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Interacting With History
Using Virtual
Environments
Erik Champion
erik.champion@curtin.edu.au
Curtin University
Perth Australia
Brief bio
Background in architecture, (art history) and philosophy
PhD with Lonely Planet in VEs for travel and tourism
Taught interaction design and game design
Project Manager for a Digital Humanities Network (Denmark)
Professor of Cultural Visualisation, Curtin University, Perth, Western Australia
3D Cultural Visualisation?
Feature

Science Art

Culture

Reusable data

Yes

No

Important

Standard tools

Yes

Seldom Thematic & communal

Clear research
question

Yes

Seldom Depends

Null hypothesis

Yes

No

Extensible

Mostly

Seldom Important

Falsifiable

Yes

Seldom Difficult

Stored

Typically Unlikely Vital

Not often
Abstract


Where historians wish to develop digital environments to
teach and disseminate, I suggest that the crucial issue is
interaction and the learning that results from that
interaction (Mosaker, 2001).



In order to improve interaction, designers and historians
could examine games and why they are so successful; a
considerable amount of literature has argued that
interactive engagement in a computer medium is best
demonstrated by games (Champion, 2008).
Central point
1. Games are great learning environments
2. Except for Cultural Significance, history and heritage


Good and bad examples

1. Conclusion: problems and solutions


Technology=barrier but not the issue: learning is the problem.



What historical principles are used, learnt and applied?



Inhabitants’ points of view (heritage) missing



Scholarly cycle incomplete, community cycle inextensible
Games as tools

Creatorverse
LBP1+2

http://www.mediamolecule.com/blog/article/kareems_talk_from_learning_without_frontie
Games for history
1. Play and and answer questions
2. Play and classroom discuss authenticity
3. Role-play with games, puppets, or narrators
4. Mod cities, empires events based on theories
5. Film events etc. using machinima tools
6. Combine images or panoramas with other media
7. Design past artefacts, events, rituals or customs
8. Create VEs using games and game mods or using VR
1. Playing History

Plague – Slave trade - Vikings

Challenge: ..the belief that it is
exciting to learn about history.
The game integrates learning
and playing in a way that
engages pupils and gives them a
concrete feel for the historical
time and setting
Solution: The game can be
compared to a journey through
time and space
Platform: Mac/PC, single player,
browser
Technology: 3D Unity game
engine
Playtime: Per game 60 minutes
Target group: 9-14 years old
2. Discuss and debate

http://proteus.brown.edu/romana
Watch the movie,
‘Gladiator’ ..Identify an item
of material culture (building,
object, ‘thing’) that is
important to the plot and
structure of the movie, and..

NOTE http://www.playthepast.org
3. Role-play

http://publicVR.org OR video at http://vimeo.com/25901467
4. Mod cities empires

Kurt Squire:
“We are interested in: the processes by which players develop
an interest in history, what historical understandings develop,
and if participation has consequences for activities such as
school.”
5. Film Events (Machinima)

http://www.sourcefilmmaker.com/

http://www.thesims.com/de-de

http://moviesandbox.com
6. Combine images, panos

http://www.petermorse.com.au/vrar/vr/
Iphone: http://www.youtube.com/watch?v=s9sBtuCuju0
Technical description http://paulbourke.net/dome/UnityiDome/
Other pano examples http://paulbourke.net/transient/Beacon/beacontour.html
7. Design past artefacts
8. Create VEs via game mods

http://cryve.id.tue.nl
8b. OR VEs from VR systems

http://www.ntnu.no/ub/omubit/bibliotekene/gunnerus-1/mubil
Games: Pros and cons
Factors

Weaknesses

Strengths

Interaction

Agency destroys historic causality. Simplistic
interaction, may be difficult for older audiences.

Helps teach interaction design.

Engagement

Educational games: worst of both worlds?

Well-known & popular.

Learning

How to promote heritage & knowledge transfer.

Learn by trial and error.
Leveling allow for skills learnt

Technical issues

Often contains many bugs. Often platform
specific.

Speed, lighting, avatar design,
peripheries, networking

Support

Support by the actual company can be slow, and
they may avoid listing intended future features.

Community support (internet
forums).

Game
development

Non proprietary formats, changing game engine
code may require extremely good levels of
programming.

Education discounts available,
some games are easily
“modded”.

Access/ cost

Expensive software development kits and
commercial licenses. Expensive as classroom set.

