We regularly hear about the ‘power of the archive’ and know about the importance of the archive for accountability and identity within our societies. But do we ever actually stop to think about the term ‘power of the archive’? What is the nature of this power? Do archives have inherent power? Or is it those…
Thanks to a Curtin MCCA Strategic Grant six reseachers and Library staff at Curtin University bought Virtual Reality and Augmented Reality equipment and ran two events to help staff develop digital prototypes and experiences using cultural data resources and digital humanities tools and techniques
- 26/08/2016 (AM) GLAM VR: talks on Digital heritage, scholarly making & experiential media (26/08/2016 (AM) 49 registrations-twitter: #GLAMVR16
THEN Cultural Datasets In a Game Engine (UNITY) & Augmented Reality Workshop 6/08/2016 (PM) 34 registrations
- Curtin Cultural Makathon (11/11/2016) 20 registrations-twitter: #ccmak16 OH and before the Makathon, there was a TROVE API workshop! Or read Kathyrn Greenhill’s notes.
Our Curtin Cultural Makathon, great fun, four finished projects, excellent judges and data mentors, fabulous colleagues and atmosphere, plus pizza! Must do again but with more 3D and entertainment technology! Slides: http://slides.com/erikchampion/deck-4#/
There are also GLAMVR16 slides: http://slides.com/erikchampion/glamvr16-26-08-2016#/
Want Western Australian / Australian datasets for your own hackathon? http://catalogue.beta.data.wa.gov.au/group/about/curtin-cultural-makathon
Seems to me we leave this sort of topic to keynote speakers who almost accidentally argue for a field/issue/method/tool that they themselves (research centre, department) and associates are currently working on.
Human nature. But if people who are currently not working on defined projects/tools/applications/sites met and discussed the issues what would they say? I’ll stick my neck out and say
1 Impossible to find, access and use/re-use the models, tools, paradata.
2 No consistant, standard framework.
3 No best practices, prizes*, competitions (but plenty of surveys and state of the art papers-only they read to me more as literature reviews).
4 Interaction is not saved ( not just user data but the game mechanics and interactive tools and techniques).
How would this lead to challenges?
- Are there tools or portals that can scrape the web and auto-retrieve not just 3D models but 3D heritage models?
- Are the aims, objectives, paradata clearly available and could we create metadata wizards that coax this into the project?
- What incentives are needed to convince content creators to link to, record or even deposit their models and related assets?
- Can grant agencies (with their increased focus on data management) convince applications to deposit the models and provide ranked, hierarchical, freemium levels of access and reuse?
- Can community tools and web portals (Mediawiki, Sketchfab, Archivematica) be sharpened as kit sets for communities?
*Best of heritage? I had high hopes but I met an organiser who told me this is not primarily what Best of heritage does. It isn’t a ranking/rating/critical appraisal system but a communication of what is happening in the (museum) field.
Hack/slash/cut/bash/scrape/mod/mash – it’s a culture thing
Use government and institutional research data, gallery, library, archive and museum information as data sources. Experiment with data for a research project or proposal; create something accessible, beautiful and/or useful using craft, games, augmented or virtual reality, apps or something else: it’s up to you.
Date: Thursday 10 November 2016 (afternoon) & Friday 11 November 2016 (9am – 5pm)
Location: Makerspace, level two, Robertson Library (building 105), Curtin University, Kent Street, Bentley
Registration: Free via Eventbrite
For more information visit the Curtin Cultural Makathon website.
Curtin Cultural Makathon is funded by a MCCA strategic grant. For more details on the project contact Professor Erik Champion.
The call for PhD scholarships (UNESCO Cultural Heritage and Visualisation) at Humanities, Curtin University, has now been extended to 17 October 2016. See https://scholarships.curtin.edu.au/scholarships/scholarship.cfm?id=2782.0
I can be contacted for enquiries or submission but I am away from 1-16 October so email replies may be slow.
