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Chinese Culture
         Approached Through Touch
LI WANG, MASSEY UNIVERSITY NZ, NOW CHINA
ERIK CHAMPION, DIGHUMLAB DK AND AARHUS UNIVERSITY



                                                  TOUCH OF TAOISM   3 SEPTEMBER 2012
                                        LI WANG AND ERIK CHAMPION
Chinese calligraphy 2006




                           2
Journey to the west 2006




                           3
Lessons badly learnt
• Very difficult to recreate original action scenes
  and moments of discovery as game devices.
• Chinese players, familiar with a distorted version
  of the original, not aware their cultural knowledge
  was not accurate, did not appreciate being told
  this.
• Recreating linear narrative via game design is
  torturous.

• OR: simulate the procedural knowledge of rituals
  and symbol-making via thematically-akin
  interaction..


                                                     4
New media


                                                                              http://chinablog.cc/2009/10/siyi-four-arts-of-the-chinese-scholar/




• For example, some critics have argued that
  new media “…offers enormous possibilities for
  the enhancement and enrichment of heritage
  experience and interpretation…” .
 Y. E. Kalay, T. Kvan, & J. Affleck, New Heritage: new media and cultural heritage. New York: Routledge, 2008.




                                                                                                                                          5
daoism
       – Daoism (Taoism) is an ancient Chinese
         combination of religion, philosophy, and
         folk beliefs, including ritual healing. Its
         different strands of belief date far back in
         history. Daoism is deeply entwined with
         Chinese culture and history.
       – (J. Roberts, Chinese Mythology A to Z. New York: Chelsea House,
         2009.)



http://chinablog.cc/2009/10/siyi-four-arts-of-the-chinese-scholar/
                                                                           6
•
             In ancient Chinaan
    to be a scholar or a master is to be
  artist, measured by one’s grasp of the “Four
  Arts”.
• The “Four Arts”: Music (“Qin”), the board
  game (“Qi”), calligraphy (“Shu”), and brush
  painting (“Hua”).
• Helped “perceive the ultimate doctrine of the
  heavens”, “make themselves [be]
  enlightened”, “express their emotions/their
  understanding of the doctrine”, and “inspire
  others” so that their lives achieve peace and
  harmony.
•   Z. Dainian, Key Concepts in Chinese Philosophy. Beijing: Foreign Languages Press, 2002.



                                                                                              7
questions
• could games engage and educate
  both types of audience?
• NB in pilot study of 12 people, found
  marked differences between Chinese-
  speaking and non-Chinese speaking
  participants.



                                          8
Touch Screen Taoism
Intro movie




              10
Flow effect




              11
The interface




                12
The music in the interface


• “Qin” literally refers
  to a unique seven-
  string Chinese music
  instrument “Guqin”,
  which was invented
  3,000 years ago in
  ancient China
•   http://www.youtube.com/watch?v=nvhKTFzQ
    G8Y                                            http://chinablog.cc/2009/10/siyi-four-arts-of-the-chinese-scholar/
•   https://eee.uci.edu/programs/rgarfias/sound-
    recordings/qin/index.html



                                                                                                                13
explanations




               14
MUSIC or “qin”




                 15
Calligraphy or “Shu”




                       16
GO! Or “Qi”




              17
Painting or “Hua”




                    18
participants
Age       Gender     Native Language
54        Female         English
43         Male         German
38        Female         English
21        Female         English
20         Male          English
21         Male          English
50        Female        Chinese
24        Female        Chinese
23         Male         Chinese
24        Female        Chinese
33         Male         Chinese
 9         Male      Chinese/English




                                       19
memory
   What are the Five Elements in the   25
   traditional Chinese culture?

