Serious Games in Cultural Heritage
Authors: Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P. and Freitas, S.D.
Editors: Ashley, M.
Conference: VAST 2009: 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage
Dates: 22-25 September 2009
Journal: VAST 2009: 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage - VAST-STAR, Short and Project Proceedings
Pages: 29-48
Publisher: Eurographics Association
ISBN: 978-3-905674-18-7
https://eprints.bournemouth.ac.uk/20460/
Source: Manual
Preferred by: Leigh McLoughlin and Eike Anderson
Serious Games in Cultural Heritage
Authors: Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P. and Freitas, S.D.
Editors: Ashley, M.
Conference: VAST'09: 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST - State of the Art Reports
Pages: 29-48
Publisher: Faculty of ICT, University of Malta
Abstract: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.
Categories and Subject Descriptors (according to ACMCCS): H.5.1 [Information Interfaces and Presentation]:Multimedia Information Systems—Artificial, augmented, and virtual realities I.2.1 [Artificial Intelligence]: Applications and Expert Systems—Games K.3.1 [Computers and Education]: Computer Uses in Education—Computerassisted instruction K.8.0 [Personal Computing]: General—Games
https://eprints.bournemouth.ac.uk/20460/
Source: BURO EPrints