This chapter examines why we wish to preserve heritage objects and practices via virtual heritage, and why the issue of authenticity is so important here but so seldom addressed. If we could give criteria to select and to create useful and even authentic-oriented virtual heritage projects, what would they be? Or are there methods and solutions out there waiting to be discovered?
I have just written the index for my next book Rethinking Virtual Places and hopefully the final proof. Started about 4-5 years ago so constantly updating it, hope it is out in November at IUP Spatial Humanities series website.
Why did we write it? For all those interested in an introduction to virtual heritage, but facing steep purchase costs for academic books, so it is especially suitable for university undergraduate courses. Download what you need, for free.
And given it was written from go to whoa in less than a year and to a tight word limit, I am very grateful to the authors for their time…
Cite: Champion, E. M. (ed.) 2021. Virtual Heritage: A Guide. London: Ubiquity Press. DOI: https://lnkd.in/gNkNWiB. License: CC-BY-NC.
A major game company (I’d say a global company, not in Australia) invited me to quote/ setup an international advisory board in relation to intangible heritage and digital games to meet annually or biannually virtually or in reality. It is a bit of a challenge looking forward to estimate the budget in this time of pandemics, lockdowns, and border control issues.
Led by Susannah Emery, a game design academic at UniSA, I am part of a small team of academics and game designers (Melonhead games, developed Rooftop Renegade) who will develop a game and teaching resource that explores environmental storytelling.
Are second editions of specialist academic books worth the rewrite? Springer asked me to consider a second edition of Playing With the Past (https://lnkd.in/gXYH5Uy), as 10,000 chapters have been downloaded..but it requires some work to update it.
Apparently, 20% can be rewritten but as most of the main chapters were written in 2003-4, updated before publication in 2011, to update to 2021 will be quite some work. There weren’t so many books and papers in the area when I started! On the other hand it is an opportunity to review what I was trying to determine in 2001-2004 during my PhD candidature. And I would love to replace the original cover. Decisions, decisions!
The 26th International Conference on 3D Web Technology (Web3D 2021) is organized by the Web3D Consortium and the Institute of Information Science and Technologies (ISTI-CNR). The conference focuses on the 3D ecosystem on the web platform, addressing research, development, and applicative use.
Due to the uncertainties related to the pandemic, the conference will be run as a fully virtual event.
This year’s theme is
::::::::::::::::::::::: A Shared 3D Workspace” ::::::::::::::::::::::::
Working together online has been the staple of this last year. Web3D technologies can create a shared, online workspace, with multiple users able to connect and work together in the same environment.
:::::::::: Conference Tracks
The conference seeks to cover the world of 3D on the Web across multiple levels: from low-end layers enabling the use of 3D in browsers to high-level applications. The Main Track is the more technical- and research-oriented part of the conference, focusing on original, innovative content.
Session: Web3D for COVID response
The sudden switch to remote teaching/working/interacting prompted many urgent requests for new tools, systems, and paradigms. And the research community answered.
In this track, we intend to bring to the fore all the work done to virtually shorten the distance across people during the emergency, presenting results, innovative approaches, interaction paradigms, and subsequent evaluations.
:::::::::::::::: Special Track: Digital Fashion in the Web
The future of fashion is presented from Italy, one of the historic centers of fashion. We invite experts in various fields of Fashion who have effectively used Web3D technologies in their research and academic and public educational activities.
In the last years, the Fashion industry has been going through impressive virtualization of its production chain. The Web is a great way to reach the global public: Web3D makes this reaching out interactive.
This special track is dedicated to the results and new challenges to bring the fashion industry in the 3D Web: import of assets, collaborative tools, virtual fashion shows, clothes simulation are just a few examples.
:::::::::::::::: Special Track: Online Legacies and Cultural Heritage
The Cultural Heritage domain is increasingly using Web3D technologies to share data for teaching, research, and dissemination among peers and the general public. In this special track, we seek to explore how 3D web technologies contribute to knowledge production once data have been processed, shared, and used through online platforms. What is the legacy and impact of virtual content in documenting, interpreting, and showcasing Cultural Heritage?
To answer this question, we invite experts in various fields of Cultural Heritage that have effectively used Web3D technologies in their research and academic and public educational activities. Particular emphasis is placed on mobile objects: from archaeological finds to reference collections, up to closed and open online repositories; from pipelines to process 3D models for the Web to visualization and design methods. We are particularly interested in experiences stemming from (but not limited to) scholarly research, teaching, curatorial and museum practices, scientific dissemination, and public engagement in general.
:::::::::::::::: Submissions ::::::::::::::::
We welcome original scientific works presenting 3D web research and applications, in either Full or Short format (9 or 5 pages, respectively). Submissions will undergo a single-blind peer-review process. Accepted papers will be published in the ACM Digital Library and submitted to major indexing services. Works selected for the Best Paper awards will be invited to submit extended versions to the following journals: Computers & Graphics, Journal of Engineered Fibers and Fabrics, Journal on Computing and Cultural Heritage
This year, we would like to push forward the concept of a poster: instead of an A1 sheet of paper, the authors are requested to make the posted available online in an interactive format. Posters are an ideal method to present applicative works, tech demos, ongoing research, applications.
Tutorials are a way to present new tools to students, researchers, and professionals. Short courses, possibly with hands-on examples and interactive materials are encouraged and proposals targeting naïve and entry-level audiences are well welcomed
Industrial Use Cases
Web3D is an ecosystem with a strong Industrial presence. The Industrial Use Cases are a way for companies and practitioners working with Web3D to present their solutions and technologies. An online, interactive version of the submission is encouraged.
