PhD Opportunity #2: Escape Room Design

PhD study opportunity* at the University of South Australia (in Adelaide, South Australia) https://unisa.edu.au/research/degrees/participatory-museum-game-design

“ln this project-based research degree, you will investigate and design learning kits for museums and communities and small classes to create escape rooms (physical or hybrid or via a game engine) to help students develop their own learning by designing escape rooms for others. “

*Sorry, there are no degree fees for locals but there is also no scholarship funding attached to this one.

PhD Opportunity: Audio-Augmented Reality

PhD study opportunity* at the University of South Australia (in Adelaide, South Australia) https://unisa.edu.au/research/degrees/leveraging-audio-augmented-reality

“lead tourists around past & present live music hotspots & live music history locations of Adelaide with directed thematic or user-driven audio tours”

*Sorry, there are no degree fees for locals but there is also no scholarship funding attached to this one.

new book: Screen Tourism and Affective Landscapes

Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic (Routledge, 2022).*

Edited By Erik Champion, Christina Lee, Jane Stadler and Robert Moses Peaslee

This book explores ways in which screen-based storyworlds transfix, transform, and transport us imaginatively, physically, and virtually to the places they depict or film. Topics include fantasy quests in computer games, celebrity walking tours, dark tourism sites, Hobbiton as theme park, surf movies, and social gangs of Disneyland.

How physical, virtual, and imagined locations create a sense of place through their immediate experience or visitation is undergoing a revolution in technology, travel modes, and tourism behaviour. This edited collection explores the rapidly evolving field of screen tourism and the affective impact of landscape, with provocative questions and investigations of social groups, fan culture, new technology, and the wider changing trends in screen tourism. We provide critical examples of affective landscapes across a wide range of mediums (from the big screen to the small screen) and locations.

This book will appeal to students and scholars in film and tourism, as well as geography, design, media and communication studies, game studies, and digital humanities.

*Webpage says 2023 but routledge told me 2022 but routledge said 2022.

Playing with the Past: Into the Future

I believe my latest book (well second edition) is out today, “Playing with the Past: Into the Future” (in the Human–Computer Interaction Series) https://link.springer.com/book/10.1007/978-3-031-10932-4 but it just takes to me to my own university library link so I’ll have to take my own word for it!

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments.

This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.

Playing with the past: INTO The Future (2023)

Milan in June 2023

I have received an invitation from the ERC Advanced Project “An-iconology. Theory, History, and Practices of Environmental Images” (AN-ICON) hosted by the Department of Philosophy “Piero Martinetti” (https://an-icon.unimi.it/) to speak at the “AN-ICON” International Workshop in MILAN June 2023. An honour to be invited.

We are now organising the workshop “Real Space-Virtual Space. Aesthetics, Architecture and Immersive Environments,” scheduled on 19th-21st June 2023, dedicated to the dialogue between virtual spaces, architecture and urban planning. We will investigate this intertwining which is more and more relevant at both practical and academic level by adopting a transdisciplinary and multimethodological approach – including aesthetics, phenomenology, media studies, architectural design, urban planning, cultural heritage studies. 

The workshop will be held at the University of Milan and Milano Triennale (https://triennale.org/), the renowned Italian institution dedicated to design and architecture. 

#CFP CIPA 2023

“Over the years, the CIPA Symposium has been an important international crossroad for a wide community of researchers, professionals, and site managers interested in documenting, understanding, and preserving cultural heritage. CIPA was jointly founded in 1968 by ICOMOS (International Council of Monuments and Sites) and ISPRS (International Society for Photogrammetry and Remote Sensing) to facilitate the transfer of technology from the measurement sciences into the heritage documentation and recording disciplines. Since then, the biennial symposia have enabled an ever-growing community to meet, debate, network, and get up-to-date. After the very sad and long period that forced us to stay separated, we will meet again in person during CIPA2023 in Florence, from 25-30 June 2023.”

https://www.cipa2023florence.org/programme/call-for-papers

Authors of selected papers will have the opportunity to present their work during the Symposium as long or short presentations.

