erik champion dighumlab...virtual heritage is …the use of computer-based interactive technologies...

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Page 1: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Erik Champion

DIGHUMLAB.DK

Page 2: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

ABSTRACT

Academic discourse (of the historical sciences) presupposes a vast domain of related

background knowledge

learnt yet creative technique of extrapolation

But NOT the experiential detective work of experts that visit the real site.

Page 3: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Fact or fiction, History or history

Scholarly knowledge does not easily translate to audience knowledge; nor is scholarly knowledge necessarily the type of knowledge that would best engage the public.

Is it preferable for the audience to learn about a collection of culturally situated past experiences, or a strictly academic procession of historical events?

Page 4: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

TRACES OF THE WORLD

VH Data includes the remains, hypotheses, intangible heritage, audience background and motivation

Digitally mediated technology can replicate existing data but also modify the learning experience of through augmentation

filtering

constraining.

BUT Virtual environments are not complex in their interactional history

if VR is “being there”; the past and the present do not intermingle as they do in real places

the many sub/conscious ways that people leave traces in the world are not conveyed in static 3D models.

Page 6: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

London Charter remedies this?

Page 7: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Virtual heritage is

…the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic, religious, of cultural significance and to deliver the results openly to a global audience in such a way as to provide formative educational experiences through electronic manipulations of time and space.

Stone, Robert, and Takeo Ojika. 2000. Virtual heritage: what next? Multimedia, IEEE no. 7 (2):73-74.

Page 8: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

We need new ways to engage students and public…

Page 9: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

But museums can succeed without the digital…

National museum of

Science Bergamo

Ethnographic Collection

by user, bergamo

Page 10: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Relates to future funding… CARARE Final Conference 7-9.11.12

Europeana,.. Frees 20 m objects, 22 3D

http://www.guardian.co.uk/news/datab

log/2012/sep/12/europeana-cultural-

heritage-library-europe

http://www.sparpointgroup.com/Blogs/Continental-View/Interview--Dr-Anestis-Koutsoudis---At-the-cutting-edge-of-Greek-3D/ or http://www.67100.gr/

Page 11: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Answers answers answers

Record and integrate

“discovery” process

Use game engines and

game metaphors more

effectively

Develop a better framework

of applied game theory that

is scalable, easily tested and

falsifiable

Page 12: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Game-based-learning promises

1. Technology, graphics and

storage and speed,

(Augmented reality,

nonphysical interaction)

2. Archaeological information

3. Training and ideas

4. Crowd sourcing, LBG, and

social media

5. Interdisciplinary approaches

Page 13: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Game components

allow modification of the visual overlaid interface, the Heads Up Display (HUD)

include avatars with triggered and re-scriptable behaviors and path-finding

maps that demonstrate location, orientation, or the social attitude of non-playing characters in relation to the player

imaginative use of technical constraints that add to the thematic fantasy, goal-direction and challenge necessary for an entertaining game.

SO: How can games and interactive digital media in general help learning about archaeology?

Page 14: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Type of game (paper, Champion, GBL, 2008) Example in available games

Tourist Game: enjoy off site from a safe and

comfortable distance.

The new travel game genre, like

Weekend in Capri

Puzzle Games: find what happened by

examining material remains, changes, epigraphy..

ArcDig; Qin: Tomb of the Magic Kingdom, escape

the Forbidden city by solving puzzles (traps etc.).

Resource Management: understand the

speculative historical processes and formulae,

inhabitants’ relationships to their surrounds..

Civilization, Age of Empires, Tribal Trouble,

Pharaoh, Caesar IV

Historical Battles: Avoid being killed, take over

territory, learn military strategies.

The Total War Series, Battalion IV, Starcraft

Role Playing Games The Elder Scroll series: Oblivion, Skyrim

Control Games: These games aim to control

or overcome inhabitants.

Shadow of the Colossus, Darwin, Black and White

Social Mashup: encounters via semi-controlled

characters.

The Sims, Spore

Games that allow classroom role-playing of

history through in-game camera

capture(machinima).

Halo, Unreal, Sims, The Movies

Types of games that MAY help..