Take them home, personalize
modify and share them.

Institutional
value

Not taken seriously.

Employability for students.
Games and learning


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



A game is an activity that


(1) ..has some goal in mind, .. the player works to achieve



(2) has systematic or emergent rules, and



(3) is considered a form of play or competition (Oxford, 2010).



While this encompasses “skill and drill” types of games, many of
today’s digital games are much more complex, providing an interactive
narrative in which the player must test hypotheses, synthesize
knowledge, and respond to the unexpected (Dondlinger, 2007).



Rule-finding interactive challenges, requiring judgment, priority
selection + direction towards goal completion (Champion, 2011).
Games are culturally significant?
For evoking +communicating historical situations or
heritage values we must deeper understandings rather than
simply memorizing facts (Bloom, 1956).
1.What is the cultural significance of what is represented and
interacted with?
2.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’.
Problem: Narrative/Interaction

How do we interact with
history over time?
How does the GOD view
interact with inhabitants?

(Glory of Rome)
Problem: Interaction

/History

1.

Ritual knowledge: Match artefacts with events to progress through time

2.

Memetic Cause &effect (Guess results or memes to progress history)

3.

Extrapolate from clues in NPC dialogue

4.

Role-play minor characters, “History” not affected

5. Counterfactual histories (create many possible worlds)
6. Augment virtual world with historical or current media
7. Sentiment analysis (observe the emotional impact of events on
NPCs)
8. Separate lies from truth to progress
9. Mimic NPCs (as a kind of reverse Cultural Turing Test)
Problem: Inhabitants’

point of view



Can users learn via interaction the meanings and values
of others, do we need to interact as the original
inhabitants did?



How can we find out how they interacted?



Can the limited and constraining nature of current
technology help interaction become more meaningful,
educational and enjoyable (Handron & Jacobson, 2010)?



How do we even know when meaningful learning is
reached?
Problem: Avatars

Eric Fassbender: Macquarie Lighthouse



Realistic depiction



Social behaviour



Interface issues



How to advance story
http://www.interactivestory.net/
Problem:

Rituals
Lacking
•Social judgement
•Perceived social hierarchies
•Sense of being watched
•Territoriality
•Social Proxemics
•Nuanced behaviour
•Intimacy and ceremony
•Changes in physiology
•Symbolic effects

http://www.youtube.com/watch?v=MqMXIR
Image:
http://www.virtualtripping.com/google-earths
2008
Problem: Sensory

Immersion
Affective Process
Biofeedback middleware
Kinect 1/2: voice + skeleton
Vocal Joystick surfs the Web


Listen in as someone uses
Vocal Joystick to browse the
Web.



Eight vowel sounds move
the cursor in different
directions.



Louder noises move the
cursor more quickly.



The sounds “k” and “ch”
simulate clicking and
releasing the mouse buttons.

http://uwnews.washington.edu/ni/article.asp?articleID=37134
Problem: Integrate

Text+Model

http://gap.alexandriaarchive.org/gapvis/index.html#index
Problem: Violence


No realistic humans



No social judgement



No time to think



Gun based genres are commonplace



Weaponry skill can be easily leveled up



Typical single player



Demographics
Alternatives to Violence












Reflexivity: A reflective space, where players are encouraged to relax and consider
the consequences of their actions
Performativity: The player, if in a class situation, could be asked to perform or
orate and present their experience of the VE
Role-playing Virtue Ethics: Take on characters in role playing games and see how
their characters change in relation to perceived development of virtue ethics..
Consequentialism: Players could be allowed to be violent, but the consequences of
their actions could affect their future gameplay. through the game.
Alternative Strategies: Violence could be offered as a strategy, but it could be
offered as a long-term destructive strategy.
Creative Uses For Weapons: used as tools to construct.
NPC distaste and disparagement: they discourage violence.
Biofeedback: Performance based on calmness
Expressive and embodied modes of interaction
Emphasis on non-violent competition
Players become morally accountable for their actions
Alternative game modes
Turkey Maiden Educational
Computer Game

http://digitalethnography.dm.ucf.edu/

The Journey

http://www.thenightjourney.com/statement.htm
Gaming through touch
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
Problem: Scholarly

