Computer Games Technology & Serious Games for the Preservation of Cultural Heritage
Authors: Anderson, E.F.
Editors: Kis-Halas, J. and Siim, P.M.
Conference: 3rd International Conference of Young Folklorists "Vernacular Expressions and Analytic Categories"
Dates: 14-16 May 2013
Pages: 11-12
Publisher: Department of Estonian and Comparative Folklore, University of Tartu
Place of Publication: Tartu, Estonia
ISBN: 9789985407493
Abstract:The past decade has seen increasing use of computers in areas of cultural heritage preservation. One of the main uses of computers in this field is the digital preservation and reconstruction of cultural heritage objects and sites. Archaeological digs now set aside considerable budgets for the creation of computer visualisations of sites and objects of interest, not just recording the form they are found in, but also virtually recreating their original state. Interactive applications of this type are often described using the term 'virtual heritage'. A driving factor for the rapid spread of virtual heritage applications has been the considerable improvement of visual quality of real-time computer graphics, itself driven by major advances in computer games technology. This talk will cover one branch of computer games, referred to as ‘serious games’, which is concerned with the development of game applications that are not restricted to entertainment purposes, such as training simulations, advertising and education. In recent years, there have been a number of serious games for cultural heritage purposes that allow participants to not only view sites and artefacts of cultural significance, but to virtually interact with these, not only in their current form, but also in their original contexts. An example would be a serious game that allows players to visit ancient Rome, take a stroll across the Forum Romanum and interact and have conversations with Roman citizens. This makes serious games an ideal medium for the preservation of intangible cultural heritage, such as rituals and stories. Serious games, which tend not to be subject to the commercial pressures of entertainment game development, also provide opportunities for the application of novel interaction methods, such as the use of mixed-reality or brain computer interfaces, which have the potential to greatly enhance the game players’ experiences of virtual worlds.
http://www.ut.ee/folk/index.php/en/news/361-young-folklorists-2013
Source: Manual