Critical Gaming: Interactive History and Virtual Heritage Digital Research in the Arts and Humanities
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CRITICAL GAMING: INTERACTIVE HISTORY AND VIRTUAL HERITAGE Digital Research in the Arts and Humanities Series Editors Marilyn Deegan, Lorna Hughes, Andrew Prescott and Harold Short Digital technologies are becoming increasingly important to arts and humanities research, expanding the horizons of research methods in all aspects of data capture, investigation, analysis, modelling, presentation and dissemination. This important series will cover a wide range of disciplines with each volume focusing on a particular area, identifying the ways in which technology impacts on specific subjects. The aim is to provide an authoritative reflection of the ‘state of the art’ in the application of computing and technology. The series will be critical reading for experts in digital humanities and technology issues, and it will also be of wide interest to all scholars working in humanities and arts research. Other titles in the series Performing Digital Multiple Perspectives on a Living Archive Edited by David Carlin and Laurene Vaughan ISBN 978 1 4724 2972 8 Crowdsourcing our Cultural Heritage Edited by Mia Ridge ISBN 978 1 4724 1022 1 Digital Archetypes Adaptations of Early Temple Architecture in South and Southeast Asia Sambit Datta and David Beynon ISBN 978 1 4094 7064 9 Paradata and Transparency in Virtual Heritage Edited by Anna Bentkowska-Kafel, Hugh Denard and Drew Baker ISBN 978 0 7546 7583 9 Critical Gaming: Interactive History and Virtual Heritage ERIK CHAMPION Curtin University, Australia © Erik Champion 2015 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publisher. Erik Champion has asserted his right under the Copyright, Designs and Patents Act, 1988, to be identified as the author of this work. Published by Ashgate Publishing Limited Ashgate Publishing Company Wey Court East 110 Cherry Street Union Road Suite 3-1 Farnham Burlington, VT 05401-3818 Surrey, GU9 7PT USA England www.ashgate.com British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library The Library of Congress has cataloged the printed edition as follows: Champion, Erik. Critical gaming : interactive history and virtual heritage / by Erik Champion. pages cm. – (Digital research in the arts and humanities) Includes bibliographical references and index. ISBN 978-1-4724-2290-3 (hardback) – ISBN 978-1-4724-2291-0 (ebook) – ISBN 978-1-4724-2292-7 (epub) 1. Humanities–Data processing. 2. Humanities– Interactive media. 3. Computer games–Design. I. Title. AZ105.C56 2015 001.30285–dc23 2015004740 ISBN 9781472422903 (hbk) ISBN 9781472422910 (ebk – PDF) ISBN 9781472422927 (ebk – ePUB) Printed in the United Kingdom by Henry Ling Limited, at the Dorset Press, Dorchester, DT1 1HD Contents List of Figures vii List of Abbreviations ix Key Terms xi Acknowledgements xv Introduction 1 1 Digital Humanities and the Limits of Text 5 2 Game-based Learning and the Digital Humanities 25 3 Virtual Reality 61 4 Game-based History and Historical Simulations 75 5 Virtual Heritage and Digital Culture 93 6 Worlds, Roles and Rituals 125 7 Joysticks of Death, Violence and Morality 153 8 Intelligent Agents, Drama and Cinematic Narrative 165 9 Biofeedback, Space and Place 189 10 Applying Critical Thinking and Critical Play 207 Index 213 This page has been left blank intentionally List of Figures 1.1 Digital Sarcophagus – Cat Scans of Pausiris Mummy (Source: Paul Bourke) 7 1.2 EU CHESS Project (Source: Fraunhofer IGD and the Acropolis Museum) 8 2.1 A Meeting in ‘Second Life’ 34 2.2 ‘Tribal Trouble’ – A Hybrid Strategy-Combat-Resource Game (Source: Oddlabs) 41 2.3 A Tourist Leaving a Conversation with King Pakal at the Palace 45 2.4 Palenque in the Unreal Engine 46 2.5 Journey to the West (‘Neverwinter Nights’ Level) 48 2.6 Calligraphy Game (Shu) 50 2.7 The Game of Go! 51 2.8 The Music Game (Qin) 51 2.9 Brush Painting (Hua) 52 3.1 Virtual Egyptian Temple – Cylindrical Screen, HIVE, Curtin University 63 3.2 The CryVE, TU Eindhoven University (Source: Marija Nakevska) 64 3.3 Iron Age Village in the CryEngine (Source: Daniel Westergren) 65 3.4 Unmakeable Love (Source: Sarah Kenderdine) 66 3.5 EU CHESS Project (Source: Fraunhofer IGD and the Acropolis Museum) 67 3.6 The APA Game (The Reusable Game), Bologna (Source: Antonella Guidazzoli, CINECA) 68 3.7 AvayaLive (Source: Joe Rigby) 70 4.1 ‘Making History: The Calm & the Storm’ (Source: Muzzy Lane Software) 82 4.2 Falaise Castle in Normandy, France (Source: Normandy Productions) 84 5.1 The Fort Ross Virtual Warehouse Project (Source: Nicola Lercari) 103 5.2 MUBIL, Gunnerus Library of Trondheim, Norway (Source: Alexandra Angeletaki) 113 6.1 