you may notice I am not listing as many as I used to, I plan on less travel, so these #cfps may slowly abate. If I find a good relevant conference call site I will refer to that.
||C. the Past
||Communicating the Past in the Digital Age
||Linked Pasts IV (11-13 Dec) [posters]
||Spaces and Places
||Intelligent and informed
||Comp. Apps & Quantitative Methods in Archaeology
||The Thrill of the Dark: Heritages of Fear, Fascination & Fantasy
||Weaving the Threads of CHI (altchi papers)
||Euro Conf on Computer-Supported Cooperative Work
||25th International Symposium on Electronic Art
||Gwangju, South Korea
||immersive Learning Research Network (iLRN)
||Daejeon South Korea
||Ruins of Preserv.
||Ruins of Preservation Rethinking heritage through counter-archives
||‘Game, Play and the Emerging Ludo Mix’
||Siggraph Asia 19
||World Archaeological Congress
||Prague, Czech Republic
||ICOMOS WORLD 2020
3D to Mixed Reality: From Regard3D to HoloLens
(register on Eventbrite) Friday 23 Nov 2-4PM Curtin University Library Level 5
3D models adopted/generated from image-based modelling techniques are increasingly used in research, shared online, incorporated into digital archives, and developed as assets for 3D games and for Virtual Reality applications. On the other hand, various HMDs (Head-Mounted-Display) offer Mixed Reality experiences; help us to experience and interact with virtual environments and objects via gesture, speech, gaze, touch and movement. This workshop will demonstrate how to make 3D models from photographs with free and open source software (FOSS, Regard3D), how to import a 3D model to a specific Mixed Reality HMD (Microsoft HoloLens), and you will also learn how the HoloLens can interact with the 3D model in mixed reality.
We will be using the following software:
What to bring:
You can just register and attend the workshop. However, it is better to bring your own laptop/device, preferably with the following software pre-installed (installation may take an hour but is free of charge):
Please register to secure your place, and cancel your ticket if you are no longer able to attend, as places are limited!
The SAHANZ Proceedings for 2018 are out on researchgate. I was co-author of the following:
by A de Kruiff, F Marcello, J Paay, E Champion, J Burry – SAHANZ 2018
In 1986, a group of Spanish architects decided to physically recreate an icon of modernist architecture. Mies van der Rohe’s German pavilion for the Barcelona World Expo of 1929 was at the cutting edge of spatial and structural innovation but its influence was limited to what we understand through drawings, photographs, limited film footage and historical interpretations. We can now physically visit the pavilion and experience it but what of all the other pavilions by famous (and less famous) architects that are no more? It would be costly and time consuming to physically rebuild all of them, however virtual reality (VR) technologies and human computer interaction (HCI) methods can bring them back to life. International expo pavilions are temporary structures designed to be at the cutting edge of structural and material technology but what makes them unique and inspirational is seldom preserved directly, their architectural insights, experiential richness and cultural significance are easily lost. This paper asks: How might immersive digital experiences of space help us to recapture ‘authentic’ experiences of history and place? What implications does this have for architectural history, heritage and conservation?
The authors offer some answers to these questions by presenting preliminary results from a larger project entitled ‘Learning from Lost Architecture’: a virtual reconstruction of the Italian Pavilion at the Paris Expo of 1937. Firstly, we will contextualise the practice of digital cultural heritage and present its potential for immersive, investigatory architectural experiences. Secondly, we will critique our own practice to better evaluate the potential of virtual reconstructions to affect architectural learning, discovery and historiography.
de Kruiff, A., Marcello, F., Paay, J., Champion, E. and Burry, J. (2018) 'Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography'. SAHANZ 2018: HISTORIOGRAPHIES OF TECHNOLOGY AND ARCHITECTURE, The 35th Annual Conference of the Society of Architectural Historians, Australia and New Zealand, Wellington NZ, 4-7 July 2018. Wellington NZ: SAHANZ, 113-126.