Q2: What are the Five Basic Tones in
    the traditional Chinese music?     20



Q3: What are the traditional Chinese
    philosophical concepts revealed    15
    by Go?
                                                                     NCHSG

Q4: Which one of the following                                       CHSG

     features is one of the main       10                            Overall
     features of Chinese character
     writing system?
[ ] Cuneiform / [ ] Alphabet / [ ]
     Pictography / [ ] Phonology?      5


Q5: What are the tools for Chinese
    traditional painting?
                                       0
                                            Q1   Q2   Q3   Q4   Q5




                                                                         20
Enjoyment criteria

                               50
•   enjoyment of the game      45
    play.                      40
•   the usability of the       35
    game design.
                               30
•   the graphic and the                                    NCHSG
    visual elements in the
                               25
                                                           CHSG
    games                      20
                                                           Overall

•   the perceived cultural     15

    authenticity of the        10

    games.                      5

                                0
                                    Qin   Qi   Shu   Hua
•   “1” poor -“5” excellent.
usability

• The Chinese-            60

  speaking group
  scored “Qin” a 24 for   50

  usability, as opposed
  to18.                   40

• the Chinese-                                        NCHSG
  speaking                30
                                                      CHSG
  participants could                                  Overall

  recognize the           20

  Chinese music notes
  (for those notes are    10

  written in Chinese
  characters).             0
                               Qin   Qi   Shu   Hua




                                                       22
graphics

• “Hua” was the most        60


  aesthetically pleasing.
                            50
• “Qin” game was the
  least.                    40

• “Hua” game
  provided more
                                                        NCHSG
                            30
                                                        CHSG
  appealing visual                                      Overall

  elements in the           20


  game.
                            10



                             0
                                 Qin   Qi   Shu   Hua




                                                         23
overall
250




200




150
                                                                                  Qin
                                                                                  Qi
                                                                                  Shu
100
                                                                                  Hua



 50




  0
      Enjoyment   Usability    Graphic design   Cultural Authenticity   Overall




                                                                                        24
Overall-non Chinese speaking
120



100



80


                                                                                 Qin
60
                                                                                 Qi
                                                                                 Shu
40                                                                               Hua


20



  0
      Enjoyment   Usability   Graphic design   Cultural Authenticity   Overall




                                                                                       25
Overall- Chinese speaking
120



100



 80

                                                                                 Qin
 60                                                                              Qi
                                                                                 Shu
                                                                                 Hua
 40



 20



  0
      Enjoyment   Usability   Graphic design   Cultural Authenticity   Overall




                                                                                       26
Conclusion
•   A more comprehensive pre-test and post-test questionnaire.
•   The general questions are too vague.
•   Consider changing from rating games to ranking them.
•   Test extrapolated knowledge rather than memory of simple facts.
•   Examine how tacit knowledge can be learnt and evaluated.
•   Compare tests between touch-screen and non-touch screen
    games.
•   A more 3D interface: sculptures, HD projection on rice paper or
    liquid media, with 3D audio effects and ambient movies that
    project on the background environment.
•   Ambient movies react to the player’s physiological changes -by
    biosensors.
•   However, how can interactive digital media convey tacit
    knowledge and how this tacit knowledge can be evaluated.


                                                                  27
Burning issues
How can we increase awareness and understanding of other cultures using
interactive digital visualizations of past civilizations?

In order to answer the above question, this book first examines the needs and
 requirements of virtual travelers and tourists. Is there a market for virtual travel?

•   Why are computer games and simulations so much more successful than other types of virtual
    environments?

•   Arguments that virtual environments are impeded by technological constraints or by a paucity
    of evaluation studies can only be partially correct, for PC games / simulations are also virtual
    environments.

•   Many of the underlying issues are caused by a lack of engagement with the philosophical
    underpinnings of culture, presence and inhabitation, and there are few exemplars that engage
    the public with history and heritage using interactive media in a meaningful and relevant
    manner.

•   Help designers and critics understand the issues involved in creating virtual environments that
    promote and disseminate historical learning and cultural heritage through a close study of the
    interactive design principles at work behind both real and virtual places. Topics discussed
    include the design of virtual environments, especially virtual heritage environments, virtual
    place-making, cultural presence, the pros and cons of game-style interaction, augmented
    reality projects, and appropriate evaluation methods.



