scholarly journals Special Issue on VR for Culture and Heritage: The Experience of Cultural Heritage with Virtual Reality: Guest Editors’ Introduction

2018 ◽  
Vol 26 (3) ◽  
pp. iii-vi ◽  
Author(s):  
Eugene Ch’ng ◽  
Yiyu Cai ◽  
Harold Thwaites
2021 ◽  
Vol 11 (4) ◽  
pp. 1530
Author(s):  
Christos Fidas ◽  
Stella Sylaiou

Recent advancements in Virtual Reality (VR) technologies provide new opportunities for Cultural Heritage (CH) organizations to attract, engage, and support end-users more efficiently and effectively [...]


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


2011 ◽  
Vol 30 (1) ◽  
pp. 233-233
Author(s):  
Alessandro Artusi ◽  
Morwena Joly ◽  
Geneviève Lucet ◽  
Alejandro Ribes ◽  
Denis Pitzalis

2011 ◽  
Vol 2 (4) ◽  
pp. 59 ◽  
Author(s):  
Sorin Hermon ◽  
Loukas Kalisperis

<p>The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR) of Cultural Heritage (CH) assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”), issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc.), are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums.</p>


2017 ◽  
Vol 17 (2) ◽  
pp. 0-0
Author(s):  
Simon Richir

Special Issue - Best Papers of Virtual Reality International Conference (VRIC'17)


2020 ◽  
Vol 2 (4) ◽  
pp. 214-231
Author(s):  
Elina A. Sarakaeva

This work reviews the Chinese cultural and mass-educational magazine “Cultural Heritage of China” going through several issues of the magazine - those of 2016, 2017 and 2020 years. The brief history of how the magazine was established and structured is given in the first paragraphs. Following are the reviews of the magazine’s issues about the vestimental culture of China, the sensitive question of borrowing elements of Chinese culture into the Japanese oral tradition, the history of state examinations. In the last part of the review I analyze the contents of the special issue on Chinese spirits and demons.


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