Are you using immersive technologies in archaeology or heritage education (formal and informal)?

Join us in Oxford, April 2020, at the CAA conference to critically discuss your experiences & test some examples…

iN Deep - CAA Conference CFPElaine Sullivan (University of California, Santa Cruz), Paola Derudas (Lund University) and I are excited to announce the call for contributions to a session that we will host at the upcoming Computing Applications in Archaeology conference in Oxford, UK, 14-17 April 2020.

We seek individuals who have been using immersive technologies – virtual reality, augmented reality, mixed reality or other XR methods – in their archaeology/heritage classrooms or informal educational settings. Have you been applying these technologies for formal or informal pedagogical purposes and evaluating their effects? If so, this session is for you!

We are specifically looking for critical discussion of the outcomes of using such tools for teaching and learning. We are interested in how the evaluations that you’ve done can help to inform future design, development and curation of immersive teaching & learning aids. We also hope to enable conference attendees to actually try out these technologies during the session so that everyone can contribute to a dialogue about how we critically analyse and evolve them.

A full description of our session is below. Deadline for applications is 31 October, and instructions on how to submit an abstract are available on the CAA Conference webpages.

Please don’t hesitate to get in touch if you have questions! And hope to see you there.

S26.  iN Deep: Cultural Presence in Immersive Educational Experiences (Other)

Convenors:

Elaine A. Sullivan, University of California Santa Cruz
Sara Perry, University of York
Paola Derudas, Lunds Universitet

Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (XR) technologies are increasingly incorporated into university classrooms and public education in the GLAM sector (galleries, libraries, archives, and museums). The potential to use these technologies to engage students and the public with archaeological knowledge (such as site reconstructions, artefacts, or re-imagining the activities of past peoples) is exciting, but these forms of representation, including the use of individual headsets, tablets, and personal mobile phones, come with particular challenges. In his book Critical Gaming (2015), Eric Champion argued that virtual realities should express ‘cultural presence,’ the meaning and significance of a time, place, or object to people of the past. Hyper-reality, photogrammetry, and ever-increasing levels of ‘accuracy’ in 3D models do not inherently convey aspects of cultural significance and meaning, and many VR/AR/XR experiences fall dramatically short of the goal of expressing the importance of past places and things to their original communities. Emphasis on technological and (especially) hardware innovation often deflects attention from critically engaging with questions of meaning-making.

This panel asks those creating or intensely using Archaeology VR/AR/XR to focus NOT on software, hardware, or the latest technical innovations, but on how we as archaeologists can better designcreate, or curate experiences that inspire and educate students and the public on the cultural importance of archaeological spaces, objects or themes. What are successful techniques to aid a visitor to better understand the original context of an object now placed in a (often far off) museum or gallery? How can university instructors incorporate the (problematically individual) headset or mobile experiences into pedagogy to provide meaningful and active student learning? How can complex data be usefully layered or curated so that multiple types of museum visitors or classes could find it informative and emotionally resonant? How can we turn these increasingly popular technologies into serious spaces of cultural learning and curiosity, moving beyond the initial ‘wow’ factor?

Format

Instead of traditional 20 minute talks, we request that participants present 8-10 minutes in depth on one VR/AR/XR experience they have designed and/or utilized in a university or GLAM setting (not a general review of multiple types of work). We ask participants to present and explain aspects of design and interaction and their intent in that experience; or, if the content was not designed by the presenter, how content was incorporated, curated, or enhanced for the classroom or GLAM experience. Specifically, we ask presenters to think thoughtfully and critically about how we might collectively learn to use these technologies in more informed ways, including: What types of interactions with students or the public have shown promise, and how might we build on those successes? What practices have not worked, and how might we learn from our failures? What particular aspects of archaeological and cultural heritage knowledge are best emphasized in the VR/AR/XR experience? What is key to re-using content created by others, including content created by non-archaeologists?

The session will be divided into four sections:

  • 1st group of presentations, ~five presenters (10 minutes per presentation)
  • a ~30 minute ‘hands-on’ period** where participants and the audience will be able to engage/interact directly with the presented content from both presentation groups
  • 2nd group of presentations, ~five presenters (10 minutes per presentation)
  • concluded by a ~30-minute Q&A session for the full group of presenters and audience

We hope this format will allow the audience to engage directly with the content before opening up the session for questions and comments. The goal is to turn this session into a workshop that helps all present work more critically with VR/AR/XR content and improve how we communicate scholarly information at the university and GLAM setting.

