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Motion Control For Remote
Archaeological Presentations
issues, solutions, future design potential
Professor Erik Champion, Faculty of
Humanities, Curtin University, Western
Australia
My interest in Virtual Heritage
• Background in architecture, (art
history) and philosophy
• PhD with Lonely Planet in virtual
environments for travel and tourism
• Taught interaction design and game
design at UQ, UNSW, Massey
• Past-Project Manager at
DIGHUMLAB (Denmark)
• Professor of Cultural Visualisation,
Curtin University, Perth, Western
Australia
2
Lack tools to present 3D remotely
Oculus lacks social presence
Second Life Lacks Attentional Focus
Presenting on a curved screen
Curtin HIVE (Hub for Immersive Visualisation and
eResearch)
Also issue with game mods – can use NPCs
-Eric Fassbender, Macquarie University UNSW
the museums of tomorrow
https://twitter.com/plevy/status/433058523836985344/pho
to/1
Place-ness required for
Cultural presence
• To evoke +communicate historical situations or heritage values find
deeper understandings not simply memorize facts (Bloom, 1956).
• Place is a cultural setting, it gives cultural interaction a time and a
location, Crang (1998, p.103), “Spaces become places as they
become ‘time-thickened’”
• Places do not just organise space, they orient, identify, and animate
the bodies, minds, and feelings of both inhabitants and visitors.
• Cultural presence: a feeling in a virtual environment that people
with a different cultural perspective occupy or have occupied that
virtual environment as a ‘place’.
9
Definitions
NEW MEDIA: the act of reshaping the user experience
through the innovative use of digital media.
VIRTUAL HERITAGE: convey the appearance,
meaning, significance and social agency that
designed and used cultural artefacts and sites,
(through the use of interactive and immersive digital
media).
NEW HERITAGE: re-examine the user experience that
digital media can provide for the understanding and
experiencing of tangible and intangible cultural
heritage
Erik Champion, in Y. E. Kalay, T. Kvan, & J. Affleck, New Heritage: new
media and cultural heritage. New York: Routledge, 2008.10
UPF: CAVE + Kinect: how to interact?
UPF: how to present info?
UPF: Catch creatures in net
Engagement - selfie (MS Kinect-Sesame St)
APA game
- Bologna CINECA
At CURTIN HIVE we have similar challenges
Jeffrey Jacobson
Narrator in Way of Audience
www.publicVR.org
Example: Narrator not facing audience, pointing to?
Tiled Displays Aren’t Immersive
Puppetry but evaluation issues
21
How to involve the audience?
Also Issues with Domes
3D film studio but how to incorporate?
Using a Turing Test
Try to disguise yourself as an NPC or take over their role in
society and see how long you last before being discovered.
Biofeedback could affect..
• Triggered or default behaviours
of the avatar.
• Control camera views (based
on heartbeat).
• Change trust (galvanic skin
response-sweat).
• The field of view (music or
character anger).
• Control other NPCs
(calmness).
Touchscreen Taoism
Chinese Taoism Touch Screen by Neil
Wang and Erik Champion
(VSMM2012 conference)
Opening:
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
3D film studio but how to incorporate?
3D presentation + slides
3D objects with physics
Pix4D SA, EPFL Innovation Park, Switzerland,
www.pix4d.com
https://sketchfab.com/models/7f022938bee44f36bde778d
affdbea8e
Camera tracking:mirror+puppet + replace avatar
Panoramic movies+ 3D models + scholarly archives
Biofeedback, Rituals Worlds + Roleplaying, Violence, Interactive
Narrative/Drama, Virtual Heritage, Heuristics
erik.champion@curtin.edu.au nzerik@gmail.com
www.erikchampion.wordpress.com twitter: @nzerik

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Motion Control For Remote Archaeological Presentations-Digital Heritage 3D conference Aarhus Denmark 21-22 May 2015

