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Gaming Approach for Cultural Heritage Knowledge and Dissemination

A special issue of Sustainability (ISSN 2071-1050). This special issue belongs to the section "Tourism, Culture, and Heritage".

Deadline for manuscript submissions: closed (17 March 2021) | Viewed by 628

Special Issue Editors


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Guest Editor
DIING Department of Engineering, University of Palermo, 90100 Palermo, Italy
Interests: 3Dsurvey; 3D modeling; reverse engineering; photogrammetry

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Guest Editor
Dipartimento di Elettronica, Informazione e Bioingegneria, University Polytechnic of Milan, Milan, Italy
Interests: energy optimization; performance analysis; big data; augmented reality; computer graphics
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
DARCH Department of Architecture, University of Palermo, Palermo, Italy
Interests: 3D survey; 3D modeling; Reverse engineering

Special Issue Information

Dear Colleagues,

Serious games are games with a purpose beyond entertainment and are widely acknowledged as fruitful tools for learning and developing skills across multiple domains, including educational enhancement. In the last few years, the world of serious games has widely increased. The use of these types of games can aid in classrooms to not only help the students learn concepts but also to improve their motivation to do so. However, designing games necessitates very specialized personnel and the process can often be costly and slow. The adaptions of the design to the implantation phase is also difficult and the process needs more focus. The challenge of this Special Issue is to collect the most recently researches aimed at the optimization of the serious games within the confines of Cultural Heritage and its preservation, that can be made available on any platform with a friendly user interface and free to download from the web. Thanks to the photo collection archives, it could be possible to reconstruct contexts of cultural heritage that no longer exist. To achieve this great goal, it is necessary to overcome the limits and problems due to the virtual cultural heritage environment starting from 3D acquisition and finishing with image stability. Historical validation of sources and content is also considered, as well as the used of Virtual and Augmented Reality to increase the interest in possible players.

 (1) a. the focus of the special issue is the overcome the problems linked to the serious game to become popular and not boring game especially for the serious games within cultural heritage enivronment used by the institutions; b. the scope is the computer graphic and computer vision applied to the serious video games; c. the purpose of the special issue is to define a pipeline to overcome the limits of the serious games (when the environment is based on the virtual reconstruction of the CH) that can be useful to the video games developer.

(2) Nowadays, there are many serious games. Amongst them, some have changed the world fighting for humanity, politics, environmental causes and more [1]. Serious games (SG) are consistently featured in the news. Computer games are an effective way to retaining interest of players (learners) by attracting their attention for much more time than traditional approaches [2]. Videogames creating both tangible and intangible cultural artefacts and Cultural Heritage in highly interactive and dynamic ways should provide a powerful and increasing appeal and engagement for all users by possessing an integrated form of fun and play. Nevertheless, sometimes, in games this doesn’t happen. The games addressed to the training/educational have more an application/app aspect and feel than an adventure game making them less appealing to users. This means that these games are not widely used among younger people and this represents a challenge for the developer [3]. Moreover, after Covid -19, the pandemic themed has been introduced inside the video games. Interactivity, multi-player enviroments, Virtual and Augmented reality are some of the technical tools that can be used to increase the players involvement. They however should be supported by appropriate story-telling, psychological engagement, and audio-visual quality of the virtual Cultural Heritage 3Dmodel. Moreover, the border between sources fidelity and gamification needs to be further investigated.

References

  1. Janarthanan, V. (2012). Serious video games: games for education and health. Proceedings of the 9th International Conference on Information Technology, ITNG, pp. 875–878.
  2. Laamarti, F., Mohamad, E., & El Saddik A. (2014). An Overview of Serious Games. In International Journal of Computer Games Technology, ID 358152, pp. 15
  3. https://www.limelight.com/resources/white-paper/state-of-online-gaming-2020/

Prof. Laura Inzerillo
Prof. Marco Gribaudo
Prof. Francesco Di Paola
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. Sustainability is an international peer-reviewed open access semimonthly 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 2400 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.

Keywords

  • Video Games
  • Cultural Heritage
  • Virtual Reality
  • 3D Survey
  • 3D Modeling
  • Computer Science
  • Computer Graphics
  • Computer Vision

Published Papers

There is no accepted submissions to this special issue at this moment.
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