Performing traditional knowledge using a game engine: communicating and sharing Australian Aboriginal knowledge practices

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Date
2006-07
Authors
Pumpa, Malcolm
Wyeld, Theodor
Adkins, Barbara
Journal Title
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Publisher
IEEE
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Copyright © 2006 IEEE. Published version of the paper reproduced here in accordance with the copyright policy of the publisher. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.
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Abstract
This paper challenges current practices in the use of digital media to communicate Australian Aboriginal knowledge practices in a learning context. It proposes that any digital representation of Aboriginal knowledge practices needs to examine the epistemology and ontology of these practices in order to design digital environments that effectively support and enable existing Aboriginal knowledge practices in the real world. Central to this is the essential task of any new digital representation of Aboriginal knowledge to resolve the conflict between database and narrative views of knowledge (L. Manovich, 2001). This is in order to provide a tool that complements rather than supplants direct experience of traditional knowledge practices (V. Hart, 2001). This paper concludes by reporting on the recent development of an advanced learning technology that addresses this.
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Keywords
3D gaming, Australian indigenous cultural heritage, Computer aided instruction, Computer games, Cultural heritage, Virtual storytelling
Citation
Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies (ICALT 2006), Kerkrade, Netherlands, 05-07 July 2006 / Kinshuk, R. Koper, P. Kommers, P. Kirschner, D. G. Sampson and W. Didderen (eds.), pp. 810-814