Proceedings will collect all the papers that have passed a peer-review process in the ISPRS Archives and Annals.

Selected contributors will be invited to submit an extended version of their papers to Special Issues of Journals linked to the Conference (e.g. Applied Geomatics, Ananke, Sensors, Virtual Archaeology Review – list to be updated).

Special sessions will be reserved to GEORES and ARQUEOLÓGICA 2.0. Have a look to the past edition (2021)!

Paper submission deadlines

The deadlines* for this Call for Papers are as follows:

[EXTENDED] 8th January 2023: Deadline for uploading extended abstract (for papers proposed for ISPRS Archives)

31st January 2023: Review notification for extended abstract (for papers proposed for ISPRS Archives)

10th February 2023: Deadline for uploading full paper (proposed for ISPRS Annals)

10th April 2023: Review notification for full papers (proposed for ISPRS Annals)

10th April 2023: Deadline for uploading full papers (to be published in ISPRS Archives)

10th May 2023: Deadline for uploading camera ready full papers (to be published in ISPRS Annals)

Out in print oh so soon

Books

Playing with the Past: Into the Future (second edition, ebook out soon)

Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic-I’m a co-editor but have a chapter on videogame tourism in there somewhere..

Book Chapters

Working on now/sent

  • Champion, E., Stadler, J., Lee, C., & Peaslee, R. (Eds.). (2023: In press). Screen Tourism and Affective Landscapes: the Real, the Virtual, and the Cinematic. Routledge. https://www.routledge.com/Screen-Tourism-and-Affective-Landscapes-The-Real-the-Virtual-and-the/Champion-Lee-Stadler-Peaslee/p/book/9781032355962
  • Champion, E., & Hiriart, J. (2023: In press). Workshopping Board Games for Space Place and Culture. In C. Randl & D. M. Lasansky (Eds.), Playing Place: Board Games, Popular Culture, Space. MIT Press. 08/2023.
  • Champion, E. M. (2023: In press). Digital Heritage Ethics. In A. Pantazatos, T. Ireland, J. Schofield, & R. Zhang (Eds.), The Routledge Handbook of Heritage Ethics. Routledge. 
  • Champion, E., & Emery, S. (2023: Pending). Gamification of Cultural Heritage as a resource for the GLAM sector. In J. Nichols & B. Mehra (Eds.), Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Indigenous Knowledge in Galleries, Libraries, Archives and Museums. Routledge. 
  • Champion, E. (2022: In press). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities. Parlor Press. 

Conference paper

Game Design Prototyping Workshop

Prototyping games in a workshop format..just published a short paper on a “Game Design Prototyping Workshop” with Simon McCallum in Wellington NZ @ACM_ISS 2022 (also trying out Kudos, in partnership with ACM) https://www.growkudos.com/publications/10.1145%25252F3532104.3571472/reader

Game Design Prototyping Workshop, November 2022, ACM (Association for Computing Machinery), DOI: 10.1145/3532104.3571472.

Speaking tonight in China

  • tonight I’m e-speaking at “World Heritage and Urban-Rural Sustainable Development” with Tsinghua Heritage Institute
  • Tongji Vice Dean
  • VIZARA Technologies
  • Graduate School of Cultural Technology, Korea Advanced Institute of Science and Technology

https://whc.unesco.org/en/events/1734/

TIME 18:40-20:15 GMT+8. So 8 hours earlier in UK-GMT.

