Critical Gaming Interactive History And Virtual Heritage

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Critical Gaming: Interactive History and Virtual Heritage

Author : Erik Champion
Publisher : Routledge
Page : 194 pages
File Size : 47,9 Mb
Release : 2016-03-09
Category : Language Arts & Disciplines
ISBN : 9781317157380

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Critical Gaming: Interactive History and Virtual Heritage by Erik Champion Pdf

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Virtual Heritage

Author : Erik Malcolm Champion
Publisher : Ubiquity Press
Page : 153 pages
File Size : 44,5 Mb
Release : 2021-07-22
Category : Social Science
ISBN : 9781914481017

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Virtual Heritage by Erik Malcolm Champion Pdf

Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.

Critical Gaming: Interactive History and Virtual Heritage

Author : Erik Champion
Publisher : Routledge
Page : 232 pages
File Size : 41,7 Mb
Release : 2016-03-09
Category : Language Arts & Disciplines
ISBN : 9781317157397

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Critical Gaming: Interactive History and Virtual Heritage by Erik Champion Pdf

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Rethinking Virtual Places

Author : Erik M. Champion
Publisher : Indiana University Press
Page : 224 pages
File Size : 48,9 Mb
Release : 2021-11-30
Category : Computers
ISBN : 9780253058379

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Rethinking Virtual Places by Erik M. Champion Pdf

How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik Malcolm Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.

Virtual Heritage

Author : Erik Malcolm Champion
Publisher : Unknown
Page : 152 pages
File Size : 44,6 Mb
Release : 2021-07-22
Category : Electronic
ISBN : 1914481003

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Virtual Heritage by Erik Malcolm Champion Pdf

This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage.

Playing with the Past

Author : Erik Champion
Publisher : Springer
Page : 214 pages
File Size : 50,6 Mb
Release : 2010-10-06
Category : Computers
ISBN : 1849965005

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Playing with the Past by Erik Champion Pdf

How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments are impeded by technological constraints or by a paucity of evaluation studies can only be partially correct, for computer games and simulations are also virtual environments. Many of the underlying issues are caused by a lack of engagement with the philosophical underpinnings of culture, presence and inhabitation, and there are few exemplars that engage the public with history and heritage using interactive media in a meaningful and relevant manner. The intention of Playing With the Past is to help designers and critics understand the issues involved in creating virtual environments that promote and disseminate historical learning and cultural heritage through a close study of the interactive design principles at work behind both real and virtual places. Topics discussed include the design of virtual environments, and especially virtual heritage environments, virtual place-making, cultural presence, the pros and cons of game-style interaction, augmented reality projects, and appropriate evaluation methods. Virtual heritage environments discussed in the book include projects from Antarctica, Australia, Mexico, Malta, Egypt, Babylon, the Netherlands, Cambodia, and India.

The Interactive Past

Author : Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos
Publisher : Unknown
Page : 0 pages
File Size : 40,8 Mb
Release : 2017
Category : Archaeology
ISBN : 9088904375

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The Interactive Past by Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos Pdf

Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

Digital Games as History

Author : Adam Chapman
Publisher : Routledge
Page : 289 pages
File Size : 52,5 Mb
Release : 2016-05-05
Category : Games & Activities
ISBN : 9781317553854

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Digital Games as History by Adam Chapman Pdf

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Playing with the Past: Into the Future

Author : Erik Champion
Publisher : Springer Nature
Page : 241 pages
File Size : 47,7 Mb
Release : 2023-01-01
Category : Computers
ISBN : 9783031109324

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Playing with the Past: Into the Future by Erik Champion Pdf

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments. This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.

Mixed Reality and Gamification for Cultural Heritage

Author : Marinos Ioannides,Nadia Magnenat-Thalmann,George Papagiannakis
Publisher : Springer
Page : 594 pages
File Size : 44,7 Mb
Release : 2017-04-26
Category : Computers
ISBN : 9783319496078

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Mixed Reality and Gamification for Cultural Heritage by Marinos Ioannides,Nadia Magnenat-Thalmann,George Papagiannakis Pdf

This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.

The Phenomenology of Real and Virtual Places

Author : Erik Malcolm Champion
Publisher : Routledge
Page : 256 pages
File Size : 50,9 Mb
Release : 2018-10-09
Category : Philosophy
ISBN : 9781351603614

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The Phenomenology of Real and Virtual Places by Erik Malcolm Champion Pdf

This collection of essays explores the history, implications, and usefulness of phenomenology for the study of real and virtual places. While the influence of phenomenology on architecture and urban design has been widely acknowledged, its effect on the design of virtual places and environments has yet to be exposed to critical reflection. These essays from philosophers, cultural geographers, designers, architects, and archaeologists advance the connection between phenomenology and the study of place. The book features historical interpretations on this topic, as well as context-specific and place-centric applications that will appeal to a wide range of scholars across disciplinary boundaries. The ultimate aim of this book is to provide more helpful and precise definitions of phenomenology that shed light on its growth as a philosophical framework and on its development in other disciplines concerned with the experience of place.

The (Virtual) Myth Conservancy

Author : