60,420 research outputs found
'Breaking the glass': preserving social history in virtual environments
New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the âcabinets of curiosityâ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitorâs experience more than just an architectural walk through
Serious Game Evaluation as a Meta-game
Purpose â This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults.
Design/methodology/approach â In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team.
Findings â The key result from this study was that during the âseamless evaluationâ approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in-role game experience.
Practical implications â This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user.
Originality/value â Through using seamless evaluation, the authors created an evaluation completely embedded within the âmagic circleâ of an in-game experience that added value to the user experience whilst also yielding relevant results for the development team
Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games
Video games have emerged as a promising tool for enhancing engagement with cultural
heritage. However, there is limited knowledge about how existing games can effectively fulfill this
role. This study compiled and analyzed 100 video games based on cultural heritage by adapting
an existing framework that includes 10 game attributes for a comparative statistical analysis of the
gamesâ engagement features. These features include narrative-driven gameplay, information capsules,
task-driven learning, ease of play, identity-driven content, open-world exploration, people-centered
perspectives, meaningfulness, simulation, and verisimilitude. The analysis revealed that while the
majority of games adhered to most of the recommended attributes, features such as task-driven
learning, open-world exploration, and simulation were either uncommon or rare. These findings
highlight a significant opportunity to develop games that incorporate these underrepresented features,
thereby providing more immersive and engaging experiences in heritage education. Furthermore,
the study offers a systematic overview of existing games that represent cultural heritage, serving as a
valuable resource for developers, designers, and educators in this field.Predoctoral fellowship from the
Spanish Ministry of Universities (FPU20/00281)Project
âInfluence of Video Game Addiction on the Adolescent Population of Andalusia in Educational and
Family Contexts (PRY127/22)â, funded by the Andalusian Studies Centre Foundation (CENTRA
A framework study on the use of immersive XR technologies in the cultural heritage domain
Most cultural promotion and dissemination are nowadays performed through the digitization of heritage
sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality
(AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality
and educational effect of these sites by stimulating usersâ senses in a more natural and vivid way. In this
respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites
by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a
more immersive experience that engages the visitor both physically and emotionally.
This study contributes to the development and incorporation of AR, MR, and VR applications in the
cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems,
such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to
handheld devices. We propose a framework study to identify the key features of headset-based Extended
Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence,
and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over
more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to
improve the guestsâ experience and the appreciation of the cultural heritage.
An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online
Library databases was conducted, including papers published from January 2018 to September 2022.
To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses
(PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending
on the studyâs purpose: education, entertainment, edutainment, touristic guidance systems, accessibility,
visitor profiling, and management.
Immersive cultural heritage systems allow visitors to feel completely immersed and present in the
virtual environment, providing a stimulating and educational cultural experience that can improve the
quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural
heritage domain
Visualisation of semantic architectural information within a game engine environment
Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualisation technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualisation for architectural design and construction
Collaborative Decision-Making Processes for Cultural Heritage Enhancement: The Play ReCH Platform
These days, cultural heritage is one of the topics at the center of the urban sustainability agenda. Current economic and urbanization trends place significant pressure on urban resources, systems, and infrastructures and demand for novel approaches in governing, financing, and monitoring urban performances with particular attention to abandoned, unused, or underutilized cultural heritage, defined âwaste heritage.â In this perspective, cities are laboratories where innovative and collaborative approaches can be tested, and culture-led processes can be implemented consistent with circular economy principles. In order to structure and activating collaborative decision-making processes for regeneration and adaptive transformation of cultural heritage, gamification assumes a central role. The chapter analyzes the interaction among gamification and collaborative decision-making processes relevant to support the enhancement of cultural heritage and describes the Play ReCH (Reuse Cultural Heritage) platform, winner of the 2019 Welfare Che Impresa call, activated with the purpose to promote a cultural creative enterprise and include cooperation and innovation in cultural heritage regeneration processes. Play ReCH allows rethinking the management model of cultural heritage reuse through gamification processes in combining technology and reality, involving city users within creative processes
Virtual Heritage
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments
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What common design principles can be distilled out from literature in the field of technologies and learning difficulties that might inform the design of technologies within the EU funded ARCHES Project?
The focus of this research report is people who have diverse access needs associated with perception, memory, cognition and communication- those who are frequently ascribed the label of âlearning difficultiesâ1 and the technologies that may help to enhance their access to and inclusion into cultural and heritage sites (including digital assets)
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