knowledge

Scholarly knowledge does not easily translate to audience knowledge;
nor does it always best engage the public.
IF we can use digital worlds for teaching +learning about heritage
&history, is it preferable to learn about a collection of culturally situated
past experiences, or an academic procession of historical events?
Smith: history as meaning the past, OR history as being something
produced by historians.
Given that even philosophers such as Goldstein (1964) and Gale (1962)
disagreed on what constitutes history and what constitutes recollection
of the past; how can students or the general public reliably distinguish
between the two?
How it can be or should be accessed?
Problem: Book-based?
Technology or evaluation is the not the fundamental
problem.
Skeates (2000) warned that archaeologists need to
reconsider their field as a communication medium, and
not just as a closed scientific discipline.
For while these books presuppose
a vast domain of knowledge,
a certain learnt yet creative technique of extrapolation
they typically do not cover the experiential detective work
of experts that visit the real site (Gillings, 2002).
Academic disciplines are typically book-based and do not
see that an academic publication is also a simplification
and metaphorical extension of the remains and ruins it
describes.
Problem: Augmenting
Ideally, Ves help the general public to


create, and share and discuss
hypothetical or counterfactual
places



meet virtually in these places with
colleagues to discuss them,



work in these recreations to
understand limitations forced on
their predecessors,



develop experiential ways to
entice a potential new audience
to both admire the content and
the methods of their area of
research.

script
Problem: Evaluation
Using media such as game engines to represent the past or digital places
that represent the future, it is all too easy to be taken in by the lure of
technology and forget to concentrate on enhancing the user experience.
There is also a school of thought in archaeology that views digital media
as purely a shop façade for the serious and scholarly past time of reading
and writing books (Parry 2005; Gillings, 2002). Yet if we avoid teaching
with digital media, how will the changing attention spans and learning
patterns of new generations be best addressed (Mehegan, 2007)?
Even if we decide on what we are evaluating, it is not clear how to
evaluate.
The ethnographic techniques used by researchers may be effective in
recording activity, but they do not directly indicate the potential mental
transformations of perspective that result from being subjectively
immersed in a different type of cultural presence (Benford et al, 2002).
Evaluating VES - People


Task performance (quantitative or qualitative)



Likert or statistical evaluation



Extrapolated understanding



Personal ‘sense’ of cultural presence



What do they choose next (exit strategies)



Excitement recorded from biofeedback



‘Teach the teacher’ et al methods


Collaborative learning: HACK4LT, VILNIUS LITHUANIA
Mixed Reality

http://ael.gatech.edu/lab/research/arsecondlife
/using-the-ar-second-life-client/
http://virtual.vtt.fi/virtual/proj2/multimedi
a/projects/mrconference.html
3D
1. Show design features based on
scale and senses
2. Reveal limitations or principles of
historical 2D images
3. Provide a heightened sense of
difficulty, occasion, ritual, social
proxemics (social hierarchies)
4. Afford a sense of place:
peripherality, centre directionality
5. Fix locations in the memory
iSphere copyright Paul Bourke
Warping
The HIVE@CURTIN
The cost of Stereo VR
Conclusion
1. Game conventions work but do not necessarily lead to
meaningful learning.
2. Background research required for public versus scholar needs.
3. We lack interactive and immersive digital history projects that
are meaningful and engaging learning experiences.
4. Games as Virtual Environments may connect more people,
more thematically without competing with book learning.
5. Mixed reality has many advantages but few exemplars.
References















BBC Ancient History Section. (Undated). Death in
Sakkara: An Egyptian Adventure,
http://www.bbc.co.uk/history/interactive/animations/ir
onage_roundhouse/index.shtml
Benford, S., Fraser, M., Reynard, G. Koleva, B., and
Drozd, A. (2002). Staging and Evaluating Public
Performances as an Approach to CVE Research,
Proceedings of the 4th international conference on Collaborative
virtual environments, ACM New York.
Bloom, B. S. (1956). ‘Taxonomy of Educational
Objectives’, Book 1 Cognitive Domain. New York:
Longman Inc.
Champion, E. (2008). ‘Otherness of place: Game-based
interaction and learning in virtual heritage projects’,
International Journal of Heritage Studies, 14(3), 210-228.
Dondlinger, M. J. (2007). ‘Educational Video Game
Design: A Review of the Literature’, Journal of Applied
Educational Technology, 4(1), 21-31.
Handron, K., & Jacobson, J. (2010). Extending Physical
Collections Into the Virtual Space of a Digital Dome,.
Paper presented at the 11th International Symposium on
Virtual Reality, Archaeology and Cultural Heritage (VAST),
Paris, France.
Hight, J. (2006). ‘TEXT: Narrative Archaeology: reading
the landscape’, newmediafix,
http://newmediafix.net/daily/?p=638
Leader-Elliott, L. (2003). ‘Community Heritage
Interpretation Games: A Case Study from Angaston,
South Australia’, International Journal of Heritage Studies,
11:2, 161-71.
Gale, R.M. (1962). ‘Dewey and the Problem of the
Alleged Futurity of Yesterday’, Philosophy and
Phenomenological Research, 22(4), 501-511.
Gillings, M. (2002). Virtual archaeologies and the hyperreal, in P. Fisher, D. Unwin, (eds.), Virtual Reality in
Geography (London & New York: Taylor & Francis,
2002), 17-32.