**We therefore ask participants to commit to bringing their discussed content uploaded or downloadable in some format that can be shared directly with others: including (but not limited to) VR headsets, Google cardboard, AR apps pre-installed on tablets or smart phones, etc.

References

Champion, E. (2015). Critical Gaming: Interactive History and Virtual Heritage. Ashgate Publishing, Ltd.

User experience design in archaeology and cultural heritage

Join us to refine user experience design models and toolkits for the archaeology and heritage sector…

Screen Shot 2018-09-12 at 08.26.47

  • Are you designing digital resources for different archaeological users – specialists and wider audiences alike?
  • Do you deploy – or do you want to deploy – methods from the UX (user experience) and participatory design fields?
  • What workflows do you follow in iteratively developing your digital outputs? How are end users and stakeholders involved throughout these workflows?
  • What evaluation methodologies are you using to assess the successes and failures of your digital work with diverse audiences?

Please join us to explore these questions (and more!) in our Roundtable Session #S36 on User Experience Design in Archaeology & Cultural Heritage at the CAA International Conference in Kraków, Poland, 23-27 April, 2019.

We welcome all contributors who are working to integrate archaeological/heritage data and digital platforms into experiences that are truly tailored to the needs and expectations of their users.

We seek to discuss your iterative methodologies, your users’ experiences, and your lessons-learned in order to develop a more concerted user experience design model & toolkit for the archaeology and heritage sector.

The full abstract for our roundtable is pasted below. This is a discussion-focused session and papers should be ‘flash’ in nature – i.e., no more than 10 minutes – and will be pre-circulated to allow us to delve into specifics during moderated discussion periods.

Deadline for submission of abstracts is Wednesday 10 October 2018.

To apply: Submit an abstract of no more than 250 words, excluding session title, author names, affiliations, and email addresses as well as 3 – 5 keywords. Please go to the CAA conference website to log-in and submit your paper abstract by clicking here. You will need to log-in by going to User Home, clicking on CAA 2019 and then looking for the Submission link at the bottom of the page under the Conference Information header. You can select our session #S36 from the Track drop-down menu.

This roundtable is sponsored by the EU COST ACTION network ARKWORK: https://www.arkwork.eu/

For more information, please don’t hesitate to contact Francesca Dolcetti, me, or Rachel Opitz.

We hope you can join us!


User Experience Design in Archaeology and Cultural Heritage (Session 36)

Francesca Dolcetti (University of York), Rachel Opitz (University of Glasgow), Sara Perry (University of York)

Despite the widespread dissemination of digital tools and applications in both archaeology and heritage, relatively little is known about their real effectiveness and impact on diverse audiences (specialists and lay publics alike). A new iterative design workflow, involving end users and stakeholders from the outset, as well as an accompanying design evaluation methodology, may open new avenues for engagement while, at once, constructively influencing our research objectives and epistemologies.

In this Roundtable session, we seek to bring together a multidisciplinary group looking at different aspects of archaeological knowledge production to discuss theoretical and methodological issues in the field of participatory design and user experience, and to foster a critical understanding of how this knowledge is used and its social impact. Our aim is to convene researchers and practitioners in a dialogue that is focused on examples of interdisciplinary co-creation and user testing of Augmented, Virtual and Mixed Realities (AR, VR, and MR) and related digitally-mediated experiences for museums, archaeological and cultural heritage sites, and varied teaching and research contexts. We are particularly interested in practical experiences around how to integrate archaeological data, storytelling and digital platforms to create experiences truly tailored to the needs and expectations of users.

The format of this Roundtable is a series of flash position papers (10 minutes maximum) followed by periods of moderated discussion. The session concludes with an open floor discussion and a wrap-up report summarising the discussion and suggesting follow-up activities. Position papers will be submitted in advance to the session chairs and shared with all panelists. The session welcomes participants from different sectors including but not limited to digital humanities, archaeology, museology, design research and Human-Computer Interaction (HCI).


 

Join us to theorise the digital: Announcing the first digiTAG

digiTAG

The Digital Theoretical Archaeology Group (digiTAG), launching in Spring 2016…

Alongside my colleagues James Taylor (University of York), Åsa Berggren (University of Lund, Sweden) and Nico Dell’Unto (University of Lund), I am co-organising a session at the 2016 Computing Applications in Archaeology conference in Norway at the end of March/early April. James, Åsa, Nico and myself have been working together for many years now, debating the philosophical dimensions of digital technologies for archaeological practice, yet regularly finding that the practicalities of these tools tend to eclipse meaningful critique of their implications.

Although critical conversations about computer applications in archaeology have a long legacy, it is usually precisely the applications of computers that become the central and overwhelming focus of discussion at our conferences, in our edited volumes, and often in our classrooms too. In contrast, how these applications intersect with larger local and global socio-politico-economic systems—

how they perpetuate or challenge structural inequalities—

how they contribute to wider patterns of consumption, excess, loss and waste—

how they are folded (if at all) into the institutional status quo—

and, so, how they shape not only our thinking, but our ways of being-in-the-world—are matters that habitually go unspoken.

The trend to value the technical above the theoretical is one that is seen across many disciplines, made worse by the fact that it tends to betray itself again and again as any new piece of gear is added to disciplinary toolkits. The CAA itself, with its moniker “Computer Applications and Quantitative Methods in Archaeology”, hints at the predicament, as applied methodology is foregrounded, and richer qualitative analyses of the digital are trapped on the backstage. Despite this, the CAA has consistently encouraged discussion on the theoretical implications of the ‘digital turn’ in archaeology and the heritage sector, and for more than a quarter-century now, a host of associated individuals has attempted to push back against any ‘atheoretical’ disciplinary tendencies (see, recently for example, Hacιgüzeller 2012, Huggett 2015, Watterson 2014, among others). It is with these efforts in mind that we launch the first digi-TAG (Digital Theoretical Archaeology Group) session.

Digi-TAG seeks to draw the power of the TAG (Theoretical Archaeology Group) enterprise – with its concern for sustained, engaged, collective and provocative theoretical discussion of archaeological issues – together with the CAA, the primary forum for the showcasing and discussion of digital technologies in archaeology. While digi-TAG is by far not the first manifestation of digital critique within TAG (e.g., Daly and Evans 2006, which emerged from TAG 2000), we see it contributing to a larger, lasting campaign of critical knowledge construction around digital archaeology/heritage that eventually embeds itself into standard practice. Right now, such critique still seems to be pursued at a limited, individual level, arguably thus circumscribing wider intellectual and structural change.

With these points in mind, we seek a small number of contributors to complement our line-up of speakers for the first digiTAG, to be held as a session at CAA in Oslo, Norway, between 29 March to 2 April. We particularly encourage junior academics – students and early career researchers from any part of the world – to apply. The full digiTAG description is below. Please submit 300-word abstracts (for 20 minute papers) through the CAA system by 25 October at the latest: http://ocs.caaconference.org/index.php?conference=caa&schedConf=caa2016&page=schedConf&op=cfp

We also welcome comments and queries by email, so please do connect with us. We are keen to nurture digiTAG into a long-term affair, hence we encourage your input and direct involvement in this process.

Hope to have you join us in Oslo next spring!

Theorising the Digital: Digital Theoretical Archaeology Group (digiTAG) and the CAA.

James Stuart Taylor (University of York)

Sara Perry (University of York)

Nicolò Dell’Unto (University of Lund)

Åsa Berggren (University of Lund)

Computing and the application of new digital technologies in archaeology and the heritage sector more generally have been advancing rapidly in recent years. This ‘digital turn’ is reflected in the growth and success of the CAA international conference, and in the emergence of a range of dedicated interest groups and associated digital outputs around the world. In concert, pressure has been increasing to situate the application of digital technologies within a wider theoretical framework, and with a degree of critical self-awareness, thereby allowing for rigorous evaluation of impact and disciplinary change. This is something that the CAA, as a nexus for the discussion of applied digital technologies in archaeology, has explicitly addressed throughout its history, and particularly in recent meetings, with a range of round tables and theoretically-engaged sessions that have proved popular amongst the digital community.

TAG, another well-established conference, with a long history of fostering progressive and critical debate in archaeology, has never explicitly aimed to address the various theoretical consequences of the digital turn. As such, this session seeks both to broaden the TAG family to attend to the rapidly-growing computational sphere of archaeological practice, and to work with the CAA to consolidate its own efforts to theorise and encourage critique and evaluation of the effects of the digital turn.

We invite participants to deliver papers that question, challenge, appraise and reconceive the epistemological and research-oriented implications of the digital turn—as well as its larger social, political and economic consequences. In short, what is the actual impact of the digital turn upon archaeology and the wider heritage sector? The session will culminate in a chaired discussion amongst all contributors, with a focus on both debating the future of the concept of ‘digiTAG’ and rethinking critical engagement with digital practice in archaeology and heritage overall.