“Digital cultural heritage,” a field with a wide variety of definitions, has benefited greatly from the use of several emerging technologies to increase accessibility to cultures and historical content for a larger audience. As an example, Virtual Reality allows for users to simulate an embodied experience in geographic and temporal locales that would otherwise be difficult or impossible to experience. Similarly, entertainment media such as videogames often take inspiration from aspects of history and cultural heritage to situate their gameplay mechanics in a generally known world. This marriage of sensory and ludic experience with historical or cultural content allows for many opportunities to teach users about various aspects of the human condition. However, there are some aspects of these technological experiences that are not always beneficial to a user’s intellectual understanding of the complexities of the past.
Historical VR experiences generally lean toward “tourist”-type experiences, where users experience a notable location primarily through passive observation, often receiving some form of explanatory content or enrichment through text or audio commentary.These experiences are often closer to academic lectures than they are games and often leave users disinterested or disengaged from the content. On the other end of the spectrum, historical and cultural heritage materials have also been used as mise-en-scene for historically-themed games that seek to entertain users more than educate them. Using these experiences to convey accurate and useful information in cultural heritage education is therefore not always the best idea.
In this session, I would like to invite participants to discuss the benefits and drawbacks to approaching historical and cultural heritage education through the guise of virtual reality and video games, and discuss ways to thoughtfully evaluate how/whether the GLAM sector can learn from and engage with these materials to inform our work. In particular, I would like to discuss methods for adapting strategies used in Virtual Reality experiences and videogames to inform the outcome of ongoing work to digitize cultural heritage materials.
]]>Blender’s versatility as a free, open-source computer graphics program makes it popular with diverse audiences, from professional CG artists to gamers enthusiastic to build their own assets. While these communities have created a wealth of online material for self-teaching, they rarely touch on Blender’s potential for humanities projects, leaving humanists to fill in the gaps as they learn. I propose a 30-minute session to discuss
This 30-minute discussion session addresses Python and its claim to being the fastest-growing major programming language in the world. Discussion topics will include:
I am open to discussing other topics as well as participants see fit.
]]>This 30 minute session will work as an open forum to discuss general knowledge and experience surrounding digitization projects. The session will also be interested in exploring issues faced by digitization projects. As an undergraduate who is new to the digital humanities and currently working on a digitizing project, I am interested in learning more through opening a dialogue about methodologies, workflow, personal experiences, and issues you’ve come across when working with digitization projects.
Key Questions:
What is your own baseline level of copyright knowledge? How can the correct use and implantation of copyright law be achieved/ maintained?
What are some successful ways that you or your institution has undergone digitization efforts, what problems have you run into within various digitization projects?
Should the digitization of obsolete formats be made available to stream or should it be digitized to another tangible format, ensuring that they will always exist physically? Should it be both?
What does your institution prioritize, more efforts towards learning and curating new technology or focus on preserving the past? How does this selection process work in your institution? How are these decisions made?
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Emily Allen & Hannah Geerlings
Musicologists/Digital Cultural Heritage Interns
This 50-minute session addresses HP Reveal, a free AR app for mobile devices. We have used this app for a local music venue called the Bradfordville Blues Club and wish to discuss the following:
We are also open to discussing other topics as participants see fit.
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