An approach for serious game development for cultural heritage: Case study for an archaeological site and museum
A Antoniou, G Lepouras, S Bampatzia… - Journal on Computing …, 2013 - dl.acm.org
The unique aspects of different places seem to require games of different characteristics.
This paper describes the initial steps of an attempt to design games for different places of …
This paper describes the initial steps of an attempt to design games for different places of …
A case study of user immersion-based systematic design for serious heritage games
S Chen, Z Pan, M Zhang, H Shen - Multimedia Tools and Applications, 2013 - Springer
Modern digital technologies support the preservation and transfer of cultural heritage
information via devices and applications such as digital storage systems, electronic books …
information via devices and applications such as digital storage systems, electronic books …
Serious games: valuable tools for cultural heritage
S Bampatzia, I Bourlakos, A Antoniou… - Games and Learning …, 2016 - Springer
Wishing to connect cultural heritage, games and social networks, the present work describes
games to be used within the framework of a European H2020 project. For the purposes of …
games to be used within the framework of a European H2020 project. For the purposes of …
A virtual informal learning system for cultural heritage
S Chen, Z Pan, M Zhang - Transactions on edutainment VII, 2012 - Springer
Computer graphics and digital technologies have opened up a myriad of ways for both
preservation and transfer of cultural heritage information. The digital storage systems, digital …
preservation and transfer of cultural heritage information. The digital storage systems, digital …
Immersive interactive learning labs for STEM education
C Sumners, S Annette, K Handron… - Society for Information …, 2012 - learntechlib.org
This paper describes using the digital dome theater as an Immersive Interactive Learning
Lab (I2L2) for teaching K-12 STEM curricula. The I2L2 integrates several important aspects …
Lab (I2L2) for teaching K-12 STEM curricula. The I2L2 integrates several important aspects …
Raising awareness among children about the positive and negative effects of social media using Research-based Theatre
MS Treub - 2023 - essay.utwente.nl
Countless caregivers, educators, policymakers, and researchers are concerned about the
role social media plays in children's well-being. Therefore, children often get prohibited from …
role social media plays in children's well-being. Therefore, children often get prohibited from …
The bit dome: creating an immersive digital environment with a Kinect-based user interface
ZR Cochran - Journal of Computing Sciences in Colleges, 2013 - dl.acm.org
This paper presents a unique way to create an inexpensive immersive environment that
implements a non-standard interface using the image-based 3D capabilities of the Xbox …
implements a non-standard interface using the image-based 3D capabilities of the Xbox …
Future Media Internet Technologies for Digital Domes
D Christopoulos, E Hatzi, A Chatzitofis, N Vretos… - Virtual, Augmented and …, 2014 - Springer
LNCS 8525 - Future Media Internet Technologies for Digital Domes Page 1 R. Shumaker and
S. Lackey (Eds.): VAMR 2014, Part I, LNCS 8525, pp. 339–350, 2014. © Springer International …
S. Lackey (Eds.): VAMR 2014, Part I, LNCS 8525, pp. 339–350, 2014. © Springer International …
[PDF][PDF] Immersive Interactive Learning Labs for STEM Education
S Annette - researchgate.net
This paper describes using the digital dome theater as an Immersive Interactive Learning
Lab (I2L2) for teaching K-12 STEM curricula. The I2L2 integrates several important aspects …
Lab (I2L2) for teaching K-12 STEM curricula. The I2L2 integrates several important aspects …
[PDF][PDF] バーチャル観光におけるドーム映像の効果的使用に関する研究
大井田かおり - (No Title), 2021 - repository.center.wakayama-u.ac.jp
「移動」 は 「余暇」 や 「非日常」 と並ぶ観光条件の一つである. 従来の観光は交通機関や身体による
物理的移動が中心であった. 映像メディアやネットワークの発達により, 物理的移動を伴わない観光 …
物理的移動が中心であった. 映像メディアやネットワークの発達により, 物理的移動を伴わない観光 …