Oblivion Mod – Nefertari’s Quest (Source: Elizabeth Goins) 141 viii Critical Gaming: Interactive History and Virtual Heritage 6.2 Egyptian Archaeology Using Morrowind 143 7.1 Annual Viking Re-enactment at Moesgaard Museum, Aarhus, Denmark 158 9.1 ‘Wild Divine’ Lightstone Biofeedback Sensor 193 9.2 ‘Half-Life 2’ and Biofed Shaders 194 9.3 The Glass Brain (Source: Gazzaley Lab, UCSF: Swartz Center, USCD) 200 List of Abbreviations AI artificial intelligence AR augmented reality BDI Belief-Desire-Intention intelligent agents CRPG computer role-playing game DH digital humanities EEG electroencephalography GSR galvanic skin response HCI human–computer interaction HMD head-mounted display NPC non-playing character NQC non-questing character VE virtual environment VR virtual reality This page has been left blank intentionally Key Terms Artificial intelligence (AI): ‘The ability of a computer or other machine to perform those activities that are normally thought to require intelligence’ (http://www. thefreedictionary.com/artificial+intelligence). Apophenia: the game-player’s perception of meaning, events or relationships in a computer game not intended by the game designer (after Tynan Sylvester). BDI: Belief-desire-intentions agent, theory of AI research, particularly designed for AI agents that plan and execute plans. The BDI agent has beliefs about the world, itself and others. Desires motivate the agent. Intentions are what the agent has chosen to do. Biofeedback: represents a real-time two-way feedback loop between the machine and the user. The user reacts to an action initiated by the system, and the system can then react based on the participants’ physical/emotional reaction (and so forth). Causal mechanics: the game mechanics of a virtual world which appear to dictate cause and effect from the player’s perspective, or the designed mechanics which specifies cause and effect from the designer’s perspective. Computer game: an engaging challenge that offers up the possibility of temporary or permanent tactical resolution without harmful outcomes to the real-world situation of the participant. CRPG: a computer role-playing game. Cultural presence: a visitor’s overall subjective impression when visiting a virtual environment that people with a different cultural perspective occupy or have occupied that virtual environment as a ‘place’. Such a definition suggests that cultural presence is not just a feeling of ‘being there’, but cultural presence is also a sense of being in a foreign time or not-so-well understood place. Cultural significance: following the Burra Charter 2013 (Australia ICOMOS Incorporated): ‘Cultural significance means aesthetic, historic, scientific, social or spiritual value for past, present or future generations. Cultural significance is embodied in the place itself, its fabric, setting, use, associations, meanings, records, related places and related objects.’ Diegetic: the fictional world created by the game or film. For virtual environments designed for digital history and virtual heritage, the world is not necessarily fictional – it could be counter-factual or accurate – but it is still imagined or experienced based on the digital environment. Hence, an imagined world might be more appropriate than a fictional world. Digital history: can be described as the visualization of historical resources using digital technology. xii Critical Gaming: Interactive History and Virtual Heritage Game-based historical learning: the focused use of real-time rendering engines, game editors, game platforms, game peripherals and/or game-style interaction metaphors to help the public enhance their awareness of historical issues and heritage sites. Generally, the term implies that the virtual environment experience is best achieved by playing, but that what is learnt through such game-play is designed to be perceived as being culturally or scientifically significant and authentic. This technology may also help scientists communicate on, collaborate with each other or otherwise evaluate various hypotheses on the validity, construction, significance, use, maintenance or disappearance of historical and heritage-based sites, artefacts and cultural beliefs. Hackathon: a collaboration between designers, programmers and content specialists over a short-term period of one or more days to design software products and prototypes. The end goal can be specific user requirements, to explore how data can generate new forms of information and interaction, or to educate and help facilitate future collaboration between different groups of people with different backgrounds and skills. Head-mounted display (HMD): a dual-digital display that sits on the head; typically the display changes according