Goldstein, L. (1964). ‘The "Alleged" Futurity of
Yesterday’, Philosophy and Phenomenological Research,
24(3), 417-420.
Jacobson, J. (2011). ‘The Effect of Visual Immersion in an
Educational Game; Gates of Horus’, International Journal
of Gaming and Computer-Mediated Simulations, 3(1), 13-32.
Mehegan, D. (2007). Young People Reading a Lot Less:
Report Laments the Social Costs. The Boston Globe, 19
November (2007),
http://www.boston.com/news/nation/articles/2007/11
/19/young_people_reading_a_lot_less/.
Mosaker, L. (2001). ‘Visualizing Historical Knowledge
Using VR Technology’, Digital Creativity S&Z 12(1), 15-25.
Oxford English Dictionary (2010). Retrieved December
17, 2010, from Oxford Dictionaries website:
http://oxforddictionaries.com.
Parry. R. (2005). ‘Digital Heritage and the Rise of Theory
in Museum Computing’, Museum Management and
Curatorship, 20:4, 333-48.
Skeates, R. (2000). Debating the archaeological heritage,
(London: Duckworth), 109-111.
Smith, B. G. (1995). ’Whose Truth, Whose History?',
Journal of the History of Ideas, 56(4): 661-668.
http://blip.tv/learning-without-frontiers/game-basedlearning-2009-terry-deary-author-horrible-histories1916837
http://archaeogaming.wordpress.com/

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Leipzig eHumanities 23 October 2013 talk