  • 1. Motion Control For Remote Archaeological Presentations issues, solutions, future design potential Professor Erik Champion, Faculty of Humanities, Curtin University, Western Australia
  • 2. My interest in Virtual Heritage • Background in architecture, (art history) and philosophy • PhD with Lonely Planet in virtual environments for travel and tourism • Taught interaction design and game design at UQ, UNSW, Massey • Past-Project Manager at DIGHUMLAB (Denmark) • Professor of Cultural Visualisation, Curtin University, Perth, Western Australia 2
  • 3. Lack tools to present 3D remotely
  • 5. Second Life Lacks Attentional Focus
  • 6. Presenting on a curved screen Curtin HIVE (Hub for Immersive Visualisation and eResearch)
  • 7. Also issue with game mods – can use NPCs -Eric Fassbender, Macquarie University UNSW
  • 8. the museums of tomorrow https://twitter.com/plevy/status/433058523836985344/pho to/1
  • 9. Place-ness required for Cultural presence • To evoke +communicate historical situations or heritage values find deeper understandings not simply memorize facts (Bloom, 1956). • Place is a cultural setting, it gives cultural interaction a time and a location, Crang (1998, p.103), “Spaces become places as they become ‘time-thickened’” • Places do not just organise space, they orient, identify, and animate the bodies, minds, and feelings of both inhabitants and visitors. • Cultural presence: a feeling in a virtual environment that people with a different cultural perspective occupy or have occupied that virtual environment as a ‘place’. 9
  • 10. Definitions NEW MEDIA: the act of reshaping the user experience through the innovative use of digital media. VIRTUAL HERITAGE: convey the appearance, meaning, significance and social agency that designed and used cultural artefacts and sites, (through the use of interactive and immersive digital media). NEW HERITAGE: re-examine the user experience that digital media can provide for the understanding and experiencing of tangible and intangible cultural heritage Erik Champion, in Y. E. Kalay, T. Kvan, & J. Affleck, New Heritage: new media and cultural heritage. New York: Routledge, 2008.10
  • 11. UPF: CAVE + Kinect: how to interact?
  • 12. UPF: how to present info?
  • 14. Engagement - selfie (MS Kinect-Sesame St)
  • 16. At CURTIN HIVE we have similar challenges
  • 17. Jeffrey Jacobson Narrator in Way of Audience www.publicVR.org
  • 18. Example: Narrator not facing audience, pointing to?
  • 19.
  • 22. How to involve the audience?
  • 24. 3D film studio but how to incorporate?
  • 25. Using a Turing Test Try to disguise yourself as an NPC or take over their role in society and see how long you last before being discovered.
  • 26. Biofeedback could affect.. • Triggered or default behaviours of the avatar. • Control camera views (based on heartbeat). • Change trust (galvanic skin response-sweat). • The field of view (music or character anger). • Control other NPCs (calmness).
  • 27. Touchscreen Taoism Chinese Taoism Touch Screen by Neil Wang and Erik Champion (VSMM2012 conference) Opening: 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
  • 28. 3D film studio but how to incorporate?
  • 30. 3D objects with physics
  • 31.
  • 32.
  • 33. Pix4D SA, EPFL Innovation Park, Switzerland, www.pix4d.com https://sketchfab.com/models/7f022938bee44f36bde778d affdbea8e
  • 35. Panoramic movies+ 3D models + scholarly archives
  • 36. Biofeedback, Rituals Worlds + Roleplaying, Violence, Interactive Narrative/Drama, Virtual Heritage, Heuristics erik.champion@curtin.edu.au nzerik@gmail.com www.erikchampion.wordpress.com twitter: @nzerik

Hinweis der Redaktion

  1. Displaying research data between archaeologists or to the general public is usually through linear presentations, timed or stepped through by a presenter. Through the use of motion tracking and gestures being tracked by a camera sensor, presenters can provide a more engaging experience to their audience, as they won't have to rely on prepared static media, timing, or a mouse. While low-cost camera tracking allow participants to have their gestures, movements, and group behaviour fed into the virtual environment, either directly (the presenter is streamed) or indirectly (a character represents the presenter). Using an 8 metre wide curved display (Figure 1) that can feature several on-screen panes at once, the audience can view the presenter next to a digital environment, with slides or movies or other presentation media triggered by the presenter’s hand or arm pointing at specific objects (Figure 2). An alternative is for a character inside the digital environment mirroring the body gestures of the presenter; where the virtual character points will trigger slides or other media that relates to the highlighted 3D objects in the digital scene.
  2. Explore how the Paris Stories tie into the narrative in this #AssassinsCreed Unity DevBlog: bit.ly/1B1L6uw pic.twitter.com/XIJet683ip
  3. ----- Meeting Notes (20/05/15 11:48) ----- Taskperformance (quantitative or qualitative) Likert or statistical evaluation Extrapolated understanding Personal ‘sense’ of cultural presence What do they choose next (exit strategies) ‘Teach the teacher’ et al methods Excitement recorded from biofeedback