Linkage Infrastructure, Equipment and Facilities 2018 round 1 [LE190100019]
Time-layered cultural map of Australia
Administering Organisation: The University of Newcastle
- Prof Hugh Craig (Chief Investigator)
- Prof Deb Verhoeven (Chief Investigator)
- Prof Paul Arthur (Chief Investigator)
- Prof Andrew May (Chief Investigator)
- Prof Rosalind Smith (Chief Investigator)
- Prof Ning Gu (Chief Investigator)
- Prof Erik Champion (Chief Investigator)
- A/Prof Mark Harvey (Chief Investigator)
- Prof Victoria Haskins (Chief Investigator)
- Prof Lyndall Ryan (Chief Investigator)
The Time-layered cultural map (TLCMap) of Australia is an online research platform that will deliver researcher driven national-scale infrastructure for the humanities, focused on mapping, time series, and data integration. The TLCMap will expand the use of Australian cultural and historical data for research through sharply defined and powerful discovery mechanisms, enabling researchers to visualise hidden geographic and historical patterns and trends, and to build online resources which present to a wider public the rich layers of cultural data in Australian locations. TLCMap is not a singular project or software application with a defined research outcome, but infrastructure linking geo-spatial maps of Australian cultural and historical information, adapted to time series and will be a significant contribution to humanities research in Australia. For researchers, it will transform access to data and to visualisation tools and open new perspectives on Australian culture and history. For the public, it will enable increased accessibility to historical and cultural data through visualisations made available online and in print.
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?
At the Politecnico di Torino, Turin Italy, I gave a talk on Monday in their summer school on Cities Cultural heritage and Digital Humanities, on Virtual heritage and publication issues.
Yesterday I ran a workshop on game prototyping especially for history and heritage games.
The slides from the workshop are here
I am particularly interested in developing the conceptual framework for teaching this, on slides 3-4 (with a better diagram!)