Category Archives: Conference

JOB! Research Fellow in Creative Technologies and Immersive Storytelling at StoryLab in Cambridge

Dear colleagues

I am delighted to share a call for a new StoryLab Research Fellow in Creative Technologies and Immersive Storytelling and would be grateful if you could share it with your networks and colleagues who you think might be interested in applying.

This is a full time fixed-term 24-months contract. Deadline for applications: 16th October 2023.

I am looking for a new member of StoryLab who will work on a range of digital and/or immersive experience (XR) practice-led projects, and will develop new research that contributes to StoryLab’s research themes (Human Creativity, Design and Technology; Identity, Culture and Heritage; and Sustainable and Resilient Communities).

Specific details and the job package can be found at this link: https://jobs.aru.ac.uk/vacancy/research-fellow-creative-technologies-and-immersive-storytelling-538240.html

Thank you so much for your help and support!

Best wishes

Fabrizio

Dr Fabrizio Galeazzi
Associate Professor in Heritage and Creative Technologies
& Deputy Director, StoryLab Research Institute
Anglia Ruskin University

Collaboration possibility

Non-Australian academic? know my research into collaborative game design for history and heritage? Like me to run a workshop or gamejam then cowrite a publication with you/colleagues/your student? Email me ASAP (in next few hours) and I can apply for funding here to come to you.

Update: offer now complete, and grant applications in, thanks all!

“Real Space-Virtual Space” Workshop MILAN 2023

I am honoured to be invited to the workshop “Real Space-Virtual Space. Aesthetics, Architecture and Immersive Environments”, scheduled on 19 – 21 June 2023 at Università degli Studi di Milano and Triennale Milano.

Website https://an-icon.unimi.it/ (this workshop is not online yet, I believe).

Location: the University of Milan and Triennale Milano

AN-ICON INTERNATIONAL WORKSHOP 19th – 21st June 2023: Real Space-Virtual Space: Aesthetics, Architecture, And Immersive Environments. Organized by the project ERC “AN-ICON” University of Milan.

  • Mediarcheology of virtual architectural representation.
  • Designing in VR.
  • Phenomenology and Aesthetics of the Virtual Space.
  • Participatory design and virtual technologies.
  • Unrealised projects and virtual or augmented reality.
  • Cyberspaces and imaginary/utopian architecture.
  • Virtual reality and architectural heritage.
  • VR as a training tool.
  • Cities, media and virtual practices.

New Journal article

Our article “Exploring Historical Australian Expeditions with Time-Layered Cultural Maps” has been published in IJGI and is available online:

Website: https://www.mdpi.com/2220-9964/12/3/104
PDF Version: https://www.mdpi.com/2220-9964/12/3/104/pdf

Exploring Historical Australian Expeditions with Time-Layered Cultural Maps

The Australian Time Layered Cultural Map platform was created to help digital humanities scholars investigate how online geospatial tools could provide exemplars to their humanities colleagues on how historical collections and cultural data could be extended and re-examined with geospatial tools. The project discussed here investigated how Recogito/TMT could effectively extract spatial and temporal data from pure text-based historical information and generate time-layered interactive maps of that spatio-temporal data using accessible and user-friendly software. The target audience was humanities scholars relatively new to geospatial technologies and relevant programming systems. The interactive maps were created with two free, open-source web applications and one commercial GIS (Geographic Information System) mapping application. The relative pros and cons of each application are discussed. This paper also investigates simple workflows for extracting spatiotemporal data into RDF (Resource Description Framework) format to be used as Linked Open Data.

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)

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.

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

Is there money in games?

I was asked this on Friday

  • 2021: $300 billion USD worldwide [accenture] with 2.7 billion gamers
  • 2022: Microsoft most valuable “game” company 1.99 trillion, Tencent 400 billion, Sony 100 billion, Unity 13.29 billion, Ubisoft (Assassin’s Creed) 5.39 billion, Epic (Unreal) raises 2 billion [companiesmarketcap]
  • “Australia is home to a growing games industry. In 2021, the sector contributed $226.5million in revenue, an increase of 22 per cent on 2020, and 83 per cent of revenue is from overseas markets.” [DFAT]
  • 2014: Microsoft bought Minecraft for approx. 2.5 billion [slashgear]
  • 2021: Unity bought Weta Digital [NZ] for 1.65 billion [awn]
  • 2021: Facebook spent 10 billion on the Metaverse [yahoo]
  • 2022: Microsoft buys Activision for 68.7 billion USD [afr]

Virtual Heritage: How Could It Be Ethical?

Abstract

Draft of latest book chapter (before revisions) by the editors. Now onto the next book chapter!

Ranging from modified adaption of commercial games (game mods) to multi-million-dollar 3D visualizations and web-based projects, virtual heritage projects have showcased cutting-edge technology and provided insight into understanding past cultures. Virtual heritage has the potential to safeguard unique cultural treasures from the ravages of war and neglect, with interaction techniques to communicate knowledge across time and linguistic divides.

