1,806 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

    An improved LOD specification for 3D building models

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    Conceptualising and prototyping a decision support system for safer urban unmanned aerial vehicle operations

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    Currently, there is limited discourse surrounding the safe operational planning of UAVs within complex multi-stakeholder urban environments. This paper conceptualises a methodology for prototyping a decision support system for urban UAV flight operations planning. The proposition is based on integrating urban 3-dimensional data with the physical factors of UAV flight operations. A simulated, holistic understanding of UAV usage in urban space emerges, enabling better informed decisions by planners around safe flight operations. The feasibility, applicability and benefits of the decision support system and associated policy implications for urban planners and UAV users are discussed scoping further development of this approach

    Three-dimensional urban models in complex rural environments. Proposal for automation in the historical centre of CehegĂ­n.

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    Urban modelling processes are the basis for the management of Smart Cities. Automated workflows are typically used to model large portions of cities with homogeneous urban fabrics. These processes result in very simple three-dimensional models with large discrepancies with reality. However, the case of the historic centres of small cities is different due to the complexity of their urban fabric and the heterogeneity of their buildings. This paper proposes a semi-automatic supervised modelling workflow that allows the elaboration of complex urban fabric models following the CityGML standard and its levels of detail. The case study focuses on the historic centre of CehegĂ­n (Spain). The advantage of this methodology is the use of downloadable data from public SDIs such as the Digital Cadastre (cadastral polygons) and the National Geographic Institute (LiDAR point Keywords: 3D Urban Model; Historical centre; CityGML; LiDAR; GIS Pedro Miguel Jimenez- Vicario PhD. Architect. Associate Professor at the School of Architecture of the Technical University of Cartagena. Department of Architecture and Building Technology. Researcher at GRAMMAR. Cartagena. Spain. clouds with an approximate density of 0.5 pts/ m2). These data are geolocated and processed in GIS, and exported to Rhinoceros-Grasshopper3d where modelling algorithms are implemented for each level of detail, supported by statistical filters and automatic classifiers. This results in richer and more accurate models than those obtained with automatic modellers and can be used for different applications in the field of management and simulation

    Performance assessment of urban precinct design: a scoping study

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    Executive Summary: Significant advances have been made over the past decade in the development of scientifically and industry accepted tools for the performance assessment of buildings in terms of energy, carbon, water, indoor environment quality etc. For resilient, sustainable low carbon urban development to be realised in the 21st century, however, will require several radical transitions in design performance beyond the scale of individual buildings. One of these involves the creation and application of leading edge tools (not widely available to built environment professions and practitioners) capable of being applied to an assessment of performance across all stages of development at a precinct scale (neighbourhood, community and district) in either greenfield, brownfield or greyfield settings. A core aspect here is the development of a new way of modelling precincts, referred to as Precinct Information Modelling (PIM) that provides for transparent sharing and linking of precinct object information across the development life cycle together with consistent, accurate and reliable access to reference data, including that associated with the urban context of the precinct. Neighbourhoods are the ‘building blocks’ of our cities and represent the scale at which urban design needs to make its contribution to city performance: as productive, liveable, environmentally sustainable and socially inclusive places (COAG 2009). Neighbourhood design constitutes a major area for innovation as part of an urban design protocol established by the federal government (Department of Infrastructure and Transport 2011, see Figure 1). The ability to efficiently and effectively assess urban design performance at a neighbourhood level is in its infancy. This study was undertaken by Swinburne University of Technology, University of New South Wales, CSIRO and buildingSMART Australasia on behalf of the CRC for Low Carbon Living
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