New edited book out 8 November:
Champion, E. (Ed.). (2018). The Phenomenology of Real and Virtual Places. The Routledge Studies in Contemporary Philosophy series. Routledge. 08 November 2018 (ebook 26 October 2018 9781315106267). ISBN 9781138094079
Feel free to ask Routledge for a review form and book copy..
This collection of essays explores the history, implications, and usefulness of phenomenology for the study of real and virtual places. While the influence of phenomenology on architecture and urban design has been widely acknowledged, its effect on the design of virtual places and environments has yet to be exposed to critical reflection. These essays from philosophers, cultural geographers, designers, architects, and archaeologists advance the connection between phenomenology and the study of place. The book features historical interpretations on this topic, as well as context-specific and place-centric applications that will appeal to a wide range of scholars across disciplinary boundaries. The ultimate aim of this book is to provide more helpful and precise definitions of phenomenology that shed light on its growth as a philosophical framework and on its development in other disciplines concerned with the experience of place.
Introduction by Erik Champion
1. The Inconspicuous Familiarity of Landscape by Ted Relph2. Landscape Archaeology in Skyrim VR by Andrew Reinhard
3. The Efficacy of Phenomenology for Investigating Place with Locative Media by Leighton Evans
4. Postphenomenology and “Places” by Don Ihde
5. Virtual Place and Virtualized Place by Bruce Janz
6. Transactions in virtual places: Sharing and excess in blockchain worlds by Richard Coyne
7. The Kyoto School Philosophy on Place: Nishida and Ueda by John W.M. Krummel
8. Phenomenology of Place and Space in our Epoch: Thinking along Heideggerian Pathways by Nader El-Bizri
9. Norberg-Schulz: Culture, Presence and a Sense of Virtual Place by Erik Champion
10. Heidegger’s Building Dwelling Thinking in terms of Minecraft by Tobias Holischka
11. Cézanne, Merleau-Ponty, and Questions for Augmented Reality by Patricia Locke
12. The Place of Others: Merleau-Ponty and the Interpersonal Origins of Adult Experience by Susan Bredlau
13. “The Place was not a Place”: A Critical Phenomenology of Forced Displacement Neil Vallelly
14. Virtual Dark Tourism in The Town of Light by Florence Smith Nicholls
South American students wishing to study for a PhD at Curtin or 3 other Australian technical universities please read this
Applicants must be a citizen of: Argentina, Brazil, Chile, Colombia, Ecuador, Paraguay, Peru or Uruguay.
Applications close 31 January 2019.
Day 1 of #ComPDA conference (program) at the University of Cologne and authenticity is a big topic in Q&A
I wonder if
- a workshop session on writing a charter/guidelines on Authenticity in Digital and Interactive media would be of interest.
- A gane idea where exoloring and avoiding or collecting the most authentic would be part of the gameplay
- A tool inside a game/VE to show levels of contestation/interpretation/historical authenticity can reveal the schema/paradata postplay or preplay..
Xavier from Edinburgh is now talking about the exciting non educatonal aspects of Assassin’s Creed (Origins vs Odyssey for example) – I wonder if someone has done a survey of the game assets/narratives and scored/compared their educational/authentic-inauthentic/’fun’ levels and areas. Are fun and education really always directly opposed in these sort of games?
This is a great looking program, looking forward to catching up with some old friends.
My abstract is
Games People Dig: Are They Archaeological Experiences or Archaeological Systems?
One of the many but important dilemmas we may encounter in designing or critiquing games for archaeology, (and for history and for heritage), is determining the why: why we should develop, buy, play, and teach specific games for the above disciplines. For archaeology, I propose there is a further interesting bifurcation: between games aiming to convey an experience of archaeology (the what, what it is to experience archaeology), and games aiming to show how systems, methods, findings and unknowns interact either to produce that experience, or to reveal what is unknown or debated (how knowledge is established or how knowledge is contested). Central to this investigation is the question of whether video game genres or games as modes of interaction can be compared against what is learnt from that interactive mode or genre of interaction. Can a schematic framework show what can be communicated and why it should be done? Can it help (schematically) accomplish these goals, and provide criteria for determining when this is or is not useful? Or are we risking a banal gamification of archaeological learning?