  • 1. Interacting With History Using Virtual Environments Erik Champion erik.champion@curtin.edu.au Curtin University Perth Australia
  • 2. Brief bio Background in architecture, (art history) and philosophy PhD with Lonely Planet in VEs for travel and tourism Taught interaction design and game design Project Manager for a Digital Humanities Network (Denmark) Professor of Cultural Visualisation, Curtin University, Perth, Western Australia
  • 3. 3D Cultural Visualisation? Feature Science Art Culture Reusable data Yes No Important Standard tools Yes Seldom Thematic & communal Clear research question Yes Seldom Depends Null hypothesis Yes No Extensible Mostly Seldom Important Falsifiable Yes Seldom Difficult Stored Typically Unlikely Vital Not often
  • 4. Abstract  Where historians wish to develop digital environments to teach and disseminate, I suggest that the crucial issue is interaction and the learning that results from that interaction (Mosaker, 2001).  In order to improve interaction, designers and historians could examine games and why they are so successful; a considerable amount of literature has argued that interactive engagement in a computer medium is best demonstrated by games (Champion, 2008).
  • 5. Central point 1. Games are great learning environments 2. Except for Cultural Significance, history and heritage  Good and bad examples 1. Conclusion: problems and solutions  Technology=barrier but not the issue: learning is the problem.  What historical principles are used, learnt and applied?  Inhabitants’ points of view (heritage) missing  Scholarly cycle incomplete, community cycle inextensible
  • 8. Games for history 1. Play and and answer questions 2. Play and classroom discuss authenticity 3. Role-play with games, puppets, or narrators 4. Mod cities, empires events based on theories 5. Film events etc. using machinima tools 6. Combine images or panoramas with other media 7. Design past artefacts, events, rituals or customs 8. Create VEs using games and game mods or using VR
  • 9. 1. Playing History Plague – Slave trade - Vikings Challenge: ..the belief that it is exciting to learn about history. The game integrates learning and playing in a way that engages pupils and gives them a concrete feel for the historical time and setting Solution: The game can be compared to a journey through time and space Platform: Mac/PC, single player, browser Technology: 3D Unity game engine Playtime: Per game 60 minutes Target group: 9-14 years old
  • 10. 2. Discuss and debate http://proteus.brown.edu/romana Watch the movie, ‘Gladiator’ ..Identify an item of material culture (building, object, ‘thing’) that is important to the plot and structure of the movie, and.. NOTE http://www.playthepast.org
  • 11. 3. Role-play http://publicVR.org OR video at http://vimeo.com/25901467
  • 12. 4. Mod cities empires Kurt Squire: “We are interested in: the processes by which players develop an interest in history, what historical understandings develop, and if participation has consequences for activities such as school.”
  • 13. 5. Film Events (Machinima) http://www.sourcefilmmaker.com/ http://www.thesims.com/de-de http://moviesandbox.com
  • 14. 6. Combine images, panos http://www.petermorse.com.au/vrar/vr/ Iphone: http://www.youtube.com/watch?v=s9sBtuCuju0 Technical description http://paulbourke.net/dome/UnityiDome/ Other pano examples http://paulbourke.net/transient/Beacon/beacontour.html
  • 15. 7. Design past artefacts
  • 16.
  • 17.
  • 18. 8. Create VEs via game mods http://cryve.id.tue.nl
  • 19.
  • 20. 8b. OR VEs from VR systems http://www.ntnu.no/ub/omubit/bibliotekene/gunnerus-1/mubil
  • 21. Games: Pros and cons Factors Weaknesses Strengths Interaction Agency destroys historic causality. Simplistic interaction, may be difficult for older audiences. Helps teach interaction design. Engagement Educational games: worst of both worlds? Well-known & popular. Learning How to promote heritage & knowledge transfer. Learn by trial and error. Leveling allow for skills learnt Technical issues Often contains many bugs. Often platform specific. Speed, lighting, avatar design, peripheries, networking Support Support by the actual company can be slow, and they may avoid listing intended future features. Community support (internet forums). Game development Non proprietary formats, changing game engine code may require extremely good levels of programming. Education discounts available, some games are easily “modded”. Access/ cost Expensive software development kits and commercial licenses. Expensive as classroom set. Take them home, personalize modify and share them. Institutional value Not taken seriously. Employability for students.
  • 22. Games and learning  Today, electronic games are an important vehicle for learning (Anderson, 2010; Dondlinger, 2007).  A game is an activity that  (1) ..has some goal in mind, .. the player works to achieve  (2) has systematic or emergent rules, and  (3) is considered a form of play or competition (Oxford, 2010).  While this encompasses “skill and drill” types of games, many of today’s digital games are much more complex, providing an interactive narrative in which the player must test hypotheses, synthesize knowledge, and respond to the unexpected (Dondlinger, 2007).  Rule-finding interactive challenges, requiring judgment, priority selection + direction towards goal completion (Champion, 2011).