                                                                                                       28
biofeedback




              29
•
                      html5
  http://mudcu.be/sketchpad/
• tutorial http://www.html5rocks.com/en/mobile/cross-
  device/
• msdn and touchscreen
  http://msdn.microsoft.com/en-us/hh563503.aspx
• with flash http://www.2morodocs.com/2010/05/think-
  outside-the-computer-touchscreens-html5-flash/
• html 5 game examples
  http://html5games.com/category/iphoneipadmobile/
• html 5 drawing on an iPad
  http://tenderlovingcode.com/blog/web-apps/html5-
  canvas-drawing-on-ipad/

                                                        30
DIGHUMLAB launch

http://dighumlab.dk

•   Rector Lauritz B. Holm-Nielsen
•   Danish Minister for Science, Innovation and Higher Education, Morten Østergaard
•   Dean of Arts, Aarhus University and Head of DHL Steering Group Mette Thunø
•   DIGHUMLAB 1: Professor Bente Maegaard: Language Tools and CLARIN
•   DIGHUMLAB 2: Professors Niels Ole Finnemann & Niels Brügger: NetLab
•   DIGHUMLAB 3: Professor Johannes Wagner: Interaction and Design Studies
•   Sally Chambers, Secretary General, DARIAH-EU Coordination Office
•   Steven Krauwer, Executive Director, CLARIN ERIC
•   Professor Patrik Svensson, HUMlab, Umeå University
•   Professor Lorna Hughes, University of Wales
•   Associate Professor Palmyre Pierroux, InterMedia, University of Oslo
•   Professor Lily Díaz-Kommonen, Media Lab, Aalto University

•   Erik Champion nzerik@gmail.com or echa@adm.au.dk
•   Li Wang (Neil) neil.cnz@gmail.com
                                                                                      31

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Chinese Culture Approached Through Touch