Web3D conferences have always been an opportunity to connect with other experts. Researchers, practitioners, standard committees, workgroups may propose to organize a workshop on specific themes of interest for the Web3D community. Workshops may be either presentation sessions moderated by workshop organizers or open discussions on a specific topic of interest.
Hanim 3D Competition
Who can create the best animated-to-music 3D humanoid? We seek for talented animators who want to show their work and win a prize by submitting their creations to the competition.
3D Logo Competition
We are looking for talented 3D artists and designers to jazz up the 2021 Meeting!
The logo and its author(s) will be presented at the opening ceremony and will have the opportunity to present their logo to the audience in a short talk.
Papers: July 30 Interactive Posters: September 3 Tutorials: July 30 Industrial Use Cases: July 30 Workshops: July 30
Topics of interest include but are not limited to:
● HTML5 3D, WebGL, X3D ● 3D data formats, compression, transmission, and streaming ● Web-based rendering, advanced shading ● VR/AR ● 3D content creation, authoring, modeling ● Web-based Geometry Processing ● 3D printing ● 3D API, middleware, toolkits, frameworks ● AI for Web3D ● Human modeling on Web3D ● Semantic Web ● Cloud-based services for large-scale datasets ● Shared virtual spaces, collaborative environments ● Virtual humans, avatars, motion capture ● 3D repositories, marketplaces, asset galleries ● Mobile platforms ● 3D web-based teaching facilities ● Multi-modal 3D interaction paradigms, 3D navigation, gesture, natural interfaces ● Visual analytics ● Diffusion and adoption of 3D Web technologies, comparative studies, historical perspectives, WWW integration ● Novel interactive 3D web applications in all areas and sectors such as entertainment, education, training, cultural heritage, digital twin, medicine, military, smart manufacturing/industry 4.0, information & data visualization, science, geographic information systems (GIS), digital globes, subsurface exploration, and mining, integrated marine data management and visualization, building information modeling (BIM), and architecture.
All the instructions, updates, and the link to the online submission system can be found on the conference webpage:
I have been accepted for/awarded a 3 month visiting fellowship (2021) (Professor Level) at the University of Jyväskylä, Finland. They are a partner in the Centre of Excellence in Game Culture Studies,funded by the Academy of Finland.
I would like to thank my hosts for this invite to the Alvar Aalto city.
I hope to take up this opportunity from early August to early November but everything depends on acceptance to leave the country by the Australian government (the only country I know of where citizens have to ask permission to leave, due to COVID-related border control).
Today I received a letter from Charles Darwin University:
Outstanding Academic Achievement
The most recent review shows that you achieved outstanding results in the UDLF01 – Graduate Certificate of Digital Learning Futures for Semester 1, 2021. It is with pleasure that I congratulate you on your results and the dedication you have shown to your studies throughout the semester. Academic standards are important to educational institutions and students who achieve Distinctions and High Distinctions are to be commended.
Hopefully I receive the actual grades and Certificate soon!
If you have or know of digital games that helped in the “regeneration” of intangible heritage, as well as related organizations, projects and websites or organizations, please let me know…I have been asked to present on this topic on Monday 5 July to overseas gaming companies and academics..
Here was my initial beginning list (woefully incomplete but will soon expand):
UNESCO Chairs … I am investigating, most lists of Chairs and Networks are a little out of date and a few seem to have changed or expanded their remit.
Historic Urban Landscapes [UNESCO-associated]-none I know of use digital games but I think that would be useful…
ICOMOS none I know of but it is a huge association.
Europeana/CARARE/ARIADNE are more into digital archives/preservation?
“Integrating the Past into the Present and Future”
Modern, innovative data collection and digital visualisation capabilities are able to capture ancient artefacts and structures, contexts, and traditions faster and in greater detail than ever before. Their sophistication and multi-dimensionality promise engagement with the past at many levels offering opportunities for deeper analyses and experiences to increasingly broader audiences.
This conference will be organised and hosted by the Centre for Ancient Cultural Heritage and Environment (CACHE). CACHE is a multi-disciplinary research centre focused on research on cross-cultural interaction in ancient cultures from Western Europe to China. Concentrating not only on the history of the societies concerned, but on the languages used, with a special focus on the close study of physical artefacts from antiquity. CACHE engenders transdisciplinary research into ancient knowledge by gathering leading MQ researchers across several disciplines (archaeological science, ancient history and literature, bioarchaeology, biology, environmental sciences) and departments (Human Sciences, International Studies, Biological Sciences, Environmental Sciences, Ancient History, Geography and Planning). CACHE particularly welcomes contributions reflecting the Indigenous Australian context – submissions concerned with Indigenous issues are especially relevant to the symposium and will be warmly welcomed.
The goal of the conference is to share innovative and creative ideas about web-based interactive 3D applications, including content creation, 3D printing, fabrication, publishing technologies, web tools, annotation, VR/AR, rendering, and many others. This year the conference will be held in full virtual mode, next November 8-12, 2021.
Here the important dates:
July 30 submission deadline August 2 bidding deadline August 31 reviews assignment September 1 reviews due
Was drafting a portfolio on canva to test it out and I notice the (huge) PDF doesn’t seem to have font legibility issues but the shareable linked online version does. Perhaps browser-dependent. Oh well. Will try another application.