4,453 research outputs found

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Sentiment and behaviour annotation in a corpus of dialogue summaries

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    This paper proposes a scheme for sentiment annotation. We show how the task can be made tractable by focusing on one of the many aspects of sentiment: sentiment as it is recorded in behaviour reports of people and their interactions. Together with a number of measures for supporting the reliable application of the scheme, this allows us to obtain sufficient to good agreement scores (in terms of Krippendorf's alpha) on three key dimensions: polarity, evaluated party and type of clause. Evaluation of the scheme is carried out through the annotation of an existing corpus of dialogue summaries (in English and Portuguese) by nine annotators. Our contribution to the field is twofold: (i) a reliable multi-dimensional annotation scheme for sentiment in behaviour reports; and (ii) an annotated corpus that was used for testing the reliability of the scheme and which is made available to the research community

    Cognitive Interpretation of Everyday Activities - Toward Perceptual Narrative Based Visuo-Spatial Scene Interpretation

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    We position a narrative-centred computational model for high-level knowledge representation and reasoning in the context of a range of assistive technologies concerned with visuo-spatial perception and cognition tasks. Our proposed narrative model encompasses aspects such as space, events, actions, change, and interaction from the viewpoint of commonsense reasoning and learning in large-scale cognitive systems. The broad focus of this paper is on the domain of human-activity interpretation in smart environments, ambient intelligence etc. In the backdrop of a smart meeting cinematography domain, we position the proposed narrative model, preliminary work on perceptual narrativisation, and the immediate outlook on constructing general-purpose open-source tools for perceptual narrativisation
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