6533b826fe1ef96bd1284810
RESEARCH PRODUCT
A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION
F. Di PaolaLaura InzerilloY. Alognaasubject
lcsh:Applied optics. PhotonicsComputer scienceContext (language use)Cultural Heritage02 engineering and technologyVirtual realitycomputer.software_genrelcsh:TechnologyEntertainmentHBIM0202 electrical engineering electronic engineering information engineeringLevel of detailVideo gameAvatarMultimedialcsh:TComputingMilieux_PERSONALCOMPUTINGNoveltylcsh:TA1501-1820020207 software engineeringSemanticsCultural heritageNURBSlcsh:TA1-2040Settore ICAR/17 - Disegno020201 artificial intelligence & image processingAugmented realitylcsh:Engineering (General). Civil engineering (General)Parametric modellingcomputerdescription
Abstract. In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of this study is not only in the original application of the CH within the AAG sector but also consists of the experimentation of the Virtual Reality (VR) algorithm and of the application of Augmented Reality (AR) within the VR scenario used in the form of an avatar. Furthermore, in this paper we overcome the technical problems due to the different size of the environment and the work art.
year | journal | country | edition | language |
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2019-08-22 | The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences |