3 research outputs found
The Role of the Graphic Element in the Context of Playful Games for Cultural Heritage
This paper aims to investigate the conditioning that the use of playful
games requires the role of graphic element for disseminating and promoting the
Cultural Heritage. Within the CHROME project, which has, among the various
objectives, the definition of an innovative strategy to promote the three Charterhouses
of Campania, it comes up with the idea to plan a playful game placed
in one of the three monasteries. Its purpose is to provide a first knowledge, both
in relation to the spatiality of a Carthusian monastery and to the life of a monk of
the Order, exploiting the playful dimension of the games. Since that the proposed
location for the game is a monastic complex whose modeling is gained by
range-based and image-based survey processes, the project shows the definition
of a methodology to generate digital three-dimensional models, whose geometric
genesis is at the same time both topologically coherent and enjoyable on
the selected technology platform. Once obtained the scene in which the narration
develops, it must qualify as a visual device able to activate the sensory
involvement, the share and the exploration. For this reason, some expedients
(illumination techniques, framing, distortions, sonorous scenes) have been
studied to stimulate the player and to communicate cognitive messages related
to the game space using the principle “show, don’t tell”