Marinos Ioannides, Cyprus University of Technology, Limassol
Nadia Magnenat-Thalmann, University of Geneva & Nanyang Technological University, Singapore
George Papagiannakis, University of Crete & FORTH, Heraklion
There is a tremendous interest among researchers and creative industries professionals for the development of virtual, augmented reality and gamification technologies for cultural heritage. To date the major applications of these technologies, include photogrammetric modelling, artifact-whole heritage site digitization, museum guides and a wide range of virtual museum applications. Very recently there has been a renewed rapid proliferation in virtual (VR) and augmented reality (AR) –together termed Mixed Reality (MR)-, due to the renaissance in MR hardware (such as Oculus Rift, Google Cardboard etc.) and respective intensive commitment from the ICT industrial sector (Google, Microsoft, Sony, Facebook etc.) that propels this field dramatically, by instilling ‘Presence’ (feeling of being and doing there in the virtual or augmented world). To aid in this direction the recent advances in gamification (employment of game design elements in non-game contexts and activities) have been placed in the central focus of the creative industries, resulting in a new breed of smart education and heritage applications. Many recent studies have identified the benefits of employing Mixed Reality in these applications by further fusing it with gamification principles.
This research volume on virtual, augmented reality and gamification for cultural heritage offers an insightful introduction to the theories, development and applications of latest advances of the enabling technologies of VR/AR and gamified interaction in cultural heritage and creative industries in general. It is divided into two parts following a pedagogical model realized by the focus group of the first EU Marie Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH) project fellows, which have been undergoing such training:
- Part I: Describes all recent advances in the enabling technologies of MR and gamification that include chapters in the following thematic areas:
- a) Digitization and Visualization (Acquisition, Capturing, Modelling, Web3D-WebGL)
- b) Content Use and Re-Use (Semantics, Ontologies and Digital Libraries)
- c) Geospatial (3D Cultural Web GIS and Historic BIM for VR/AR)
- d) Presence (Mobile VR/AR, Multisensory rendering and Serious Games)
- Part II: Describes all recent advances in interaction with 3D tangible and intangible cultural heritage in the following thematic areas:
- a) Intangible Heritage (Interactive virtual characters and ancient crowd simulations)
- b) Ambient Intelligence (Robotic curators and Gamified smart environments)
- c) Storytelling (Museum and Digital-Epigraphy Narratives via Linked and Open Data)
- d) Museum applications (3D printing, e-learning and Adaptive AR guides)
This book is directed to the heritage professionals, scientists, researchers, professors, scholars and students who wish to explore the enabling technologies and applications of virtual, augmented reality and gamification in cultural heritage and creative industries further.