  • 23. Games are culturally significant? For evoking +communicating historical situations or heritage values we must deeper understandings rather than simply memorizing facts (Bloom, 1956). 1.What is the cultural significance of what is represented and interacted with? 2.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’.
  • 24. Problem: Narrative/Interaction How do we interact with history over time? How does the GOD view interact with inhabitants? (Glory of Rome)
  • 25. Problem: Interaction /History 1. Ritual knowledge: Match artefacts with events to progress through time 2. Memetic Cause &effect (Guess results or memes to progress history) 3. Extrapolate from clues in NPC dialogue 4. Role-play minor characters, “History” not affected 5. Counterfactual histories (create many possible worlds) 6. Augment virtual world with historical or current media 7. Sentiment analysis (observe the emotional impact of events on NPCs) 8. Separate lies from truth to progress 9. Mimic NPCs (as a kind of reverse Cultural Turing Test)
  • 26. Problem: Inhabitants’ point of view  Can users learn via interaction the meanings and values of others, do we need to interact as the original inhabitants did?  How can we find out how they interacted?  Can the limited and constraining nature of current technology help interaction become more meaningful, educational and enjoyable (Handron & Jacobson, 2010)?  How do we even know when meaningful learning is reached?
  • 27. Problem: Avatars Eric Fassbender: Macquarie Lighthouse  Realistic depiction  Social behaviour  Interface issues  How to advance story http://www.interactivestory.net/
  • 28. Problem: Rituals Lacking •Social judgement •Perceived social hierarchies •Sense of being watched •Territoriality •Social Proxemics •Nuanced behaviour •Intimacy and ceremony •Changes in physiology •Symbolic effects http://www.youtube.com/watch?v=MqMXIR Image: http://www.virtualtripping.com/google-earths 2008
  • 32. Kinect 1/2: voice + skeleton
  • 33. Vocal Joystick surfs the Web  Listen in as someone uses Vocal Joystick to browse the Web.  Eight vowel sounds move the cursor in different directions.  Louder noises move the cursor more quickly.  The sounds “k” and “ch” simulate clicking and releasing the mouse buttons. http://uwnews.washington.edu/ni/article.asp?articleID=37134
  • 35. Problem: Violence  No realistic humans  No social judgement  No time to think  Gun based genres are commonplace  Weaponry skill can be easily leveled up  Typical single player  Demographics
  • 36. Alternatives to Violence            Reflexivity: A reflective space, where players are encouraged to relax and consider the consequences of their actions Performativity: The player, if in a class situation, could be asked to perform or orate and present their experience of the VE Role-playing Virtue Ethics: Take on characters in role playing games and see how their characters change in relation to perceived development of virtue ethics.. Consequentialism: Players could be allowed to be violent, but the consequences of their actions could affect their future gameplay. through the game. Alternative Strategies: Violence could be offered as a strategy, but it could be offered as a long-term destructive strategy. Creative Uses For Weapons: used as tools to construct. NPC distaste and disparagement: they discourage violence. Biofeedback: Performance based on calmness Expressive and embodied modes of interaction Emphasis on non-violent competition Players become morally accountable for their actions
  • 37. Alternative game modes Turkey Maiden Educational Computer Game http://digitalethnography.dm.ucf.edu/ The Journey http://www.thenightjourney.com/statement.htm
  • 38. Gaming through touch 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
  • 39. Problem: Scholarly knowledge Scholarly knowledge does not easily translate to audience knowledge; nor does it always best engage the public. IF we can use digital worlds for teaching +learning about heritage &history, is it preferable to learn about a collection of culturally situated past experiences, or an academic procession of historical events? Smith: history as meaning the past, OR history as being something produced by historians. Given that even philosophers such as Goldstein (1964) and Gale (1962) disagreed on what constitutes history and what constitutes recollection of the past; how can students or the general public reliably distinguish between the two? How it can be or should be accessed?
  • 40. Problem: Book-based? Technology or evaluation is the not the fundamental problem. Skeates (2000) warned that archaeologists need to reconsider their field as a communication medium, and not just as a closed scientific discipline. For while these books presuppose a vast domain of knowledge, a certain learnt yet creative technique of extrapolation they typically do not cover the experiential detective work of experts that visit the real site (Gillings, 2002). Academic disciplines are typically book-based and do not see that an academic publication is also a simplification and metaphorical extension of the remains and ruins it describes.
  • 41. Problem: Augmenting Ideally, Ves help the general public to  create, and share and discuss hypothetical or counterfactual places  meet virtually in these places with colleagues to discuss them,  work in these recreations to understand limitations forced on their predecessors,  develop experiential ways to entice a potential new audience to both admire the content and the methods of their area of research. script
