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.
Lisa woods Thesis in a Week PresentationLisa Woods
Graduate Design at California College of the Arts (CCA)
Thesis R&D, Fall 2012
Assignment: Create a mini-thesis in a week. Is my exploration space too wide? Too narrow? Do my ideas have legs?
Thesis exploration space: I'm interested in using technology to enable people to co-create in surprising and inspiring ways. I wish to engage crowds but not exploit them. I want to create work that respects individuality while simultaneously intimating the collective potential humanity has yet to realize.
Solution: My mini-thesis concept is a video prototype for the (Un)writing Poetry Project, a web-based tool that allows people to create virtual "blackout poems." Digitized books from the public domain (suitable for all ages) are the raw material for the poems. All archived poems can be browsed and shared in a myriad of ways.
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.
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
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.
Lisa woods Thesis in a Week PresentationLisa Woods
Graduate Design at California College of the Arts (CCA)
Thesis R&D, Fall 2012
Assignment: Create a mini-thesis in a week. Is my exploration space too wide? Too narrow? Do my ideas have legs?
Thesis exploration space: I'm interested in using technology to enable people to co-create in surprising and inspiring ways. I wish to engage crowds but not exploit them. I want to create work that respects individuality while simultaneously intimating the collective potential humanity has yet to realize.
Solution: My mini-thesis concept is a video prototype for the (Un)writing Poetry Project, a web-based tool that allows people to create virtual "blackout poems." Digitized books from the public domain (suitable for all ages) are the raw material for the poems. All archived poems can be browsed and shared in a myriad of ways.
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.
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
Indiana University is a cultural hot-spot in the otherwise predictable midwestern United States. In order to cultivate a more culturally inspired and aware population at Indiana Univeristy, we created a series of conceptual designs that aim to bring culturally relevant experiences to the masses.
An overview of current Augmented Reality (AR) technology and potential future applications in libraries. Researched and presented to 9410: Emerging Technologies in Fall 2012 at the University of Missouri School of Information Science and Learning Technologies (SISLT).
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.
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).
Deze presentatie is gegeven tijdens de Stedenlink bijeenkomst op 12 mei 2009. In de presentatie worden verschillende aspecten van de ontwikkelingen op het web uitgelegd, zoals rechten, randvoorwaarden, e-vangelisten en e-theïsten.
Slides from a presentation to Arizona State University’s Barrett Honor College ‘Urban Experience’ orientation for freshman students. it was given at the ASU's Phoenix Urban Research Laboratory (PURL) campus on August 16, 2010.
Why does my iPad calendar app look like a leather desk set from the 1940s?
We make new things look like old things because the old is familiar: it helps with usability, it makes us safer, and it's cute. Our mobile phones have replaced pads of paper and physical dials with touchscreens that have pictures of these things on them. Our digital cameras play a prerecorded shutter sound when we press the button because that's how our old cameras told us the picture was taken.
Their ability to both delight and confuse is profound - skeuomorphic touches will invariably get oohs and aahs at design reviews and from users. Yet in the quest for familiarity and nostalgia, these flourishes can perpetuate interfaces that only made sense given past technical limitations or, worse, suggest vintage mental models that are out of sync with the product's modern features.
Come listen to a light-hearted discussion about the what and the why of this increasingly common design pattern and how designers can leverage everything that's cute and rich about skeuomorphs without compromising mental models or a polished product.
Complexities of Copyright: Shepard Fairey vs. the APAnna van Someren
Participants in this workshop will explore three interactive, multimedia learning challenges that clarify the complexities of copyright in the digital age.
Throughout these three challenges, images, video, music, websites, and the story of the Obama "Hope" poster are used to illustrate how copyright, fair use, and the Creative Commons licensing system work.
Participants will see copyright issues brought to life through current and relevant media stories, discover how media elements connect to structure a Learning Library challenge, and discuss how they might customize these challenges for more specific learning contexts and goals.
Learning In a Participatory Culture: Debunking the Myth of Digital NativesAnna van Someren
Anna van Someren and Henry Jenkins co-developed this presentation, which was used as the standard New Media Literacies keynote presentation at many 2008 events.
Indiana University is a cultural hot-spot in the otherwise predictable midwestern United States. In order to cultivate a more culturally inspired and aware population at Indiana Univeristy, we created a series of conceptual designs that aim to bring culturally relevant experiences to the masses.
An overview of current Augmented Reality (AR) technology and potential future applications in libraries. Researched and presented to 9410: Emerging Technologies in Fall 2012 at the University of Missouri School of Information Science and Learning Technologies (SISLT).
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.
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).
Deze presentatie is gegeven tijdens de Stedenlink bijeenkomst op 12 mei 2009. In de presentatie worden verschillende aspecten van de ontwikkelingen op het web uitgelegd, zoals rechten, randvoorwaarden, e-vangelisten en e-theïsten.
Slides from a presentation to Arizona State University’s Barrett Honor College ‘Urban Experience’ orientation for freshman students. it was given at the ASU's Phoenix Urban Research Laboratory (PURL) campus on August 16, 2010.
Why does my iPad calendar app look like a leather desk set from the 1940s?
We make new things look like old things because the old is familiar: it helps with usability, it makes us safer, and it's cute. Our mobile phones have replaced pads of paper and physical dials with touchscreens that have pictures of these things on them. Our digital cameras play a prerecorded shutter sound when we press the button because that's how our old cameras told us the picture was taken.
Their ability to both delight and confuse is profound - skeuomorphic touches will invariably get oohs and aahs at design reviews and from users. Yet in the quest for familiarity and nostalgia, these flourishes can perpetuate interfaces that only made sense given past technical limitations or, worse, suggest vintage mental models that are out of sync with the product's modern features.
Come listen to a light-hearted discussion about the what and the why of this increasingly common design pattern and how designers can leverage everything that's cute and rich about skeuomorphs without compromising mental models or a polished product.
Complexities of Copyright: Shepard Fairey vs. the APAnna van Someren
Participants in this workshop will explore three interactive, multimedia learning challenges that clarify the complexities of copyright in the digital age.
Throughout these three challenges, images, video, music, websites, and the story of the Obama "Hope" poster are used to illustrate how copyright, fair use, and the Creative Commons licensing system work.
Participants will see copyright issues brought to life through current and relevant media stories, discover how media elements connect to structure a Learning Library challenge, and discuss how they might customize these challenges for more specific learning contexts and goals.
Learning In a Participatory Culture: Debunking the Myth of Digital NativesAnna van Someren
Anna van Someren and Henry Jenkins co-developed this presentation, which was used as the standard New Media Literacies keynote presentation at many 2008 events.