Page 15: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Where the knowledge is learnt

Deduction

Exploration

Augmented -ambient info

Counterfactual inspiration

Instrumental

Performance (role-playing)

Diegetic (narration) inside/outside VE

versus mimesis OR external diegesis

Page 16: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Cultural Significance

Today, electronic games are an important vehicle for learning (Anderson, 2010; Dondlinger, 2007).

At the minimum, a game is an activity that (1) typically has some goal in mind, something that the player works to achieve, (2) has systematic or emergent rules, and (3) is considered a form of play or competition (Oxford, 2010).

Apart from “skill and drill” types of games, many are much more complex, providing an interactive narrative in which the player must test hypotheses, synthesize knowledge, and respond to the unexpected (Dondlinger, 2007).

For historical situations or heritage the player/user/student should develop a deeper understanding rather than simply memorizing facts (Bloom, 1956).

I wish to convey the cultural significance of what is represented and interacted with.

What did X mean in time and space and culture and to whom?

Page 17: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,
Page 18: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

My past projects..

Question: How contextually appropriate interaction

can aid the understanding of cultures distant and

remote to the participant.

Participants: university students, museum curators,

travel writers, 3D visualization experts, language

scholars, travellers and tourists.

Tools: Unreal, Unity, Half-Life 2, NeverWinter Nights,

Oblivion, Quest 3D, Adobe Atmosphere, Flash,

StrataStudio, 3D Studio Max, Maya, Blender.

Page 19: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Learning from disperience

How unreliable digital media can be!

Data collection is usually suspect.

Theoretical notions of cultural learning are not

designed to be easily tested, what is it and how

can it be tested?

Designers do not fully understand their own

assumptions until they play test other designers.

Greatest learning experience has been from

designing these VEs, not from playing them.

Gaps between the humanities and the technology

researchers in VH is still alarming.

Page 20: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Little simulation of rituals

Do video games employ habitual social and personal activities closely related to ritual (Gazzard and Peacock 2011)?

Any repetitious activity is NOT a ritual. Rituals, games, and game play narratives may lead to

unpredictable outcomes yet rituals in the real-world tend to be closed

rules are often indirect and learnt over many years, the ritual is experienced in a transcendental state

outside distractions are minimized and ignored

paradoxically, while the ritual is an important part of social bonding it can also reinforce social distinctions.

In the real world the complicit attention and deference of participants is crucial and immediately sensed.

Page 21: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Can we crowd-source?

To what extent can users enrich their environment by personalizing it and communicating through it (Walters, Hughes and Hughes, 2011)?

To what extent should users be thematically constrained by the environment itself?

How much individual freedom can users have to interact with the environment at the risk of destroying immersion?

IS Digital media a shop façade for the serious and scholarly past-time of reading and writing books (Parry 2005; Gillings, 2002). then how will the changing attention spans and learning

patterns of new generations be best addressed (Mehegan, 2007)?

Page 22: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Dreams

Level design game games

Augmented reality and mobile devices

Physiological interaction

New interaction inspirations World-builder

Learning via craft not just spectacle

Humbleness with distinctions

Treating people as infrastructure *VMUST

Page 23: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Get students to learn about historic events and literature through simple game design

Journey to the West, recreated in NeverWinter Nights, a 12 week project by 3 students in 2006.

Involved their translation from the origin al Chinese text. They included the text in the games, created game mechanics and

levels from the text, and tested Chinese and Australian students.

Page 24: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

cultural games can be playfully instructive

Shown at Vsmm2012 conference Chinese Taoism Touch Screen by Neil Wang and Erik Champion

Opening - http://youtu.be/gFYG4zTn4Js

Game Hua - http://youtu.be/DiGDezTM8hY

Game Qi1 - http://youtu.be/jP9nfdUFDTU

Game Qi2 - http://youtu.be/orCga2CQBjs

Game Qin - http://youtu.be/iC2BGT5IbDE

Game Shu - http://youtu.be/dv_TOnl_sbc

Page 25: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

BIOFEEDBACK CINEMATICS AND XRAY VISION

Page 26: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

ETC PRESS

http://www.etc.cmu.edu/etcpress/ Tue, 05/20/2008 - 16:21

We publish books, but we’re also interested in the participatory future of content creation across multiple media. We are an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com. ETC Press has an affiliation with the Institute for the Future of the Book and MediaCommons, sharing in the exploration of the evolution of discourse. ETC Press also has an agreement with the Association for Computing Machinery (ACM) to place ETC Press publications in the ACM Digital Library, and another with Feedbooks to place ETC Press texts in their e-reading platform. Also, ETC Press publications will be in Booktrope and in the ThoughtMesh.

