scholarly journals Arqueología Virtual en Dispositivos Móviles. Un Caso Práctico: Patrimonio Defensivo Medieval.

2012 ◽  
Vol 3 (7) ◽  
pp. 109
Author(s):  
José M. Noguera ◽  
María V. Gutiérrez ◽  
Juan C. Castillo ◽  
Rafael J. Segura

<p>Virtual archaeology is an interesting way to promote cultural heritage with touristic purposes. This paper proposes to apply virtual reality techniques on mobile devices in order to exploit the unique features provided by these devices: ubiquity and location-awareness. Firstly, we propose a client-server framework that provides realistic 3D maps on mobile devices according to the user’s location. Following, we describe a study case that applies this technology to implement a 3D touristic guide. This guide aims at promoting the territorial organization and defensive buildings during the low Middle Ages in the “Council of Baeza”, Spain. However, the proposed guide can be easily expanded to cover any geographic area and historic age.</p>

2012 ◽  
Vol 3 (6) ◽  
pp. 24 ◽  
Author(s):  
José M. Noguera ◽  
Rafael J. Segura ◽  
Carlos J. Ogáyar

<p>This paper describes a client-server framework that provides users with a realistic 3D representation of the terrain around them on mobile devices. This representation is populated with georeferenced cultural and historic entities. By using this framework, we have built an ubiquitous guide that facilitates the promotion and knowledge of the territorial organization and defensive buildings during the low Middle Ages in the “Council of Baeza”, Spain. However, the proposed tool can be easily expanded to cover any geographic area and historic age.</p>


2011 ◽  
Vol 2 (4) ◽  
pp. 19 ◽  
Author(s):  
Bernard Frischer

<p>This paper places the digital humanities generally and virtual archaeology in particular into the larger context of the evolution of the arts and sciences from antiquity through the Middle Ages and Renaissance to the present, postmodern period.The argument is made that the basis of virtual reality representations of cultural objects is not primarily mimetic but interactive and that in this sense virtual archaeology reflects larger trends in contemporary science and the arts.</p>


Author(s):  
R.M. Valeev ◽  
O.D. Vasilyuk ◽  
S.A. Kirillina ◽  
A.M. Abidulin

Abstract The study of the Turkic, including Asia Minor sociopolitical, cultural and ethnolinguistic space of Eurasia is a long and significant tradition of practical, academic and university centers in Russia and Europe, including Ukraine. The Turkic, including the Ottoman political and cultural heritage played a particularly important role in the history and culture of the peoples of Russia, Ukraine and modern Turkic states. Famous states and societies of the Turkic world (Turkic Khaganates, Volga Bulgaria, Ulus Juchi, the Ottoman Empire and other states of the Middle Ages and the New Age), geographical and historical-cultural regions of the traditional residence of the Turkic peoples of the Russian and Ottoman empires and Eurasia as a whole became the object and subject of scientific studies of Russian and European orientalists Turkologists and Ottomans of the nineteenth beginning of the twentieth century.Аннотация Исследование тюркского, в том числе малоазиатского социополитического, культурного и этнолингвистического пространства Евразии является давней и значимой традицией практических, академических и университетских центров России и Европы, в том числе Украины. Особо важную роль тюркское, в том числе османское политическое и культурное наследие играло в истории и культуре народов России, Украины и современных тюркских государств. Известные государства и общества тюркского мира (Тюркские каганаты, Волжская Булгария, Улус Джучи, Османская империя и другие государства Средневековья и Нового времени), географические и историко-культурные регионы традиционного проживания тюркских народов Российской и Османской империй и в целом Евразии стали объектом и предметом научных исследований российских и европейских востоковедов тюркологов и османистов ХIХ начала ХХ в.


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

Author(s):  
Maksim Terebilov

The subject of this research is the activity of non-profit organizations in aimed at preservation and promotion of the monuments of medieval fortification as an integral part of the cultural heritage of the country of their location. The author carries out the classification of non-profit organizations in Germany dealing with the preservation of monuments of fortification architecture of the Middle Ages. Methodological framework is comprised of typological and systemic analysis used for selecting organizations as the key objects of research, as well analyzing the main vectors of their activity. The author explores most significant projects of the selected organizations, their contribution to preservation of the monuments of fortification architecture on the national and international levels. Special attention is given to the analysis of official Internet resources of such organizations in the German and English languages, as well as to the work with digital databases of the objects under review. The novelty lies in conducting classification of non-governmental communities engaged in preservation of the monuments of medieval fortifications in Germany, which allows systematizing them for considering the experience of foreign colleagues within the framework of the approach towards organizing public projects aimed at preservation of the sites of historical and cultural heritage. The author outlines several priority vectors for providing support to the objects of fortification architecture: informational, scientific, financial and tourist. As a result, the author compiles a chart of classification of non-profit organizations, demonstrates interdependence of public initiatives related to preservation of cultural heritage sites on the ongoing globalization processes that take place in the society. Attention is also turned to the differentiated approach towards preservation of cultural heritage on the national and international levels.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


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