  • 42. Problem: Evaluation Using media such as game engines to represent the past or digital places that represent the future, it is all too easy to be taken in by the lure of technology and forget to concentrate on enhancing the user experience. There is also a school of thought in archaeology that views digital media as purely a shop façade for the serious and scholarly past time of reading and writing books (Parry 2005; Gillings, 2002). Yet if we avoid teaching with digital media, how will the changing attention spans and learning patterns of new generations be best addressed (Mehegan, 2007)? Even if we decide on what we are evaluating, it is not clear how to evaluate. The ethnographic techniques used by researchers may be effective in recording activity, but they do not directly indicate the potential mental transformations of perspective that result from being subjectively immersed in a different type of cultural presence (Benford et al, 2002).
  • 43.
  • 44. Evaluating VES - People  Task performance (quantitative or qualitative)  Likert or statistical evaluation  Extrapolated understanding  Personal ‘sense’ of cultural presence  What do they choose next (exit strategies)  Excitement recorded from biofeedback  ‘Teach the teacher’ et al methods
  • 47. 3D 1. Show design features based on scale and senses 2. Reveal limitations or principles of historical 2D images 3. Provide a heightened sense of difficulty, occasion, ritual, social proxemics (social hierarchies) 4. Afford a sense of place: peripherality, centre directionality 5. Fix locations in the memory iSphere copyright Paul Bourke
  • 50. The cost of Stereo VR
  • 51. Conclusion 1. Game conventions work but do not necessarily lead to meaningful learning. 2. Background research required for public versus scholar needs. 3. We lack interactive and immersive digital history projects that are meaningful and engaging learning experiences. 4. Games as Virtual Environments may connect more people, more thematically without competing with book learning. 5. Mixed reality has many advantages but few exemplars.
  • 52. References           BBC Ancient History Section. (Undated). Death in Sakkara: An Egyptian Adventure, http://www.bbc.co.uk/history/interactive/animations/ir onage_roundhouse/index.shtml Benford, S., Fraser, M., Reynard, G. Koleva, B., and Drozd, A. (2002). Staging and Evaluating Public Performances as an Approach to CVE Research, Proceedings of the 4th international conference on Collaborative virtual environments, ACM New York. Bloom, B. S. (1956). ‘Taxonomy of Educational Objectives’, Book 1 Cognitive Domain. New York: Longman Inc. Champion, E. (2008). ‘Otherness of place: Game-based interaction and learning in virtual heritage projects’, International Journal of Heritage Studies, 14(3), 210-228. Dondlinger, M. J. (2007). ‘Educational Video Game Design: A Review of the Literature’, Journal of Applied Educational Technology, 4(1), 21-31. Handron, K., & Jacobson, J. (2010). Extending Physical Collections Into the Virtual Space of a Digital Dome,. Paper presented at the 11th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST), Paris, France. Hight, J. (2006). ‘TEXT: Narrative Archaeology: reading the landscape’, newmediafix, http://newmediafix.net/daily/?p=638 Leader-Elliott, L. (2003). ‘Community Heritage Interpretation Games: A Case Study from Angaston, South Australia’, International Journal of Heritage Studies, 11:2, 161-71. Gale, R.M. (1962). ‘Dewey and the Problem of the Alleged Futurity of Yesterday’, Philosophy and Phenomenological Research, 22(4), 501-511. Gillings, M. (2002). Virtual archaeologies and the hyperreal, in P. Fisher, D. Unwin, (eds.), Virtual Reality in Geography (London & New York: Taylor & Francis, 2002), 17-32.           Goldstein, L. (1964). ‘The "Alleged" Futurity of Yesterday’, Philosophy and Phenomenological Research, 24(3), 417-420. Jacobson, J. (2011). ‘The Effect of Visual Immersion in an Educational Game; Gates of Horus’, International Journal of Gaming and Computer-Mediated Simulations, 3(1), 13-32. Mehegan, D. (2007). Young People Reading a Lot Less: Report Laments the Social Costs. The Boston Globe, 19 November (2007), http://www.boston.com/news/nation/articles/2007/11 /19/young_people_reading_a_lot_less/. Mosaker, L. (2001). ‘Visualizing Historical Knowledge Using VR Technology’, Digital Creativity S&Z 12(1), 15-25. Oxford English Dictionary (2010). Retrieved December 17, 2010, from Oxford Dictionaries website: http://oxforddictionaries.com. Parry. R. (2005). ‘Digital Heritage and the Rise of Theory in Museum Computing’, Museum Management and Curatorship, 20:4, 333-48. Skeates, R. (2000). Debating the archaeological heritage, (London: Duckworth), 109-111. Smith, B. G. (1995). ’Whose Truth, Whose History?', Journal of the History of Ideas, 56(4): 661-668. http://blip.tv/learning-without-frontiers/game-basedlearning-2009-terry-deary-author-horrible-histories1916837 http://archaeogaming.wordpress.com/

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  1. LBP1+2: Expressive game 8 million user created levels
  2. http://archaeogaming.wordpress.com/2013/06/09/what-is-archaeogaming/
  3. Also at http://www.mawsons-huts.org.au/wp-content/mhf_virtual_tour/Mawson's_Huts_Web.html
  4. Violence in Virtual Heritage: objects, representations of people, beliefs, historical accuracy, reputation and understanding
  5. ..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. Center for Digital Ethnography, Florida Natalie Underberg