Despite these advantages, at its core, Virtual Heritage (virtual reality and related immersive and interactive digital technology applied to cultural heritage) implies something not real, but an illusion simulated or artificially projected. It typically relies on highly specialized capture, rending and hosting technology created by highly trained individuals, running on high-powered equipment manufactured at great environmental cost. And the original material it simulates can be sacred, stolen, or contested. There are consequences and ethical implications for this illusory but expensive medium of cultural heritage (and, typically, “cultural heritage” means other peoples’ cultures), whether complicitly generated or not. While the research field of virtual heritage is several decades old, its specific ethical issues have not been extensively addressed (Hepworth and Church, 2018, de Broglie, 2018, Frischer, 2019), and specific challenges are not often covered by, say, digital archaeological ethics discussion (Dennis, 2021, Dennis, 2020).

To provide an overview of these ethical issues, four issues will be discussed in this chapter. Who determines the content, cultural ownership and overall decision-making; how both the depiction of personal or sacred assets and traces of people no longer with us, obsessions with photorealism rather than the complex topic of authenticity, and the dangerous allure of gamification; what needs to be preserved and related environmental issues; where and when the audience should be involved, motivated, and their feedback fed back into current and future projects.

Keywords: Cultural heritage, virtual heritage, virtual reality, serious games.

The slippery-sloped artistry of Transmedia

An author for a volume I have been recently editing asked us to agree on a definition of transmedia used by the author of another chapter. I can understand the concern, it is used in a variety of ways that may differ across fields.

But when you compare definitions across the two or so decades gaps and disjunctures appear. Consider this example:

Transmedia is commonly defined as a narrative or project that combines multiple media forms. A transmedia project may combine many different types of prints or prose text, graphics and animation, or work across multiple platforms, such as different types of social media platforms, interactive websites or advertising outlets.

What Does Transmedia Mean?

Then I went back to this 2007 post defining transmedia by Henry Jenkins, thinking, oh, this is more elastic, powerful, but also amorphous, than recent definitions. Henry Jenkins, in a 2007 post recounted how he described it in class notes, gives ten criteria, but are these ten all necessary and sufficient?(https://techopedia.com/definition/30425/transmedia…)..

Did Jenkins deliberately conflate authorial intention and success in creating transmedia with how effectively and creatively it is/was taken up by an engaged, contributing audience?

Take (the American tv series) LOST (his example). My understanding is the script changed and the series extended because they did not fully plan for its success or continuation (at least as a tv series). Be that as it may…

  1. Did LOST really, creatively, deliberately leverage a message or narrative across media or did audience extend it of their own accord? In other words, does transmedia allow for both an auteur-centric definition (it is directed by an individual or singular team) or must transmedia be extended by an audience (more than normal media)?
  2. Must the reception of transmedia be all carefully planned and the narrative orchestrated across various media, with content for each media form specifically designed to leverage its strengths?
  3. If a franchise is developed for one medium then new media are deployed, must there be a pre-mediated plan?
  4. Must the narrative require the audience to experience each of the separate media forms?
  5. Given transmedia franchises can be shared between companies, individuals, and even between and over generations of writers, artists, and designers, does transmedia have to have a central home or most authentic/authoritative origin?

I like these notes on transmedia, I just think they could be strengthened and separated, or the term should be broken up in relation to whether it is open and interactive, premeditated and authorial, or multiversal (designed to have overlapping but not always harmonious multiverse narrative “worlds”).

PhD scholarship at UniSA on games in Australian museums

A Framework for Developing Educational Games in and with Australian Museums

The University of South Australia in Adelaide has graciously offered us (myself, and Drs Susannah Emery and Julie Nichols) a UniSA scholarship, (Enterprise Research Scholarship ERS), alongside a fee-waiver, to examine the above research area, with the help of 3 museum partners. I am sorry, I think it has to be an Australian or NZ citizen or permanent resident, but I will confirm it.

Summary:

… work on developing an overview of the challenges and successes of developing educational games in and with Australian museums … examine how 3D online models could be more effectively used with museum-based learning activities and the student could review the educational limitations, successes and failures of past 3D digitalisation exercises in terms of how effectively they can be incorporated with museum learning objectives as well as possibly outline a future framework linking 3D heritage model repositories and museum education strategies.

More details to come.

theory of change – a better way for museums to think about impact

Paul Bowers posted this “Theory of Change” for museums, I greatly like it, I do wonder if museum people agree with it or are even doing it already.

Museums today describe their impact in overreaching isolationist terms. This exhibition will create science literacy. This gallery will create artistic excellence…

The basic logic is really simple; working backwards to define the conditions in which the goal you seek will simply ‘be’

Define your end goal — what is the eventual outcome you’re trying to achieve?

Write down the pre-requisites for this occurring

Write down the pre-requisites for these occurring

Continue until your organisation / project appears.

https://paulrbowers.medium.com/theory-of-change-a-better-way-for-museums-to-think-about-impact-becf04dac12a

CAA 2022, Oxford

This year the Computing Applications and Quantitative Methods in Archaeology Conference is running in person in Oxford, UK and virtually. CAA2022 will be held 8-11 August 2022.

If you are interested, CAA2022’s first session is calling for papers on cultural presence. Elaine contacted me about this for the last CAA (that was postponed) and it sounds very interesting so, hopefully, some of you can make it. You can also submit individual papers to CAA2022.

