[图书][B] Critical gaming: Interactive history and virtual heritage

E Champion - 2016 - taylorfrancis.com
This book explains how designing, playing and modifying computer games, and
understanding the theory behind them, can strengthen the area of digital humanities. This …

Design and implementation of an intelligent virtual environment for improving speaking and listening skills

K Hassani, A Nahvi, A Ahmadi - Interactive Learning Environments, 2016 - Taylor & Francis
In this paper, we present an intelligent architecture, called intelligent virtual environment for
language learning, with embedded pedagogical agents for improving listening and …

Virtual archaeology in second life and opensimulator

L Sequeira, L Morgado - Journal of Virtual Worlds Research, 2013 - learntechlib.org
Traditional approaches to virtual archaeology include dealing with research methods to
capture information from heritage sites, creating models out of that information and how to …

Entertaining the similarities and distinctions between serious games and virtual heritage projects

E Champion - Entertainment Computing, 2016 - Elsevier
This article summarizes past definitions of entertainment, serious games and virtual heritage
in order to discuss whether virtual heritage has particular problems not directly addressed by …

Simulating the past for understanding the present. A critical review

JA Barceló, F Del Castillo - Simulating prehistoric and ancient worlds, 2016 - Springer
This introductory essay aims to introduce the chapters in the book presenting some aspects
of the theoretical and conceptual framework necessary to consider the advantages computer …

A proposed methodology of bringing past life in digital cultural heritage through crowd simulation: A case study in George Town, Malaysia

CK Lim, KL Tan, AA Zaidan, BB Zaidan - Multimedia Tools and …, 2020 - Springer
One of the heritages can be denoting to the values of human activity in the past and its
cultural oral narratives. To virtualize these heritages, it means to actualize the heritage into …

Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework

D Economou, I Doumanis, F Pedersen… - … Proceedings of the …, 2015 - ebooks.iospress.nl
The use of serious games (SG) in education and their pedagogical benefit is being widely
recognized. However, effective integration of SGs in education depends on addressing two …

[PDF][PDF] Promoting historical thinking in schools through low fidelity, low-cost, easily reproduceable, tangible and embodied interactions

S Kalpakis, G Palaigeorgiou… - International Journal of …, 2018 - academia.edu
Many ubiquitous technologies, such as augmented and virtual reality, virtual field trips,
tangible environments and interactive installations are continuously being examined for …

Erisa: Building emotionally realistic social game-agents companions

A Chowanda, P Blanchfield, M Flintham… - Intelligent Virtual Agents …, 2014 - Springer
We propose an integrated framework for social and emotional game-agents to enhance their
believability and quality of interaction, in particular by allowing an agent to forge social …

Virtual worlds in Australian and New Zealand higher education: Remembering the past, understanding the present and imagining the future

S Gregory, B Gregory, T Reiners… - Electric Dreams …, 2013 - eprints.qut.edu.au
3D virtual reality, including the current generation of multi-user virtual worlds, has had a long
history of use in education and training, and it experienced a surge of renewed interest with …