42,012 research outputs found

    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

    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

    Motion in place: a case study of archaeological reconstruction using motion capture

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    Human movement constitutes a fundamental part of the archaeological process, and of any interpretationof a site’s usage; yet there has to date been little or no consideration of how movement observed (incontemporary situations) and inferred (in archaeological reconstruction) can be documented. This paper reports on the Motion in Place Platform project, which seeks to use motion capture hardware and data totest human responses to Virtual Reality (VR) environments and their real-world equivalents using round houses of the Southern British Iron Age which have been both modelled in 3D and reconstructed in the present day as a case study. This allows us to frame questions about the assumptions which are implicitlyhardwired into VR presentations of archaeology and cultural heritage in new ways. In the future, this will lead to new insights into how VR models can be constructed, used and transmitted

    A geodatabase for multisource data applied to cultural heritage: The case study of Villa Revedin Bolasco

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    In this paper we present the results of the development of a Web-based archiving and documenting system aimed to the management of multisource and multitemporal data related to cultural heritage. As case study we selected the building complex of Villa Revedin Bolasco in Castefranco Veneto (Treviso, Italy) and its park. Buildings and park were built in XIX century after several restorations of the original XIV century area. The data management system relies on a geodatabase framework, in which different kinds of datasets were stored. More specifically, the geodatabase elements consist of historical information, documents, descriptions of artistic characteristics of the building and the park, in the form of text and images. In addition, we used also floorplans, sections and views of the outer facades of the building extracted by a TLS-based 3D model of the whole Villa. In order to manage and explore these rich dataset, we developed a geodatabase using PostgreSQL and PostGIS as spatial plugin. The Web-GIS platform, based on HTML5 and PHP programming languages, implements the NASA Web World Wind virtual globe, a 3D virtual globe we used to enable the navigation and interactive exploration of the park. Furthermore, through a specific timeline function, the user can explore the historical evolution of the building complex

    Achieving interoperability between the CARARE schema for monuments and sites and the Europeana Data Model

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    Mapping between different data models in a data aggregation context always presents significant interoperability challenges. In this paper, we describe the challenges faced and solutions developed when mapping the CARARE schema designed for archaeological and architectural monuments and sites to the Europeana Data Model (EDM), a model based on Linked Data principles, for the purpose of integrating more than two million metadata records from national monument collections and databases across Europe into the Europeana digital library.Comment: The final version of this paper is openly published in the proceedings of the Dublin Core 2013 conference, see http://dcevents.dublincore.org/IntConf/dc-2013/paper/view/17
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