S01: iN Deep: Cultural Presence in Immersive Educational Experiences (Other)

Elaine A Sullivan, University of California Santa Cruz

Sara Perry, Museum of London Archaeology

Paola Derudas, Lund University

Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (XR) technologies are increasingly incorporated into university classrooms and public education in the GLAM sector (galleries, libraries, archives, and museums). The potential to use these technologies to engage students and the public with archaeological knowledge (such as site reconstructions, artefacts, or re-imagining the activities of past peoples) is exciting, but these forms of representation, including the use of individual headsets, tablets, and personal mobile phones, come with particular challenges. In his book Critical Gaming (2015), Eric Champion argued that virtual realities should express ‘cultural presence,’ the meaning and significance of a time, place, or object to people of the past.

Hyper-reality, photogrammetry, and ever-increasing levels of ‘accuracy’ in 3D models do not inherently convey aspects of cultural significance and meaning, and many VR/AR/XR experiences fall dramatically short of the goal of expressing the importance of past places and things to
their original communities. Emphasis on technological and (especially) hardware innovation often deflects attention from critically engaging with questions of meaning-making.


This panel asks those creating or intensely using Archaeology VR/AR/XR to focus NOT on software, hardware, or the latest technical innovations, but on how we as archaeologists can better design, create, or curate experiences that inspire and educate students and the public on the cultural importance of archaeological spaces, objects or themes.

What are successful techniques to aid a visitor to better understand the original context of an object now placed in a (often far off) museum or gallery? How can university instructors incorporate the (problematically individual) headset or mobile experiences into pedagogy to provide meaningful and active student learning? How can complex data be usefully layered or curated so that multiple types of museum visitors or classes could find it informative and emotionally resonant? How can we turn these increasingly popular technologies into serious spaces of cultural learning and curiosity, moving beyond the initial ‘wow’ factor

Format
Instead of traditional 20 minute talks, we request that participants present 8-10 minutes in depth on one VR/AR/XR experience they have designed and/or utilized in a university or GLAM setting (not a general review of multiple types of work). We ask participants to present and explain aspects of design and interaction and their intent in that experience; or, if the content was not designed by the presenter, how content was incorporated, curated, or enhanced for the classroom or GLAM experience.

Specifically, we ask presenters to think thoughtfully and critically about how we might collectively learn to use these technologies in more informed ways, including: What types of interactions with students or the public have shown promise, and how might we build on those successes? What practices have not worked, and how might we learn from our failures? What particular aspects of archaeological and cultural heritage knowledge are best emphasized in the VR/AR/XR experience? What is key to re-using content created by others, including content created by non-archaeologists?

The session will be divided into four sections:

  • 1st group of presentations, ~five presenters (10 minutes per presentation)
  • a ~30 minute ‘hands-on’ period** where participants and the audience will be able to engage/interact directly with the presented content from both presentation groups
  • 2nd group of presentations, ~five presenters (10 minutes per presentation)
  • concluded by a ~30-minute Q&A session for the full group of presenters and audience

We hope this format will allow the audience to engage directly with the content before opening up the session for questions and comments. The goal is to turn this session into a workshop that helps all present work more critically with VR/AR/XR content and improve how we communicate scholarly information at the university and GLAM setting.

**We therefore ask participants to commit to bringing their discussed content uploaded or downloadable in some format that can be shared directly with others: including (but not limited to) VR headsets, Google cardboard, AR apps pre-installed on tablets or smart phones, etc.

References
Champion, E. (2015). Critical Gaming: Interactive History and Virtual Heritage. Ashgate Publishing, Ltd.

my work lately

My work lately, here is what I sent to IVE for their news as a new member:

Erik Champion was invited onto the advisory board of MOD museum (https://mod.org.au/).

Invited research mentor/consultant to UNSW and UTS researchers as a consultant to Outside Opinion.

Reviewed for various EU and Israel research funding organizations.

  1. Invited to talk at the National Museums of World Culture, run by the Swedish government, on games and museums, 19 April 2022. https://www.varldskulturmuseerna.se/en/about-us/
  2. Invited keynote, ERC Advanced project “An-iconology. Theory, History, and Practices of Environmental Images” (AN-ICON), University of Milan, Palazzo Feltrinelli, Lake Garda, Italy, April 20-23 (or virtual). Update: no longer attending (or presenting) as travel looks difficult still (University ban on international travel may lift soon, but not in time). Oh well.
  3. Invited to Cambridge for edited book chapter workshop on Digital Heritage Ethics, in July 2022.
  4. Invited to speak at NTNU Trondheim, Norway as part of successful Erasmus grant led by Aleka Angeletaki (NTNU Trondheim).
  5. Erik Champion published the academic monograph Rethinking Virtual Places, in  Nov 2021,by  Indiana University Press, in their Spatial Humanities series. https://iupress.org/9780253058355/rethinking-virtual-places/ “An essential contribution to a very current topic” wrote Marc Aurel Schnabel, Dean of the Wellington Faculty of Architecture and Design Innovation, Chair Professor Architectural Technology, Victoria University of Wellington.