Tangible Interaction, Gamification and Mixed Reality for the Dissemination and Interpretation of Cultural Heritage

A special issue of Heritage (ISSN 2571-9408). This special issue belongs to the section "Cultural Heritage".

Deadline for manuscript submissions: closed (15 June 2023) | Viewed by 5154

Special Issue Editors


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Guest Editor
Department of Product and Systems Design Engineering, University of the Aegean, Ermoupolis, Greece
Interests: virtual, augmented and mixed reality; natural user interfaces; 3D user interfaces; serious games; digital heritage; intelligent virtual agents
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Guest Editor
Department of Architectural Engineering, University of Sharjah, Sharjah, United Arab Emirates
Interests: digital heritage; human–computer interaction; augmented and virtual reality; phygital; tangible interaction; museum studies

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Guest Editor
Department of Product and Systems Design Engineering, University of the Aegean, Hermoupolis, Greece
Interests: interaction design; user experience; wearables; tangible interaction
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Cultural heritage artefacts are important resources for people and communities. Vast amounts of information are embedded in our heritage artefacts that should be interpreted and presented to the public. Following the rapid advancements offered by emerging technologies, heritage information is increasingly represented via more dynamic and interactive formats. These technologies vary in terms of their modality, immersion, and integration into the physical manifestation of the heritage environment. In addition, recent developments such as the Internet of Things demonstrate how digital technologies are now becoming more deeply integrated within the fabric of our physical reality. Thus, the emerging research field of ‘tangible interaction’ promises several qualities that enable the communication of the different forms of heritage information. Moreover, the approach of gamification is widely adopted by museums for providing collaborative and entertaining experiences.

In this Special Issue, we investigate how the different types of heritage information can be presented and interpreted in heritage environments and museums through digital and tangible formats in an engaging and meaningful way. Contributions that explore practices of augmented and mixed reality, physicalization, gamification, and storytelling, as well as the impact of digital media on the public interaction with cultural heritage are encouraged. Potential topics include but are not limited to: 

  • Design and evaluation of tangible interfaces for cultural heritage dissemination.
  • Mixed reality applications in cultural heritage.
  • 3D printing and physical replicas (physicalization) of cultural heritage.
  • Storytelling and gamification in cultural heritage.
  • User experience in tangible or gamified cultural applications.
  • Hybrid museum installations combining physical and digital modalities
  • Augmented reality and projection mapping in cultural heritage.
  • Multimodal technologies in museums and heritage environments.
  • Novel approaches for the interpretation and communication of cultural heritage.

Dr. Spyros Vosinakis
Dr. Eslam Nofal
Dr. Modestos Stavrakis
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Heritage is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Published Papers (2 papers)

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39 pages, 24349 KiB  
Article
A Virtual Reality Museum to Reinforce the Interpretation of Contemporary Art and Increase the Educational Value of User Experience
by Christina Tsita, Maya Satratzemi, Alexandros Pedefoudas, Charalabos Georgiadis, Maria Zampeti, Evi Papavergou, Syrago Tsiara, Eleni Sismanidou, Petros Kyriakidis, Dionysios Kehagias and Dimitrios Tzovaras
Heritage 2023, 6(5), 4134-4172; https://doi.org/10.3390/heritage6050218 - 04 May 2023
Cited by 3 | Viewed by 2031
Abstract
The cultural heritage sector increasingly integrates augmented and virtual reality (VR) solutions to meet dissemination and interpretation needs for its collections. As research in the field grows, the required entertainment and learning impacts of such applications are rising. This study presents a VR [...] Read more.
The cultural heritage sector increasingly integrates augmented and virtual reality (VR) solutions to meet dissemination and interpretation needs for its collections. As research in the field grows, the required entertainment and learning impacts of such applications are rising. This study presents a VR museum that aims to facilitate an understanding of cultural heritage. More specifically, an exhibition was designed, curated and developed in a VR environment based on a framework that encourages the public’s interaction with the artworks and experiential learning through activities that utilize VR functionalities in a meaningful way. This framework was applied in a contemporary art museum where the description of artistic concepts is not always obvious to the general public due to the abstract forms of the artworks or the particularities of different artistic movements. This paper focuses on the application development and three user experience evaluations (museum experts, technical experts and general audience). The results were positive regarding the perceived sense of control, usability and the feelings of the user, including their sense of entertainment. Additionally, the participants valued the educational value of the developed activity types and their usefulness. Moreover, the users were interested in exploring the cultural heritage content available in the exhibition, and they would suggest the application to colleagues or friends. Full article
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17 pages, 1587 KiB  
Systematic Review
A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
by Célio Gonçalo Marques, João Paulo Pedro and Inês Araújo
Heritage 2023, 6(8), 5935-5951; https://doi.org/10.3390/heritage6080312 - 19 Aug 2023
Cited by 5 | Viewed by 2210
Abstract
Because of the possibilities that it opens for a variety of fields and practices, gamification has increasingly garnered significant attention. This has put it at the forefront of many significant debates around its applicability and implications. In the case of its application to [...] Read more.
Because of the possibilities that it opens for a variety of fields and practices, gamification has increasingly garnered significant attention. This has put it at the forefront of many significant debates around its applicability and implications. In the case of its application to cultural heritage, although there is much trailblazing to do, the body of work has been growing and the field is gaining its maturity. As such, this paper aims to take stock of the directions the field has been moving towards—to provide orientation for future work and projects that are yet to be developed. To do this, the paper aims to map out the publications in the field of gamified cultural heritage, by conducting a broader and systematic literature review. The study has found that, with regards to who the main actors with publications in the field are, a prominence of European institutions and networks, namely from Italy, Greece and the United Kingdom, can be observed. Regarding what heritage is being gamified and for what purpose, the study found a prominence of focus on historical, architectural and archeological heritage values and a very significant focus on gamification being used for motivation/engagement and for creativity enhancement. When looking at the gamification design dimensions that are given prevalence, intrinsic motivation seems to be prioritized, and, with regards to the observed target publics, tourists and visitors and seem to prevail in gamified heritage projects, with children as a specific group coming in second. Regarding technologies and tools being used, Mobile Applications, Augmented Reality (AR) and Virtual Reality (VR) are particularly prevalent. Regarding mentioned future orientations, the study found that a vast majority of papers are self-contained, both in scope of work and discussion, with most of those that do mention future directions indicating continuation and/or expansion of their specific project. Full article
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