CONNECT Live via WeChat or Bilibili etc: http://guojiang.org/zhibo/2022-11-15-16/

Live translation into Chinese and English.

book chapter out: Reflective Experiences with Immersive Heritage

Google told me I can buy my chapter today in this book out soon “Difficult Heritage and Immersive Experiences” my chapter is “Chapter 2. Reflective Experiences with Immersive Heritage#chapter #difficultheritage #darkheritage

In this chapter I will examine difficult and dark heritage. Others have articulated the overlap and potential different connotations and spheres of influence of dark heritage and difficult heritage (Thomas et al. 2019). For the sake of expediency, I will not attempt to distinguish between difficult heritage and dark heritage (a term imported from dark tourism) as I am particularly interested in the difficult interaction aspects of communicating dark heritage due to the technical challenges of virtual heritage, gaps or immaturity in virtual heritage as a distinct scholarly field, and the still to be fully explored role and impact of virtual heritage as an immersive and interactive medium capable of coaxing, encouraging and affording reflectivity.

Twitter versus Mastodon

I’m seeing if I can move my @nzerik twitter feed and friends to Mastodon (there my handle is @ErikC@ausglam.space). Mastodon is interesting as people can choose a themed server but still follow others on different servers (note: their email address reflects the server they choose).

It is a little confusing and doesn’t have the immediate impact and convenience of Twitter but it is an interesting project. I joined years ago but didn’t see anything happening. Recent Twitter developments and announcements encouraged me to vacate Twitter and there are tools that can cross-post tweets and (Mastodon) toots.

A quick Mastodon explanation: https://mashable.com/article/mastodon-twitter-alternative-elon-musk

Update: Intro guides to Mastodon:

PhD Project Call, no fees

PHD project in Adelaide, no scholarship but no fees, with cool museum partner (https://mod.org.au):

The successful candidate will investigate and design learning kits for museums, communities and small classes to create escape rooms either physical or hybrid, or via a game engine. The kit will provide resources and interaction strategies to help budding escape room designers plan escape rooms for their compatriots, and in doing so learn for themselves how to create tricky interactive puzzles, quizzes and physical riddles based on principles in science, mathematics or history. The instructions will be either via virtual examples through a game engine or game engine exporting to VR, or via online instruction videos using the latest instructional video expertise.

Successful completion of the project will provide you with experience in boardgame, physical escape room, digital game or VR escape room design including scripting, prototyping, digital modelling, and potentially animation experience. As well as a background in human-computer interaction and education. Thus, you will be provided with the skills for a successful and exciting research or industry career in a diverse range of areas. 

What you’ll do

In this project-based research degree, you will review, design and evaluate design resources (physical and digital) for the creation of escape rooms by design students.

You will engage and partner with MOD. staff and deploy IVE, VR and AR equipment, as well as run and evaluate escape room design workshops.

Where you’ll be based

You will be based at UniSA Creative, incorporating the South Australian School of Art, which brings together the disciplines of architecture, planning, art and design, journalism, communication and media, film and television and the creative industries to produce flexible graduates with multidisciplinary capabilities. Our research explores the complexities of the world around us. We engage in future-focused, cross-disciplinary research and consultancy to produce inspired solutions that are human-centred and sustainable.  

https://www.unisa.edu.au/research/degrees/designing-an-escape-room-toolkit

Book ideas for other people to write

  • A monograph or edited book on fake or misleading heritage and history and the repercussions (and the complications of digital versions)
  • Clear and easy to follow exemplars of digital humanities collections using Linked Open Data with references to the power of GIS
  • Small and big things learnt by designers of virtual worlds and how the Metaverse could learn to avoid making the same mistakes
  • A meta review on architectural criticism and whether it has really progressed that much
  • Why game designers hate gamification (but with a few counter-examples they might actually like)

Europe in April

I have been invited to speak at NTNU Trondheim in April 2023 (tentatively, Tuesday and Wednesday 18 and 19 April) and run a related workshop in Greece a week or so later (to be confirmed). The project, for which I have been an external advisor, is Echoing “recovery of cultural heritage through higher education-driven open innovation” (EU/ERASMUS).

I may be able to visit a virtual heritage colleague and his students in Munich during that time, and, hopefully, Iceland.

