Developing serious games for cultural heritage: a state-of-the-art review

被引:0
作者
Eike Falk Anderson
Leigh McLoughlin
Fotis Liarokapis
Christopher Peters
Panagiotis Petridis
Sara de Freitas
机构
[1] Coventry University,Interactive Worlds Applied Research Group (iWARG)
[2] Bournemouth University,The National Centre for Computer Animation (NCCA)
[3] Coventry University,Serious Games Institute (SGI)
来源
Virtual Reality | 2010年 / 14卷
关键词
Cultural heritage; Serious games; Computer games technology;
D O I
暂无
中图分类号
学科分类号
摘要
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.
引用
收藏
页码:255 / 275
页数:20
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