Workshop on game prototyping

I just gave a talk and mini workshop on prototyping games in Poznan Poland.

Here is a summary of the exercise I gave the cartography students, to create a game prototype in 20 minutes! (Well in the end they had more like 30 minutes)..

  • What is the goal? Why try to reach it?
  • An engaging challenge? Involves competition/mastery, chance, imitation, controlling vertigo/rush of movement/flight?
  • Feedback system? Affordances, constraints; rewards, punishments?
  • Levels up/advance via mechanics?
  • Does it offer different strategies?
  • What is learnt during or after the experience?

Artistic tools to investigate

  1. Collaborative VR Drawing=Cartography?/
  2. YouTube guide
  3. TiltVR
  4. Integrate landscapes into 3D online slides?
  5. Create Guided WebXR landscape tours?
  6. WebXR and OpenXR
  7. Pano inspiration
  8. Literary Atlas of Wellington Walter Langelaar VUW NZ, code.
  9. The ARtefactKit – Stu Eve

Landscape Data, Art/Artefacts & Models as Linked Open Data Perth, Australia

For those interested in the above, please keep Friday 27 July 2018, open for an all-day free event in Perth.

We will be inviting speakers to talk on Australia-specific cultural issues and digital (geo) projects in relation to the above event.

More details to follow shortly and announced via

So there is an Australian working group for Pelagios – Linked Open Data. We will run an event on 27 July at Curtin. News to follow.

Australia LAMLOD Group: led by Erik Champion (UNESCO Chair of Cultural Visualisation and Heritage, Curtin University) and Susan Fayad (City of Ballarat), this WG seeks to address the problem of linking materials between academic research and cultural heritage in an Australian context. This is not so much about extending Pelagios linked data practice to an entirely new continent, though that is important; the problem this WG seeks to address is the multi-layered and contentious representation of cultural heritage, namely: the vast scale of Australian landscapes and historic journeys; the local and highly specific Aboriginal ways of describing, navigating and experiencing the landscapes with hundreds of different languages; and the specific problem of integrating UNESCO designated built and natural heritage with its surrounding ecosystems. The LAMLOD WG will create landscape data and visualisation displays, investigate related cultural artefact knowledge (Indigenous and colonial), and build towards the integration of linked open data and 3D models.


report on trip to Italy, Malta (abridged)

Erik Champion was awarded a small school grant of $2000 to present conference papers at Genoa Italy in October 2016.

He presented two conference papers which are now in the Eurographics Digital Library.

  1. Champion, Erik Malcolm; Qiang, Li; Lacet, Demetrius; Dekker, Andrew. in-world Telepresence With Camera-Tracked Gestural Interaction (The Eurographics Association, 2016) 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 ..
  2. Champion, Erik Malcolm, The Missing Scholarship Behind Virtual Heritage Infrastructures (The Eurographics Association, 2016). 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 …

At the presentation in Genoa he was invited to discussion collaboration with the world heritage lab: HIVE, University of California Merced:

He was also invited to present at Ca Foscari Venice (picture above) -apart from being the guest speaker on a digital humanities panel at the academic year opening of Ca Foscari, University of Venice and he was interviewed by their student paper.
He was also invited to present at the National Centre of Creativity, organised by the University of Malta and the talk was announced in the national paper, Times of Malta. He also met Heritage Malta and another institute who are keen to collaborate in cultural heritage projects.

He’d like to thank MCCA-Curtin, Arianna and Milena for organising his talks in Venice and Malta respectively and Eurographics for the GCH conference in Genoa.

Public Talk: Ca Foscari University, Venice

Serious Games For History & Heritage: Learning From Triumphs & Disasters

Date: 10:00 -11.00, Monday 2 October 2016

Venue: Aula Magna Silvio Trentin,Ca’ Foscari University, Palazzo Ca’ Dolfin, Venice, Italy.

The Games Industry. In 2016, will reputedly become a 100 billion USD industry with mobile games overtaking PC and game consoles for the first time. While the year before, in 2015 Minecraft became the second highest selling game of all time, at $54 billion USD (GameCentral for, 2015; Mojang, 2016). And the year before that, in 2014, Microsoft bought Minecraft for 2.5 billion US dollars. So surely it would make sense to appropriate game design to the purposes of the humanities, especially to history and heritage? In this talk I will examine the promise  of serious games and the related global industry for communicating aspects of the past, but I will also outline key issues that have hindered the employment of games for education and dissemination, and provide examples of serious games and virtual heritage projects that I have worked on over the last fifteen years.


  2. GameCentral for (2015). Minecraft is now second best selling video game ever. Metro. Retrieved from Metro website:
  3. Mojang. (2016). MINECRAFT STATISTICS. Retrieved from
  4. Champion, E. (2015) Critical Gaming: Interactive History And Virtual Heritage. Digital Research in the Arts and Humanities UK: Routledge.


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
Introductions Erik Champion
Digital Karnak Elaine Sullivan, UCSC USA
Linked Open Data Visualisation Conal Tuohy, Brisbane
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

Digital Heritage, Scholarly Making & Experiential Media

Our internal small grant (School of Media Culture and Creative Arts, Curtin University) was successful!

Here is a synopsis of the application (redacted):

Digital Heritage, Scholarly Making & Experiential Media

We propose

  • A one-day workshop [Friday 26 August 2016, HIVE] with 3D, Digital APIs, UNITY and Augmented Reality workshops.
  • We will present our projects at that workshop and a month later meet to review progress and each other’s publications and grants.
  • Then we will organize with the Library and other GLAM partners a cultural hackathon in Perth where programmers and other parties spend a day creating software prototypes based on our ideas from the workshop. The best project will win a prize but the IP will be open source and contestants may be invited into the research projects or related grant applications.
  • Equipment to build prototypes and showcases for future grants. Part of the money will also go into Virtual Reality headsets, and Augmented Reality equipment that can be loaned out from the MCCA store to postgraduates and students.

The above would help progress the below research projects:

  • Another need is to develop the maker-space and digital literacy skills in information studies and the Library Makerspace, to develop a research area in scholarly making.
  • Another project is to integrate archives and records with real-time visualisation such as in the area of digital humanities scholarship, software training in digital humanities, and hands on workshops and crafting projects at the Curtin University Library.
  • Another project is to explore how SCALAR can integrate 3D and Augmented Reality and create a framework for cloud-based media assets that could dynamically relate to an online scholarly publication and whether that journal in printed form, with augmented reality trackers and head mounted displays could create multimedia scholarly journals where the multimedia is dynamically downloaded from the Internet so can be continually updated. Can this work inform future developments of eSPACE and interest in ‘scholarly making’ and makerspaces?
  • There is potential to create an experiential media research cluster with the new staff of SODA, to explore immersive and interactive media that can capture emotions and affects of participants or players. This requires suitable equipment.