ETC Press publications will focus on issues revolving around entertainment technologies as they are applied across a variety of fields. We will accept submissions and publish work in a variety of media (textual, electronic, digital, etc.). We are interested in creating projects with Sophie and with In Media Res, and we work with The Game Crafter to produce tabletop games. All ETC Press publications will be released under one of two Creative Commons license.

Page 27: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Center for Digital Ethnography, Florida Natalie Underberg

..computer game mod designed to teach about Depression-era Ybor City, Florida history and culture titled the

Turkey Maiden Educational Computer Game (Underberg, 2008). The area is known for its historic cigar industry

and Latin immigrant population. The game itself is based on a Spanish folktale collected from Ybor City, Florida

and was adapted into a video game mod using the popular Role Playing Game (RPG) Neverwinter Nights.

Page 28: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Game design forces students to read material and choose the importance of events and characters

This recreation was based on the Popol Vuh, if players navigated the archaeological recreation correctly, they could be teleported to Xibalba, the mythic Mayan underworld.

In 2006 two students recreated this in 6 weeks, featuring 3D joystick, surround projection, and a dancemat that the player walked on in order to move about the virtual environment.

Page 29: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

MirrorBox Projection

Page 30: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

New heritage

New Media

comprises the act of

reshaping the user

experience of

exploring realms or

worlds through the

innovative use of

digital media.

Home » Studio in Multimedia Authoring in Archaeology: Investigating the past through New Media technologies:

http://anthropology.berkeley.edu/content/studio-multimedia-authoring-archaeology-investigating-past-through-

new-media-technologies

Page 31: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

publicVR.org

http://publicvr.org/

http://vimeo.com/25901467

Page 32: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Interactive narrative

http://www.interactivestory.net/

Page 33: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Sagas in voice & camera tracked games

Skyrimgame can host virtual

recreations (of Nordic stories

or any other), the player can

control the avatar, and issue

voice commands recognised

by the game). Inhabitants can

be easily reprogrammed to

share stories. Trading, praying,

conversing healing etc are

possible, not just violence.

(Bottom picture c/o Eric

Fassbender)n

Page 35: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Virtual Heritage: suggestions

1. Meticulously and comprehensively capture objects and processes of scientific, social or spiritual value.

2. Present this information as accurately, authentically, and engagingly as possible.

3. Distribute the project in a sensitive, safe and durable manner to as wide and long-term an audience as possible.

4. Provide an effective and inspirational learning environment appropriate to the content and to the audience.

5. Possibility to participate in its construction.

Carefully evaluate effectiveness against the above five aims in order to improve both the project and VH!

The VE could be different VEs for different audiences!

Page 36: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

Conclusion

We lack DH projects electric in content and impact (engagement).

The conventions on how to play games are known to a wider number of

people than frequent computer gamers

Games provide engaging and challenging goals, strategies, and performance

feedback which taken together help people to find some form of internal

meaning and purpose in interacting with a virtual environment.

Game-style interaction conventions are typically destructive, instinctive

rather than reflective, and not amenable to history-based learning.

Certain types of virtual environments used in many games are engaging, but

they are not meaningful cultural experiences.

Culture implies materially embodied beliefs that could identity yet outlive a

maker. Play, on the other hand, suggests an eternal changing of form

without thought as to the consequences.

Page 37: Erik Champion DIGHUMLAB...Virtual heritage is …the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic,

contact

ERIK CHAMPION

http://DIGHUMLAB.DK

http://erikchampion.wordpress.com

Email [email protected]

Twitter #nzerik