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.
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.
The Identi-Tee project is a technology infused experience and incorporates social learning, exploration and creativity.
Identity and belonging are the main themes of the the learning experience. It's part game, part creative expression and part augmented exhibition.
With a focus on people, places, and stories, we use technology directly with young people and engage them in 21st century skills by inviting them to consume, curate and create media.
Participants learn collaboration, critical thinking and problem solving, communication, interviewing, personal branding, reputation management, information and media literacy, and digital citizenship.
These meet many of the focuses on domains from the Victorian Curriculum and Standards.
Learning languages through digital mediasMarcus Pessoa
"I speak English, so I don't have to learn a foreign language...."
right?
According to the CIA World Fact Book, only 5.6 % of the world's total population speaks English as a primary language.
Digital technology has been adopted widely in the heritage sector for everything from kiosks to mobile web, apps, augmented reality, not to forget multimedia and audio guides. It holds out the promise of enabling sites to deliver information and interpretation to the visitor. But, to what extent are we in control of these tools?
Are we still flushed with excitement at the possibilities? Are we still caught up in thinking about the many ways digital technologies can meet our organisational objectives?
This presentation uses data from a series of projects to argue that we need to become more informed commissioners - considering visitor motivation, organisational mission and technological capabilities to achieve success.
Digital Media and Getting in Touch with Your Museum AudienceTerry Burton
Presented at the 2011 Indigenous Materials Institute in Ignacio, Colorado, June 7. This workshop addressed the use of digital technology in museums, presenting an overview of technology planning issues, case studies, and lessons learned. Presented by Terry Burton, Saul Sopoci Drake, and Sonny Lastrella. Facilitated by Brenda Martin. Institute organized by the Association of Tribal Archives, Libraries, & Museums.
Beyond measuring buzz at WARC Next Generation ResearchInSites on Stage
Beyond measuring buzz: Drawing Deeper Insights through social media research (by Simon McDonald - InSites Consulting and Krista Cornelis - RTL Nederland), presented at the WARC Next Generation Research on Thursday January 17, 2013.
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.
The Identi-Tee project is a technology infused experience and incorporates social learning, exploration and creativity.
Identity and belonging are the main themes of the the learning experience. It's part game, part creative expression and part augmented exhibition.
With a focus on people, places, and stories, we use technology directly with young people and engage them in 21st century skills by inviting them to consume, curate and create media.
Participants learn collaboration, critical thinking and problem solving, communication, interviewing, personal branding, reputation management, information and media literacy, and digital citizenship.
These meet many of the focuses on domains from the Victorian Curriculum and Standards.
Learning languages through digital mediasMarcus Pessoa
"I speak English, so I don't have to learn a foreign language...."
right?
According to the CIA World Fact Book, only 5.6 % of the world's total population speaks English as a primary language.
Digital technology has been adopted widely in the heritage sector for everything from kiosks to mobile web, apps, augmented reality, not to forget multimedia and audio guides. It holds out the promise of enabling sites to deliver information and interpretation to the visitor. But, to what extent are we in control of these tools?
Are we still flushed with excitement at the possibilities? Are we still caught up in thinking about the many ways digital technologies can meet our organisational objectives?
This presentation uses data from a series of projects to argue that we need to become more informed commissioners - considering visitor motivation, organisational mission and technological capabilities to achieve success.
Digital Media and Getting in Touch with Your Museum AudienceTerry Burton
Presented at the 2011 Indigenous Materials Institute in Ignacio, Colorado, June 7. This workshop addressed the use of digital technology in museums, presenting an overview of technology planning issues, case studies, and lessons learned. Presented by Terry Burton, Saul Sopoci Drake, and Sonny Lastrella. Facilitated by Brenda Martin. Institute organized by the Association of Tribal Archives, Libraries, & Museums.
Beyond measuring buzz at WARC Next Generation ResearchInSites on Stage
Beyond measuring buzz: Drawing Deeper Insights through social media research (by Simon McDonald - InSites Consulting and Krista Cornelis - RTL Nederland), presented at the WARC Next Generation Research on Thursday January 17, 2013.
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).
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.
Class 1 - Introduction to the Semiotics of Digital Interactions.
Originally run at University of Tartu for Undergraduates and up.
Audience: anyone with an interest in the meaning and philosophy behind our interaction with the technological world around us.
