, Genii Loci
1. Elements can have awareness or
agency
2. Spirits=translucent shades, wax
or wane based on biofeedback,
decisions or reaction times.
3. Ghosts (NPCs) could wax or
wane depending on past or
future actions
4. Player’s corporality related to
their level of agency or
awareness of their actions
5. Collections: haunted or agency
dependent on usage or content
or NPC contamination or player
ignorance/maintenance
21. Integration
1. Cultural agents help provide a sense of
cultural presence.
2. A cultural agent recognises, adds to or
transmits physically embedded
&embodied aspects of culture.
3. Either the cultural agents interpret
cultural cues, or interaction with them
by the human visitor/player leads to a
situated interpretation of cultural cues
&wider cultural frameworks.
4. These cues could be contested or
contradictory or fragmented, but
required to convey a situated
understanding of resources,
monuments, environmental events &
behaviours in a way that both engages
and educates participants.
25. 360 Panos / digital collections
• Beata Dawson, Curtin PhD student (Dr. Pauline Joseph)
Your attention regards classic cars affects agents? Agents mediate between sides?
26. Sims 4 as machinima for prototyping
Susannah Emery Honours Project (& Michele Wilson)
• Film inside games: Avatars can trigger specific character-centric back stories
• NPCs can be encouraged to create their own films
27. Rusaila Bazlamit, PhD student, (& Andrew Hutchison) VSMM2017
Protect agents inside conflict zones, observe how media changes their minds?
28. Librarycraft
Rosie Fandry (& Karen Miller)
Minecraft avatars could
be affected by the
player’s resourcefulness
Minecraft agents affected by travels and
actions of Explorer/Library user