Designing Cultural Heritage Contents for Serious Virtual Worlds

Author(s):  
Francesco Bellotti ◽  
Riccardo Berta ◽  
Alessandro De Gloria ◽  
Giulia Panizza ◽  
Ludovica Primavera
Information ◽  
2019 ◽  
Vol 11 (1) ◽  
pp. 22 ◽  
Author(s):  
Marijana Ćosović ◽  
Belma Ramić Brkić

As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.


Antiquity ◽  
2016 ◽  
Vol 90 (354) ◽  
Author(s):  
Ioannis Liritzis ◽  
George Pavlidis ◽  
Spyros Vosynakis ◽  
Anestis Koutsoudis ◽  
Pantelis Volonakis ◽  
...  

Digital media and learning initiatives for virtual collaborative environments are contributing to the definition of new (sub-)disciplines in archaeological and heritage sciences. New nomenclature and terminology is emerging such as cyber archaeology, cyber archaeometry, virtual worlds and augmented and immersive realities; and all of them are related to museums and cultural heritage—tangible, intangible or natural (Forte 2010; Liritziset al. 2015).


2010 ◽  
Vol 24 (6) ◽  
pp. 617-647 ◽  
Author(s):  
A. Bogdanovych ◽  
J. A. Rodriguez-Aguilar ◽  
S. Simoff ◽  
A. Cohen

2020 ◽  
Vol 11 (1) ◽  
pp. 338
Author(s):  
George Margetis ◽  
Konstantinos C. Apostolakis ◽  
Stavroula Ntoa ◽  
George Papagiannakis ◽  
Constantine Stephanidis

Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition.


2020 ◽  
Vol 12 (2) ◽  
pp. 645 ◽  
Author(s):  
Louis Nisiotis ◽  
Lyuba Alboul ◽  
Martin Beer

With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this paper aims to create a new type of conceptually led environment, a kind of Cyber–Physical–Social Eco-Society (CPSeS) system that would seamlessly blend the real with virtual worlds interactively using Virtual Reality, Robots, and Social Networking technologies, engendered by humans’ interactions and intentions. The project seeks to develop new methods of engaging the current generation of museum visitors, who are influenced by their exposure to modern technology such as social media, smart phones, Internet of Things, smart devices, and visual games, by providing a unique experience of exploring and interacting with real and virtual worlds simultaneously. The research envisions a system that connects visitors to events and/or objects separated either in time or in space, or both, providing social meeting points between them. To demonstrate the attributes of the proposed system, a Virtual Museum scenario has been chosen. The following pages will describe the RoboSHU: Virtual Museum prototype, its capabilities and features, and present a generic development framework that will also be applicable to other contexts and sociospatial domains.


Author(s):  
Francesco Bellotti ◽  
Riccardo Berta ◽  
Alessandro De Gloria ◽  
Ludovica Primavera

2010 ◽  
Vol 1 (2) ◽  
pp. 69
Author(s):  
Viviana Barneche Naya ◽  
Luis A. Hernández Ibáñez ◽  
Belén Torrente Torrente

<p>Metaverses, those virtual worlds online where users can create content, have a potential that covers very diverse fields such as culture, science, education and cultural heritage. It goes beyond acting as a generator of human connections and a host of social activities, opening the possibility of sharing the same living experience in a "virtual physical place". This paper describes the experience of the authors in the interactive virtual reconstruction of the emblematic Torre de Hercules of A Coruña in Second Life, made for educational purposes, focusing on the problems encountered and the technical solutions used for its realization.</p>


Author(s):  
Dimitrios Margounakis

This chapter analyzes the computational methods used for recreating virtual worlds from the past. Terms, like photogrammetry, rendering and digital elevation models, are introduced and explained. The collaboration between archaeologists and computer graphics designers has to offer a lot to the wide spreading of cultural heritage by using innovative and appealing 3D technologies. In Section 1, several possible applications of virtual reconstructions in archaeology are discussed. Section 2 presents the methods and techniques for recreating a virtual world, while Section 3 mentions some examples and related work on the field from literature.


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