  • 1. Chinese Culture Approached Through Touch LI WANG, MASSEY UNIVERSITY NZ, NOW CHINA ERIK CHAMPION, DIGHUMLAB DK AND AARHUS UNIVERSITY TOUCH OF TAOISM 3 SEPTEMBER 2012 LI WANG AND ERIK CHAMPION
  • 3. Journey to the west 2006 3
  • 4. Lessons badly learnt • Very difficult to recreate original action scenes and moments of discovery as game devices. • Chinese players, familiar with a distorted version of the original, not aware their cultural knowledge was not accurate, did not appreciate being told this. • Recreating linear narrative via game design is torturous. • OR: simulate the procedural knowledge of rituals and symbol-making via thematically-akin interaction.. 4
  • 5. New media http://chinablog.cc/2009/10/siyi-four-arts-of-the-chinese-scholar/ • For example, some critics have argued that new media “…offers enormous possibilities for the enhancement and enrichment of heritage experience and interpretation…” . Y. E. Kalay, T. Kvan, & J. Affleck, New Heritage: new media and cultural heritage. New York: Routledge, 2008. 5
  • 6. daoism – Daoism (Taoism) is an ancient Chinese combination of religion, philosophy, and folk beliefs, including ritual healing. Its different strands of belief date far back in history. Daoism is deeply entwined with Chinese culture and history. – (J. Roberts, Chinese Mythology A to Z. New York: Chelsea House, 2009.) http://chinablog.cc/2009/10/siyi-four-arts-of-the-chinese-scholar/ 6
  • 7. In ancient Chinaan to be a scholar or a master is to be artist, measured by one’s grasp of the “Four Arts”. • The “Four Arts”: Music (“Qin”), the board game (“Qi”), calligraphy (“Shu”), and brush painting (“Hua”). • Helped “perceive the ultimate doctrine of the heavens”, “make themselves [be] enlightened”, “express their emotions/their understanding of the doctrine”, and “inspire others” so that their lives achieve peace and harmony. • Z. Dainian, Key Concepts in Chinese Philosophy. Beijing: Foreign Languages Press, 2002. 7
  • 8. questions • could games engage and educate both types of audience? • NB in pilot study of 12 people, found marked differences between Chinese- speaking and non-Chinese speaking participants. 8
  • 13. The music in the interface • “Qin” literally refers to a unique seven- string Chinese music instrument “Guqin”, which was invented 3,000 years ago in ancient China • http://www.youtube.com/watch?v=nvhKTFzQ G8Y http://chinablog.cc/2009/10/siyi-four-arts-of-the-chinese-scholar/ • https://eee.uci.edu/programs/rgarfias/sound- recordings/qin/index.html 13
  • 19. participants Age Gender Native Language 54 Female English 43 Male German 38 Female English 21 Female English 20 Male English 21 Male English 50 Female Chinese 24 Female Chinese 23 Male Chinese 24 Female Chinese 33 Male Chinese 9 Male Chinese/English 19
  • 20. memory What are the Five Elements in the 25 traditional Chinese culture? Q2: What are the Five Basic Tones in the traditional Chinese music? 20 Q3: What are the traditional Chinese philosophical concepts revealed 15 by Go? NCHSG Q4: Which one of the following CHSG features is one of the main 10 Overall features of Chinese character writing system? [ ] Cuneiform / [ ] Alphabet / [ ] Pictography / [ ] Phonology? 5 Q5: What are the tools for Chinese traditional painting? 0 Q1 Q2 Q3 Q4 Q5 20
  • 21. Enjoyment criteria 50 • enjoyment of the game 45 play. 40 • the usability of the 35 game design. 30 • the graphic and the NCHSG visual elements in the 25 CHSG games 20 Overall • the perceived cultural 15 authenticity of the 10 games. 5 0 Qin Qi Shu Hua • “1” poor -“5” excellent.
  • 22. usability • The Chinese- 60 speaking group scored “Qin” a 24 for 50 usability, as opposed to18. 40 • the Chinese- NCHSG speaking 30 CHSG participants could Overall recognize the 20 Chinese music notes (for those notes are 10 written in Chinese characters). 0 Qin Qi Shu Hua 22
  • 23. graphics • “Hua” was the most 60 aesthetically pleasing. 50 • “Qin” game was the least. 40 • “Hua” game provided more NCHSG 30 CHSG appealing visual Overall elements in the 20 game. 10 0 Qin Qi Shu Hua 23
  • 24. overall 250 200 150 Qin Qi Shu 100 Hua 50 0 Enjoyment Usability Graphic design Cultural Authenticity Overall 24
  • 25. Overall-non Chinese speaking 120 100 80 Qin 60 Qi Shu 40 Hua 20 0 Enjoyment Usability Graphic design Cultural Authenticity Overall 25
  • 26. Overall- Chinese speaking 120 100 80 Qin 60 Qi Shu Hua 40 20 0 Enjoyment Usability Graphic design Cultural Authenticity Overall 26
  • 27. Conclusion • A more comprehensive pre-test and post-test questionnaire. • The general questions are too vague. • Consider changing from rating games to ranking them. • Test extrapolated knowledge rather than memory of simple facts. • Examine how tacit knowledge can be learnt and evaluated. • Compare tests between touch-screen and non-touch screen games. • A more 3D interface: sculptures, HD projection on rice paper or liquid media, with 3D audio effects and ambient movies that project on the background environment. • Ambient movies react to the player’s physiological changes -by biosensors. • However, how can interactive digital media convey tacit knowledge and how this tacit knowledge can be evaluated. 27
  • 28. Burning issues How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and tourists. Is there a market for virtual travel? • Why are computer games and simulations so much more successful than other types of virtual environments? • Arguments that virtual environments are impeded by technological constraints or by a paucity of evaluation studies can only be partially correct, for PC games / simulations are also virtual environments. • Many of the underlying issues are caused by a lack of engagement with the philosophical underpinnings of culture, presence and inhabitation, and there are few exemplars that engage the public with history and heritage using interactive media in a meaningful and relevant manner. • Help designers and critics understand the issues involved in creating virtual environments that promote and disseminate historical learning and cultural heritage through a close study of the interactive design principles at work behind both real and virtual places. Topics discussed include the design of virtual environments, especially virtual heritage environments, virtual place-making, cultural presence, the pros and cons of game-style interaction, augmented reality projects, and appropriate evaluation methods. 28
  • 30. html5 http://mudcu.be/sketchpad/ • tutorial http://www.html5rocks.com/en/mobile/cross- device/ • msdn and touchscreen http://msdn.microsoft.com/en-us/hh563503.aspx • with flash http://www.2morodocs.com/2010/05/think- outside-the-computer-touchscreens-html5-flash/ • html 5 game examples http://html5games.com/category/iphoneipadmobile/ • html 5 drawing on an iPad http://tenderlovingcode.com/blog/web-apps/html5- canvas-drawing-on-ipad/ 30
  • 31. DIGHUMLAB launch http://dighumlab.dk • Rector Lauritz B. Holm-Nielsen • Danish Minister for Science, Innovation and Higher Education, Morten Østergaard • Dean of Arts, Aarhus University and Head of DHL Steering Group Mette Thunø • DIGHUMLAB 1: Professor Bente Maegaard: Language Tools and CLARIN • DIGHUMLAB 2: Professors Niels Ole Finnemann & Niels Brügger: NetLab • DIGHUMLAB 3: Professor Johannes Wagner: Interaction and Design Studies • Sally Chambers, Secretary General, DARIAH-EU Coordination Office • Steven Krauwer, Executive Director, CLARIN ERIC • Professor Patrik Svensson, HUMlab, Umeå University • Professor Lorna Hughes, University of Wales • Associate Professor Palmyre Pierroux, InterMedia, University of Oslo • Professor Lily Díaz-Kommonen, Media Lab, Aalto University • Erik Champion nzerik@gmail.com or echa@adm.au.dk • Li Wang (Neil) neil.cnz@gmail.com 31