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
Making museum objects smart
Adding a narrative layer to an exhibition
The meSch project is about smart objects. We will look at some of the concepts that we developed and tested during the last two years and focus on one of these concepts. Hub Kockelkorn, Museon, Museum for Culture and Science, The Hague
Intro to Digital Storytelling (shorter version)Amy Goodloe
These are slides (minus playable video clips and speaker's notes) from my March 7th presentation on Digital Storytelling at the Norlin Library Learner's Lunch series at CU Boulder. For a longer version of this presentation, see: http://www.slideshare.net/PerpetualRevision/intro-todigitalstorytellingfor-pdf
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.
Prowess-ing the Past: Considering the AudienceRuth Tringham
The aim of this presentation was to shift the focus of 3D modeling in archaeology and cultural heritage to consider the ways in which a more active motivation and engagement of their users (whether professionals or general public) might lead to the long-term sustainability of the models and visualizations. Currently the life expectancy of 3D models in installations or on-line is generally quite short. My argument is that engagement with the models should be measured not so much how many users/visitors a model receives, but in how long and through how many re-visits the users wish to visit the same model. I am guessing that for most users, the visit is a one-time short event. I identify five major strategy foci that might lead to longer and more specific usage of the models and thus to their longer-term sustainability; these are: 1) active user participation, 2) meaningful exploration, 3) cultural presence, 4) multi sensorial experience, and 5) the education of attention, with greatest emphasis given to the latter. I end with idea that these five foci in fact could all be embraced within the gamification of the models, not necessarily as video games, but as media-rich non-linear narratives that go by various terms, such as Walking Simulator, Interactive Digital Stories, and Alternative Reality Games that take advantage of a mixed environment of Augmented and Mixed Reality as well as the more “traditional” Virtual Reality modeling. I finally point out that such gamification could potentially make powerful contributions to draw attention to socio-political and ethical issues of cultural heritage and archaeology.
Publishing tips for Virtual Heritage articles and related issues (3D models), Cities Cultural Heritage and Digital Humanities, Turin Summer School 17 September 2018
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.
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.
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/
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/
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).
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Instructions for Submissions thorugh G- Classroom.pptx
Talk on Virtual Heritage at UC Berkeley 10 February 2014
1. What is Virtual Heritage?!
Erik Champion, Curtin University!
1!
2. 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!
2!
4. VH is not VR!
•
“Virtual reality is the use of computers and humancomputer interfaces to create the effect of a threedimensional 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..”!
4!
5. 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!
5!
6. 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 artifacts and the associated social agency that
designed and used them, through the use of interactive
and immersive digital media.!
6!
7. New media!
the act of reshaping the user experience of exploring realms or worlds through
the innovative use of digital media. "
7!
8. 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
artifacts 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.!
8!
9. 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?!
9!
10.
11. 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.!
11!
12. 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!
12!
13. 4 Issues With Culture!
•
Definition (and relation to
place and inhabitation)?!
•
How is culture transmitted?!
•
Transmit local situated
cultural knowledge to
“others”?!
•
VH: how to transmit via
digital & augmented media?!
13!
14. Five Features of Place!
1. A place can have a distinct theme, atmosphere, and contextually
related artifacts.*!
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).
!
14!
15. 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’.!
15!
17. 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!
18. Monkey Brain, Human Brain!
Caption: The flow of object information in a monkey brain (left) and a human brain.
Credit: Sabine Kastner, Princeton University
18!
19. 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.!
19!
20. Transactional Value Requires Social
Judgment
!
http://www.thedigitalshift.com/2013/10/social-media/south-carolina-statelibrary-launches-social-media-library-and-archive/!
20!
21. 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 Education discounts available, some
requires high coding skills!
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.!
21!
24. 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!
24!
25. !
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
!
25!
26. 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/!
26!
30. 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.”!
30!
40. Palenque ported to Unreal!
Adobe Atmosphere, Poser, 3D Studio Max, Arc GIS,
PHP, Javascript, HTML!
40!
41. Games and learning!
•
Today, electronic games are an important vehicle for learning (Anderson,
2010; Dondlinger, 2007). !
•
A game is an activity that !
•
•
(2) has systematic or emergent rules, and !
•
•
(1) typically has some goal in mind, something that the player works to
achieve, !
(3) is considered a form of play or competition (Oxford, 2010). !