I may aim for one of these conferences but ah, scheduling may be tricky (and Easter Friday is 7 April, at least in Australia, next teaching day is, maybe, Wednesday 26 April due to Anzac Day).

  • 3 April 23 (abstracts due 31/10/22) CAA023 CAA 50 Years of Synergy in Amsterdam Netherlands
  • 11 April 23 (abstracts due 21/10/22) FDG Foundations of Digital Games (workshops 21/10) in New Beginnings Lisbon Portugal
  • 23 April 23 (abstracts due 19/01/23) CHI2023 CHI2023 late-breaking in work Hamburg Germany

Game Prototyping Workshop in NZ

I am hosting the Workshop on Game Design Prototyping at ACM ISS (Interactive Surfaces and Spaces) conference, 20 November 2022, with Simon McCallum, Wellington, NZ.

This workshop will take place over half a day and focus on tools and example projects that break down necessary and sufficient elements of effective game design, tips to create and encourage small group design ideas, and potential environmental challenges that can be overcome or at least approached with low-cost and accessible tools and platforms. We will focus on physical prototypes but can also examine games using game engines or specific XR formats but we don’t expect to have HMDs available.

Call for Participation

This workshop will take place over half a day and focus on tools and example projects that break down necessary and sufficient elements of effective game design, tips to create and encourage small group design ideas, and potential environmental challenges that can be overcome or at least approached with low-cost and accessible tools and platforms. We will focus on physical prototypes but can also examine games using game engines or specific XR formats but we don’t expect to have HMDs available.

We will work in groups of 3 and 4 on provided game challenges, ideas developed by individual groups or we can (with enough notice) work on improving and game-testing ideas and prototypes provided by attendees.

The proposed schedule will be:

SectionMinutes
1. Introductions for all20
2. Overview: games, gamification20
3. Discussion of technologies, methods + prototyping10
4. Group suggests ideas.10
5. Short break/questions.20
6. Selection of teams10
7. Work on game ideas as prototypes, and playtest solutions.90
8. Present prototypes/suggestions in class.30

TOTAL HOURS: 3.5

Outcomes

Ideally, by the end of the workshop, the participants will:

  • Provide (at some stage of the experience), a framework in which the player (or perhaps, here, participant is a better word) gains an overview of what has been documented, simulated, or construed.
  • Convey a sense of the historical context, and the way in which that shaped the actions of the inhabitants.
  • Affordances to help participants understand and explain the information in a way that suits them rather than the designer and to allow for different pathways, actions and goal selection.
  • Encourage the participants to seek out more information for themselves beyond the immediate simulation.

Organizers

Enterprise Fellow Erik Champion, has organized game design workshops in Australia, Italy, Poland, Qatar, Finland, and USA. He specializes in virtual heritage and serious games for history and heritage.

Simon McCallum is a games expert and has over 25 years experience having taught games in New Zealand and Norway. Simon has also spent some time working for games companies in Norway. Simon helped setup the NZ Games Development Conference in the early – mid 2000s.

Face to Face Attendance

This workshop will be physical but the first 45 minutes (introductions and background to tools and techniques) could be accessible online if required. Ideally, the workshop will be 12 to 20 people.

Contact

Please contact Erik.Champion@unisa.edu.au for further information about submissions.

Registration

To register to attend the workshop please see the ACM ISS Registration Information.

CRC distraction

Sorry I have been distracted by a Cooperative Research Centre application (plus two books in press and one book proposal under review) but normal service will resume shortly.

Speaking of which, these should be out relatively shortly:

Books:

Champion, E. (2022: in press). Playing with The Past: Into the Future. 2nd edition. Human–Computer Interaction Series. Springer-Nature.  ISBN: 978-3-031-10931-7. Due 30.10.2022. Edit: may be 19 Nov 2022 according to the HCI book series website.

