Abstracts
Book launch
Critical Gaming: Interactive History and Virtual Heritage (Digital Research in the Arts and Humanities), Routledge, London and New York, 2015, 232 pages.
Hardback: 9781472422903 pub: 2015-09-11.
URL: Routledge
or Amazon
Brief description:
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.
David Beynon (Deakin) - Reflections on the Digital Modelling of Temples in South and Southeast Asia
The talk will present a broad multi-disciplinary examination of early temple architecture through digital reconstruction and reflect on its impact on the history and theory of Asian architecture. The authors will examine the archetypes of Early Brahmanic, Hindu and Buddhist temple architecture from their origins in north western India to their subsequent spread and adaptation eastwards into Southeast Asia. The compositional connections between their building traditions, especially the common themes and mutual influences in the early architecture of Java, Cambodia and Champa will be presented through digital reconstruction and recovery of three dimensional temple forms. The impact of digital datasets of early Indian antecedents, new technologies for the acquisition of built heritage and new methods for comparative analysis of built form geometry will be examined.
Erik Champion - Bridging Creative Communities And Digital Heritage
This presentation will examine the critical and creative activities undertaken in hacker and maker communities, as well as in the related GLAM sector, in contrast to the achievements and challenges of digital heritage infrastructures, especially digital heritage using virtual reality and 3D digital models. Emerging research opportunities to integrate the engagement and outreach of the former with the technical developments of the latter will be outlined.
Peter Fearns - Remote Sensing
TBA
Petra Helmholtz + David Belton - Heritage Mapping and Archaeology Projects - Photogrammetry and Laser Scanning Research Group, Department of Spatial Sciences
New sensors and data capturing techniques have developed rapidly in recent years, as has their applications to recording and analysing cultural and heritage sites. They have not only enabled the measurements of such sites, but also the complete reconstruction and recording of them which provides for greater communication and presentation of their significance and context within history and society. These sensors and techniques are also being deployed and utilised in environments that have been traditionally too difficult to capture.
The talk will also review some of the other potential technologies that are being applied to the documentation of cultural and heritage sites including research challenges. Several practical examples will be demonstrated through projects within the Department of Spatial Sciences in collaboration with other institutes and organisations. These ranges from the HMAS Sydney and Kormoran project to old mining infrastructure, historical town sites and much more.
Haida Liang (NTU) - A systematic multi-modal non-invasive investigation of wall paintings at the UNESCO site of Mogao caves
The UNESCO world heritage site, Mogao caves near Dunhuang, is a Buddhist temple site along the ancient Silk Road with a history that extends over 1000 years from the 4th C to the 14th C. The 45,000 square metres of wall paintings in 492 caves are an immense resource for the study of the history of art, architecture, religion, technology, politics and cultural exchange along the Silk Road. The wall paintings are vulnerable and therefore any scientific examinations conducted should preferably be non-invasive and non-contact. In this talk, we show an example of a systematic in situ study of the wall paintings using a range of non-invasive optical imaging and spectroscopic instruments. The range of instruments used include a microfade spectrometer to ascertain the stability of the paint to light before imaging, a remote 3D spectral imaging system (PRISMS) developed in our group for large scale survey at distances of tens of metres making it convenient to examine ceiling paintings, a hand-held X-ray Fluorescence spectrometer (XRF) and a mobile Raman spectrometer to complement the large scale pigment identification using PRISMS. In addition, an Optical Coherence Tomography (OCT) system was brought to this remote site for the first time. OCT is an imaging device capable of non-contact imaging of 3D subsurface microstructure of the paintings. This talk demonstrates through the work in cave 465 how a combination of these non-invasive imaging and spectroscopic methods can yield a wealth of information for conservation and art history.
Artur Lugmayr (Curtin) - Media, Technology and Digital Humanities
We not only live in an era, where new emerging technologies, such as e.g. digital interactive media, Web 2.0, Big Data, or cloud computation disrupt existing business models – we also live in an era where we live more and more in a digital, virtual society. As McLuhan stated, each new emerging technology extends our human capabilities, as well as it effects society and social behavior. New computing technologies, methods, tools, and in particular digital media enable the extension of human capabilities beyond the possibilities analogue media environments permitted. Social relations transform towards virtual cultures existing in cyberspace through online chats, messaging, or social media – or they exist by transforming our being into a fully virtual space as e.g. Second Life illustrates. We transformed ourselves into a networked and knowledge based society, where digital media technologies are in the center of forming our perception and social relations in the world. This talk goes through some visionary ideas, and presents some practical applications in the domain of digital humanities, and is based on the following publication:
Lugmayr, A. & Teras, M., 2015. Immersive Interactive Technologies in Digital Humanities: A Review and Basic Concepts. In Proceedings of the 3rd International Workshop on Immersive Media Experiences. ImmersiveME ’15. Brisbane, Australia: ACM, pp. 31–36. Available here.
Lugmayr, A. & Bender, S., 2016b. Free UX Testing Tool: The LudoVico UX Machine for Physiological Sensor Data Recording, Analysis, and Visualization for User Experience Design Experiments. In Proceedings of the SEACHI 2016 on Smart Cities for Better Living with HCI and UX. SEACHI 2016. San Jose, CA, USA: ACM, pp. 36–41. Available here.
Lugmayr, A., Sutinen, E., et al., 2016. Serious storytelling – a first definition and review. Multimedia Tools and Applications, pp.1–27. Available here.
Lugmayr, A., Greenfeld, A., et al., 2016. Cultural Visualisation of a Cultural Photographic Collection in 3D Environments – Development of “PAV 3D” (Photographic Archive Visualisation). In G. Wallner et al., eds. Entertainment Computing - ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings. Cham: Springer International Publishing, pp. 272–277. Available here.
Jo McDonald (UWA) - Rock Art
TBA
Nigel Westbrook (UWA) - Forensic architecture: reconstructing historic architecture and urban environments from pre-modern visual records
My research employs the methodologies of architectural drawing, modeling and analysis, backed by historical knowledge and methodology to undertake experimental reconstructions of lost buildings and urban environments—'forensic architecture'. Traditionally, architectural history and theory have concerned themselves with the existing—projects that exist as standing buildings, or as more-or-less well documented unbuilt or demolished buildings. These form the 'landmarks' of our architectural history. Thus, for example, Hagia Sophia and the Pantheon form key 'moments' in this history, not least because they physically exist, and have been extensively documented, so that if they disappeared in a calamity they would still exist as part of the historical record and the canon of architecture as 'Great Moments'. Such projects appear 'permanent'—despite the actual transformations that time has made to them. Surviving unbuilt projects similarly convey a finite character that hides the transformations that inevitably would occur if the project had been built, while record photographs and drawings generally depict the monument at one point in time. But what of monuments and urban configurations which have disappeared, both physically, and from the record? Can they still be considered within the framework of architecture? Perhaps, they might have served as models, exerting enormous influence on later architecture. Thus, we have the historic example of San Marco in Venice, whereas we have lost the Church of the Holy Apostles in Constantinople, which its builders emulated. In such cases, frequently the only evidence can be supplied by archaeology and by ancient textual descriptions, from which scholars must interpret and hypothesise. For such tasks, the methodology of architecture- the understanding of structure, space and spatial narrative—the movement through environments—can often be an effective tool. Thus, architectural methods have been used within or in collaboration with other disciplines in research projects, notably with historians and archaeologists in studying the ways in which urban environments and architectural ensembles (evidence of material culture) have developed and transformed. Furthermore, current digital technologies can be used both to extract evidence from historical representations, and to simulate the temporal environment created by spatial sequences through which rituals might proceed.