13.12.2016 CURTIN HIVE
Erik Champion, UNESCO Chair, MCCA, AAPI, CIC
eventbrite: new knowledge environments
This presentation will (maybe) examine
see also http://humanities.curtin.edu.au/research/our-research-priorities/
3 years of definitions
Wiki: an intersection
"using computing to do humanities research" (David Parry)
"paradigmatic modes of engagement between the humanities and information technology or the digital: tool, study object, expressive medium, exploratory laboratory and activist venue." (Svensson)
that which favors scholarly e-publication? (NOT analogueHumanities)
What Is Digital humanities and What’s It Doing in
English Departments? Matthew G. Kirschenbaum
"a scholarship (and a pedagogy) that is publicly visible in ways to which we are generally unaccustomed, a scholarship and pedagogy that are bound up with infrastructure in ways that are deeper and more explicit than we are generally accustomed to, a scholarship and pedagogy that are collaborative and depend on networks of people and that live an active 24/7 life online"
PUBLIC
INFRASTRUCTURE+SCHOLARSHIP-ENTWINED
COLLABORATIVE (pedagogy and scholarship)
NETWORKS rather than COMMUNITIES?
ACTIVE (and REACTIVE) 24/7...?
•..a fusion of virtual reality technology with cultural heritage content [Addison 2008] [Roussou 2000].
•… the use of computer-based interactive technologies to record, preserve, or recreate artifacts, sites and actors of historic, artistic, religious, and 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 and Ojika [2O08]
•NB intangible heritage, ‘practices, representations, expressions, knowledge, skills – as well as the instruments, objects, artefacts and cultural spaces associated therewith – that communities, groups and, in some cases, individuals recognize as part of their cultural heritage’ [UNESCO 2003].
The London Charter [Denard 2009] defined computer-based visualization as
‘[t]he process of representing information visually with the aid of computer technologies.’
HOWEVER..
‘the attempt to convey not just the appearance but also the meaning and significance of cultural artefacts and the associated social agency that designed and used them, through the use of interactive and immersive digital media.’
Virtual Warrane, Sydney See also version 2 on youtube
Disappearing Virtual Heritage-Becoming Archaeological , p33, Ruth Tringham UC Berkeley, USA, Michael Ashley CODA
While searching in 2014 in Erik Champion’s Playing with the Past (2011) for web-based virtual cultural environments that could act as models for a game, Dead Women Do Tell Tales, that was being developed about Çatalhöy k (Tringham n.d. 3; see also Tringham 2015), we found that at least half of his examples have disappeared by now, which seems to be a common trend with games and other web-based interfaces in general. It’s not surprising—according to the Library of Congress, the average lifespan of a webpage is only 100 days. Many of the disappeared, like Okapi Island, can be seen as tempting fragments displayed through video documentation on YouTube or Vimeo (e.g. Leavy n.d.).
“In the very near future some critical issues will need to be addressed; increased accessibility to (and sharing of) heritage data, consistent interface design for widespread public use and re-presentations of work, the formalization of a digital heritage database, establishment of a global infrastructure, institutionalized, archival standards for digital heritage and most importantly the on-going curation, of work forward in time as the technology evolves so that our current digital, heritage projects will not be lost to future generations.
We cannot afford to have our digital heritage disappearing faster than the real heritage or the sites it seeks to ‘preserve’ otherwise all of our technological advances, creative interpretations, visualizations and efforts will have been in vain.”
Hal Thwaites, past VSMM President
Erik Champion, Defining Cultural Agents for Virtual Heritage Environments, Presence: Teleoperators and Virtual Environments Summer 2015, Vol. 24, No. 3: 179–186. PDF (79 KB)
•Requirement: Inspection, contextualization, modification of 3D digital heritage models–Difficult to find.
–Impossible to download and edit.
–Unusual, unwieldy or obsolete formats.
–Many are standalone 3D meshes & no accompanying metadata or information on how the data was acquired.
–Can the models be shared (and edited?)
–Accuracy of scanning or modeling process?
–How to find scholarly documents, field reports, photographs & site plans that allowed the designers to extract enough information for their models?
•Deployed: community, schools, GLAM-Galleries Libraries Archives.
•Issues: cross-platform configurability, and pedagogical impact.
•CSIRO report ‘Australia’s cultural institutions risk losing their relevance if they don’t increase their use of digital technologies and services.’
•GLAM industry is worth 2.5 billion Australian a year, roughly only a quarter is digitized, and there is 629km worth of archival material.
•Ongoing need to explore new approaches to copyright management that stimulate creativity and support creators.
Text
2014 DH GROUPS-GAPS
Xibalba-Palenque, Mark Hurst Andrew Dekker & Erik Champion
‘We are Stronger Together/Nganana Tjungurringkula Nintirrintjakunana: a collaborative approach to telling Anangu stories through video games.’
http://caaconference.org/program/sessions/#title20
Demetrios Lacet
2 PHD scholarships, 1 Research Fellow, Visiting Fellowships, Workshops
STEPS