Champion, E., Stadler, J., Lee, C., and Peaslee, R. (Ed). (2023: in press). Screen Tourism and Affective Landscapes: The Real, The Virtual, and the Cinematic. Routledge Cultural Heritage and Tourism Series. Contracted. ISBN 9781032355962. Due 30.12.2022.

Book chapter:

Champion, E., Nurmikko-Fuller, T., & Grant, K. (2022: invited). Chapter 12 Alchemy and Archives, Swords, Spells, and Castles: Medieval-modding Skyrim. In R. Houghton (Ed.), Teaching the Middle Ages through Modern Games, UK: De Gruyter Oldenbourg. https://doi.org/doi:10.1515/9783110712032. To be published 24 October 2022. (Some content seems available online already or via academic institutions).

CFPs

*START*DUECONFTHEMELOCATION
16/02/2220/10/22AMPSRepresenting Pasts – Visioning FuturesVirtual
16/12/2215/10/22EmergeForum on the Future of AI Driven Humanity & International Conference Digital Society NowKiev Ukraine
19/12/2210/10/22CITEdCloud and Immersive Technologies in EducationKiev Ukraine
16/01/2316/10/22DM2023The Art Museum in the Digital Age – 2023Online, Germany
15/03/2315/10/22ICVARS2023Virtual and Augmented Reality SimulationsSydney Australia
3/04/23?CAA023CAA 50 Years of SynergyAmsterdam Netherlands
11/04/234/10/22FDGFoundations of Digital Games (workshops 21/10) New BeginningsLisbon Portugal
23/04/2319/01/23CHI2023CHI2023 late breaking workHamburg Germany
7/06/2318/11/22Mmedia23ACM Multimedia SystemsVancouver BC, Canada 
19/06/2315/01/2023DiGRA2023DiGRA: Limits and Margins of Video GamesSeville Spain
28/06/2325/11/22HeritagesPrague – Heritages Past and Present – Built and SocialPrague Czechia
4/07/2310/02/23herdsa2023Higher Education Research and Development Society of AustralasiaBrisbane Australia
11/07/2325/10/22DH2023Digital Humanities: Collaboration as OpportunityGraz Austria
28/08/23?interact 2023Design for Equity and JusticeYork UK
31/08/2330/09/22ICOMOS GA Sydney Australia
20/09/2315/01/23eCAADeDigital Design ReconsideredGraz Austria
8/04/24?CAA2024 Auckland New Zealand
??Web3D3D for a Connected WorldOnline
??MW2023Museums on the WebWashington DC
  CHIPLAY2023  
START*DUE*CONFERENCETHEMELOCATION
31/08/2330/09/22ICOMOS GA Sydney Australia
11/04/234/10/22FDGFoundations of Digital Games (workshops 21/10)Lisbon Portugal
19/12/2210/10/22CITEdCloud and Immersive Technologies in EducationKiev Ukraine
16/12/2215/10/22EmergeForum on the Future of AI Driven Humanity & International Conference Digital Society NowKiev Ukraine
15/03/2315/10/22ICVARS2023Virtual and Augmented Reality SimulationsSydney Australia
16/01/2316/10/22DM2023The Art Museum in the Digital Age – 2023Online, Germany
16/02/2220/10/22AMPSRepresenting Pasts – Visioning FuturesVirtual
11/07/2325/10/22DH2023Digital Humanities: Collaboration as OpportunityGraz Austria
7/06/2318/11/22Mmedia23ACM Multimedia SystemsVancouver BC, Canada 
28/06/2325/11/22HeritagesPrague – Heritages Past and Present – Built and SocialPrague Czechia
20/09/2315/01/23eCAADeDigital Design ReconsideredGraz Austria
23/04/2319/01/23CHI2023CHI2023 late breaking workHamburg Germany
4/07/2310/02/23herdsa2023Higher Education Research and Development Society of AustralasiaBrisbane Australia
18/03/234/09/23CAADRIA2023Human-centricAhmedabad India