2,091 research outputs found

    Exploring Archaeological Parks by Playing Games on Mobile Devices

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    Explore! is an m-learning system that combining e-learning and mobile computing allows middle school students to interact with learning materials in different ways while playing a game in an archaeological park. Design is based on user-centred and participatory approaches. The evaluation of Explore! through systematic field studies has shown that it is able to transform the visit to archaeological parks into a more complete and culturally rich experience. Thanks to the generality of the software infrastructure, games to be played in different parks can be easily created; to this aim, an Authoring Tool to be used by history experts and/or teachers has been developed

    Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13 October 2018)

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    Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more

    Clavis Aurea : An Augmented Reality Game for the Teaching of Local History

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    The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of visitors at the archaeological site where the game was played, and the problem of coordinating the student groups

    Designing Location-based Games : How to support players’ social interaction, physical activity and learning about their local environment

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    The earliest academic studies on location-based games (LBGs) were conducted in the early 2000’s, but the recent upsurge in the popularity and success of commercial LBGs has created a need to re-examine the genre in light of new empirical evidence. In 2016, Pokemon GO brought the LBG genre into a spotlight by being downloaded hundreds of millions of times and generating over 4 billion USD in lifetime revenue to date. Since then, new games such as Jurassic World: Alive, The Walking Dead: Our World and The Witcher: Monster Slayer have emerged. Understanding phenomena related to LBGs is important for various stakeholders from game designers to urban designers and educators. In this dissertation we take an inductive approach to LBG design by gathering evidence from popular commercial LBGs with six original research articles (Studies I-VI). The studies focus on game mechanics that are unique to the LBG genre, and how reported positive outcomes of playing LBGs can be tied to these mechanics. Through the six studies we derive a game mechanics -focused design framework for LBGs, which we name the Triune PoI System, where PoI stands for point of interest. The system consists of three central components: exploration, discovery and navigation, and at the heart of these lies moving to trigger gameplay. The Triune PoI System highlights the importance of LBGs to provide multimodal motivation for players to move and play, and the crucial importance of the playing locations, the PoIs for scaffolding positive outcomes. We demonstrate how the following benefits of playing LBGs (1) physical activity; (2) social interaction; and (3) learning and discovery; are ultimately tied to the Triune PoI System (Studies I-IV). We also investigate the effects of aggressive marketing and LBG game mechanics on players’ well-being (Study V). Here we identify that aggressive marketing can exhaust players, but that the overall LBG playing intensity had a strong significant association with psychological well-being in our sample. We also demonstrate that nostalgia and imagination play crucial roles in scaffolding perceived meaningfulness of playing LBGs (Study VI). Finally, we propose that the popularity of LBGs may be explained by them embodying aspects of the hunter-gatherer lifestyle that are missing in the urban way of living. TIIVISTELMÄ Varhaisimmat akateemiset tutkimukset paikkatietoon pohjautuvista peleistä julkaistiin jo vuosituhannen alussa, mutta pelien viimeaikainen suosio ja kaupallinen menestys antavat aihetta tarkastella paikkatietoon pohjautuvien pelien suunnittelua uuden empiirisen todistusaineiston valossa. Vuonna 2016 julkaistua Pokémon GO:ta on ladattu satoja miljoonia kertoja ja sen suosion inspiroimana on julkaistu sellaisia paikkatietoon pohjautuvia pelejä kuin Jurassic World: Alive, The Walking Dead: Our World sekä The Witcher: Monster Slayer. Näiden pelien ja niihin liittyvien ilmiöiden ymmärtäminen voi olla hyödyllistä monille eri tahoille, kuten pelisuunnittelijoille, kaupunkisuunnittelijoille ja koulutuksesta vastaaville. Tässä väitöskirjatutkimuksessa lähestytään paikkatietoon pohjautuvien pelien suunnittelua induktiivisesti kuuden alkuperäisartikkelin avulla. Tutkimuksessa selvitetään mitkä ovat paikkatietoon pohjautuvien pelien keskeisimmät pelimekaniikat ja miten raportoidut positiiviset vaikutukset nivoutuvat niihin. Tulokset osoittavat, että suosittujen paikkatietoon pohjautuvien pelien keskiössä on ns. "Triune PoI System", joka koostuu 3+1 komponentista: tutkiminen, löytäminen ja navigointi; sekä liikkuminen. Toisin sanoen pelaajat lähtevät tutkimaan ympäristöään, löytävät sieltä mielenkiintoisia kohteita ja navigoivat niiden luokse. Lisäksi pelien keskeisenä elementtinä on pelkästä liikkumisesta palkitseminen. Tutkimuksessa osoitetaan, että liikunta, sosiaalinen vuorovaikutus ja oppiminen on suosituissa peleissä, kuten Pokémon GO:ssa, keskeisesti sidottu Triune PoI Systemiin. Lisäksi selvitetään mitä vaikutuksia kaupallisten paikkatietoon pohjautuvien pelien markkinoinnilla ja mikrotransaktiomekanismeilla on pelaajien hyvinvointiin. Tutkimuksessa havaitaan, että markkinointi saattaa väsyttää pelaajia, mutta kokonaisuutena paikkatietoon pohjautuvien pelien pelaamisella ja hyvinvoinnilla on tilastollisesti merkitsevä vahva yhteys. Lisäksi osoitetaan, että nostalgia ja mielikuvitus tukevat tunnetta pelaamisen merkityksellistä. Lopuksi ehdotetaan, että paikkatietoon pohjautuvien pelien suosiota saattaa selittää niiden tarjoamat metsästäjä-keräilijä-elämän aspektit, joista urbaanissa miljöössä elävät ihmiset jäävät arkielämässään paitsi

    PRESERVATION FOR FUTURE GENERATIONS: DIGITAL TECHNOLOGIES, DIGITALIZATION, AND EXPERIMENTS WITH CONSUMERS AS PRODUCERS OF INDUSTRIAL HERITAGE DOCUMENTATION

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    As digital documentation and recording technologies have evolved, so has the perception that they are segregated and intended primarily for use in either engineering/scientific or amateur/consumer applications. In contrast to this notion, the three-dimensionality afforded by these technologies differs only when considering them in the order of priorities; laser scanners and related image acquisition technologies document and visualize while inversely, consumer cameras visualize and document. This broad field of digital acquisition technologies has evolved into a heterogeneity of tools that all capture aspects of the physical world with a line drawn between them becoming blurred. Within this evolution, these tools are becoming less expensive, easier to use, and depending upon the application, can be operated successfully by individuals having modest or semi-professional skills. The proliferation of digital documentation technologies, the ease of their use, and the ability to share visual data on the internet allow us to examine the inclusion of digital documentation into the preservation management of historic industrial resource, pushing heritage to the digitalized culture

    Companion to European Heritage Revivals

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    Cultural Heritage; Cultural Management; Heritage Strategies; Heritage Experience; Cultural Heritage Routes; Routes des Vins d'Alsace; Liberation Route Arnhem Nijmegen; Region Identity Battle Fiel

    The “Ontological Fibrillation” of Transmedia Storyworlds. Paratexts, Cyberworlds and Augmented Reality

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    In this study we shall be trying to examine in more depth the relationships between the processes of trans-medial world-building and their “ontological fibrillation” via the affordances of recent digital technology. The analysis will be concentrating on the contribution from Augmented Reality in the ontological materialization of The Walking Dead transmedia storyworld. To this end, the dual configuration of a narrative continuum and an attractive-interactive materialization of the make-believe will be taken into consideration. This assumption will be backed up by our endeavouring to update the conceptual contributions of narratological categories, such as para-textuality, and medial categories, such as cyberworlds and the social media; the trend towards materialization of storyworlds, following in the tracks of a historical-archaeological perspective of pre-digital transmediality will be traced with reference to several scholars within transmedia studies

    Companion to European Heritage Revivals

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    Cultural Heritage; Cultural Management; Heritage Strategies; Heritage Experience; Cultural Heritage Routes; Routes des Vins d'Alsace; Liberation Route Arnhem Nijmegen; Region Identity Battle Fiel

    VR Storytelling

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    The question of cinematic VR production has been on the table for several years. This is due to the peculiarity of VR language which, even if it is de ned by an image that surrounds and immerses the viewer rather than placing them, as in the classic cinematic situation, in front of a screen, relies decisively on an audiovisual basis that cannot help but refer to cinematic practices of constructing visual and auditory experience. Despite this, it would be extremely reductive to consider VR as the mere transposition of elements of cinematic language. The VR medium is endowed with its own speci city, which inevitably impacts its forms of narration. We thus need to investigate the narrative forms it uses that are probably related to cinematic language, and draw their strength from the same basis, drink from the same well, but develop according to di erent trajectories, thus displaying di erent links and a nities
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