Notas do Editor

  1. literally means the “surrounding game”.black and white, represent the two primary aspects of the world, “Yin” (negative) and “Yang” (positive).
  2. Figure 13 shows that the game “Hua” received the highest score of all four games in the aesthetically pleasing “Graphics” aspect, which is 55 out of 60, while the “Qin” game was rated the lowest (46 out of 60) score. In this section, there was a difference of nine points between the highest and lowest score.GraphicsThe conversations with the participants after the game suggest that the “Hua” game provided more appealing visual elements in the game, for example, the stained canvas of the painting scroll and the Chinese ink painting samples appeared during the game play. On the other hand, in the “Qi” game there was an identical “Go!” game board in the center of the screen with some black and white pieces, which appeared to be less visually stimulating than the other three games.
  3. Figure 13 shows that the game “Hua” received the highest score of all four games in the aesthetically pleasing “Graphics” aspect, which is 55 out of 60, while the “Qin” game was rated the lowest (46 out of 60) score. In this section, there was a difference of nine points between the highest and lowest score.GraphicsThe conversations with the participants after the game suggest that the “Hua” game provided more appealing visual elements in the game, for example, the stained canvas of the painting scroll and the Chinese ink painting samples appeared during the game play. On the other hand, in the “Qi” game there was an identical “Go!” game board in the center of the screen with some black and white pieces, which appeared to be less visually stimulating than the other three games.
  4. Figure 13 shows that the game “Hua” received the highest score of all four games in the aesthetically pleasing “Graphics” aspect, which is 55 out of 60, while the “Qin” game was rated the lowest (46 out of 60) score. In this section, there was a difference of nine points between the highest and lowest score.GraphicsThe conversations with the participants after the game suggest that the “Hua” game provided more appealing visual elements in the game, for example, the stained canvas of the painting scroll and the Chinese ink painting samples appeared during the game play. On the other hand, in the “Qi” game there was an identical “Go!” game board in the center of the screen with some black and white pieces, which appeared to be less visually stimulating than the other three games.
  5. Figure 13 shows that the game “Hua” received the highest score of all four games in the aesthetically pleasing “Graphics” aspect, which is 55 out of 60, while the “Qin” game was rated the lowest (46 out of 60) score. In this section, there was a difference of nine points between the highest and lowest score.GraphicsThe conversations with the participants after the game suggest that the “Hua” game provided more appealing visual elements in the game, for example, the stained canvas of the painting scroll and the Chinese ink painting samples appeared during the game play. On the other hand, in the “Qi” game there was an identical “Go!” game board in the center of the screen with some black and white pieces, which appeared to be less visually stimulating than the other three games.