While this encompasses “skill and drill” types of games, many of today’s
digital games are much more complex, providing an interactive narrative in
which the player must test hypotheses, synthesize knowledge, and respond
to the unexpected (Dondlinger, 2007).!
41!
42. 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).!
42!
43. Games are culturally
significant?!
•
For evoking +communicating historical situations or
heritage values we must deeper understandings
rather than simply memorizing facts (Bloom, 1956). !
•
What is the cultural significance of what is
represented and interacted with?!
•
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’.!
43!
44. 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.
Hermeneutic: Myst,
geographical changes, epigraphy etc.!
Sims? Oblivion?!
44!
affordances.!
46. 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)!
46!
47. Problem: Avatars!
Eric Fassbender: Macquarie Lighthouse!
•
Realistic depiction!
•
Social behaviour!
•
Interface issues!
http://www.interactivestory.net/ !
47!
48. 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?!
48!
53. Kinect 1/2: voice + skeleton!
Skyrim has motion tracking and voice commands!
53!
54. Vocal Joystick surfs the Web!
•
Listen in as someone uses
Vocal Joystick to browse the
Web. !
•
Eight vowel sounds move the
cursor in different directions. !
•
Louder noises move the cursor
more quickly. !
•
The sounds “k” and “ch”
simulate clicking and releasing
the mouse buttons.!
http://uwnews.washington.edu/ni/article.asp?
54!
articleID=37134!
56. 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!
56!
58. 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.!
58!
59. Alternative game modes!
Turkey Maiden Educational Computer Game !
http://digitalethnography.dm.ucf.edu/ !
http://www.thenightjourney.com/
statement.htm!
The Journey!
60. Touchscreen Taoism!
!
Chinese Taoism Touch Screen by Neil
Wang and Erik Champion!
(VSMM2012 conference)!
Opening: !
Game Hua -
http://youtu.be/DiGDezTM8hY!
Game Qi1 -
http://youtu.be/jP9nfdUFDTU!
Game Qi2 -
http://youtu.be/orCga2CQBjs!
Game Qin -
http://youtu.be/iC2BGT5IbDE!
Game Shu -
http://youtu.be/dv_TOnl_sbc!
60!
62. Problem: Book-based?!
•
Technology or evaluation is not the fundamental problem.
Skeates (2000) warned that archaeologists need to reconsider
their field as a communication medium, and not just as a
closed scientific discipline.!
•
Books presuppose a vast domain of knowledge, a certain
learnt yet creative technique of extrapolation..!
•
..They typically do not cover the experiential detective work of
experts that visit the real site (Gillings, 2002).!
•
An academic publication is also a simplification and
metaphorical extension of the remains and ruins it describes. !
62!
63. Problem: Book-based?!
•
Ideally, virtual environments may help the general public to!
•
create, and share and discuss hypothetical or counterfactual
places!
•
meet virtually in these places with colleagues to discuss them!
•
work in these recreations to understand limitations forced on
their predecessors!
•
develop experiential ways to entice a potential new audience
to both admire the content and the methods of their area of
research!
63!
64. •
Scholarly knowledge does not easily translate to audience
knowledge; nor does it always best engage the public. !
•
IF we can use digital worlds for teaching +learning about heritage
&history, is it preferable to learn about a collection of culturally
situated past experiences, or a strictly academic procession of
historical events? !
•
Smith: confusion between history as meaning the past, and history as
being something produced by historians. !
•
Given that even philosophers such as Goldstein (1964) and Gale
(1962) disagreed on what constitutes history and what constitutes
recollection of the past; how can students or the general public
reliably distinguish between the two? !
•
How it can be or should be accessed?!
64!
65. Problem: Evaluation!
•
The Siren call of technological determinism and fancy pictures.!
•
Digital media as purely a shop façade for the serious and scholarly past
time of reading and writing books (Parry 2005; Gillings, 2002). !
•
Yet if we avoid teaching with digital media, how will the changing attention
spans and learning patterns of new generations be best addressed
(Mehegan, 2007)?!
•
Even if we decide on what we are evaluating, it is not clear how to evaluate. !
•
The ethnographic techniques used by researchers may be effective in
recording activity, but they do not directly indicate the potential mental
transformations of perspective that result from being subjectively immersed
in a different type of cultural presence (Benford et al, 2002). !
65!
66. 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!
66!
81. 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.!
81!