There has been much recent discussion on place and especially on experiential richness (or the lack thereof) in digital places [11]. Yet, apart from counterfactual game-worlds, there seems to be little progress in developing digital environments that improve situated historical understanding, a sense of place, and an understanding of how people with different cultural frameworks experience that place. So, is new media unable to live up to the hype or do we need to rethink how historical and cultural understanding is most effectively transmitted via new technology? What are the requirements for a digital place to support historical understanding? Must it be persistent, mark-able, socially reconfigurable or reconfiguring? Could interaction actually obstruct and impede the appreciation of place and history? Most importantly, how can we learn about the views and cultural understanding of others?
A number of ways have been suggested in which different experiences of place can be evoked and transmitted. Firstly, via biofeedback, environments can be created whereby indirect and automatic participant responses are dynamically encoded into the environment. Not only does biofeedback allow for immediate and intuitive and immersive interaction, it allows for cultural and social filtering. Digital media can transfigure participant reactions in a more nuanced and subtle fashion than via the keyboard and mouse. Imagine your friends could trigger your aversions via digital media, and your bodily reactions could portray (or even betray) your innermost fears and phobias. To what extent would such social interaction turn into anti-social interaction? And to what extent could this technology be used positively, are there any guidelines to help direct us? And in light of the conference theme, could biofeedback be used both to convey additional senses of place, and to convey cultural aspects of place perception and place experience? This is not a pipe dream. A biofeedback environment has been created and evaluated it and there are ongoing evaluation issues we wish to discuss at the workshop. We might also wish to ponder ethical issues of biofeedback.
The second project is the cultural Turing test. A scenario example was begun but not completed in 2006. It will be revisited it in the near future. It involves reversing and reapplying the conventional view of Turing’s test of artificial intelligence, but in the context of cultural heritage. Instead of the participant evaluating and judging the artificial intelligence of the non-playing characters, what if they judged the intelligence and social attunement of the participant? Consider a role-playing game, the human participant must convince the NPCS he or she is actually a local. The NPCs are suspicious. The human participant must develop their sense of situated mimicry, copying the situated behaviour and socially framed responses of the local characters in order to avoid detection. How could this be evaluated for effectiveness, learning, and for fun? Are there historical or cultural scenarios that easily lend themselves to this method?