Time: 15:45 – 17:15 (session) , Wednesday 5 October.
Location: Area della Ricerca di Genova, Via De Marini 6, 16149 Genova (Genoa), Italy.
Title: The Missing Scholarship Behind Virtual Heritage Infrastructure
This theoretical position paper outlines four key issues blocking the development of effective 3D models that would be suitable for the aims and objectives of virtual heritage infrastructures. It suggests that a real-time game environment which composes levels at runtime from streaming multimédia components would offer advantages in terms of editing, customisation and personalisation. The paper concludes with three recommendations for virtual heritage infrastructures.
Time: 11:00 – 12:00 (short paper, session) , Thursday 6 October.
Location: Area della Ricerca di Genova, Via De Marini 6, 16149 Genova (Genoa), Italy.
Title: 3D in-world Telepresence With Camera-Tracked Gestural Interaction
While many education institutes use Skype, Google Chat or other commercial video-conferencing applications, these applications are not suitable for presenting architectural or urban design or archaeological information, as they don’t integrate the presenter with interactive 3D media. Nor do they allow spatial or component-based interaction controlled by the presenter in a natural and intuitive manner, without needing to sit or stoop over a mouse or keyboard. A third feature that would be very useful is to mirror the presenter’s gestures and actions so that the presenter does not have to try to face both audience and screen.
To meet these demands we developed a prototype camera-tracking application using a Kinect camera sensor and multi-camera Unity windows for teleconferencing that required the presentation of interactive 3D content along with the speaker (or an avatar that mirrored the gestures of the speaker). Cheaply available commercial software and hardware but coupled with a large display screen (in this case an 8 meter wide curved screen) allows participants to have their gestures, movements and group behavior fed into the virtual environment either directly or indirectly. Allowing speakers to present 3D virtual worlds remotely located audiences while appearing to be inside virtual worlds has immediate practical uses for teaching and long-distance collaboration.
Conference URL: http://gch2016.ge.imati.cnr.it/index.php/technical-program
Well #GLAMVR16 was the twitter hashtag for Friday 26 August’s event held at the HIVE Curtin university, Perth. In the morning two invited speakers (Assistant Professor Elaine Sullivan and Mr Conal Tuohy) gave talks on Digital Karnak and Linked Open Data. They were followed by myself and my colleagues at the School of Media, Culture and Creative Arts, then a workshop on Trove data feed into UNITY game engine dynamically (Mr Michael Wiebrands) and Augmented Reality, Vueforia>Unity (Mr Dominic Manley).
There were three themes/reasons for the morning talks and afternoon workshops.
1.Digital Heritage: Workflows & issues in preserving, exporting & linking digital collections (especially heritage collections for GLAM.
2.Scholarly Making: Encourage makerspaces & other activities in tandem with academic research.
3.Experiential Media: Develop AR/VR & other new media technology & projects esp. for humanities.
The event was part of a strategic grant received from the School of Media Culture and Creative Arts, so thanks very much to MCCA!
Schedule and links to slides
|Session title and links to slideshare||PRESENTER|
|Digital Karnak||Elaine Sullivan, UCSC USA|
|Linked Open Data Visualisation||Conal Tuohy, Brisbane|
|MORNING TEA||morning TEA|
|Making collections accessible in an online environment||Lise Summers|
|Digital scholarship, makerspaces and the library||Karen Miller|
|Digital Heritage Interfaces and Experiential Media||Erik Champion|
|Simple Biometric Devices for Audience Engagement||Stuart Bender|
|Usability of interactive digital multimedia in the GLAM sector||Beata Dawson|
|Emotive Media – Visualisation and Analysis of Human Bio-Feedback Data||Artur Lugmayr|
|Visualising information with RAM iSquares||Pauline Joseph|
|digital workflows (UNITY)||Michael Wiebrands|
|Introduction to Augmented Reality||Dominic Manley|
|final questions/social networking/ SUNDOWNER||Centre for Aboriginal Studies Foyer|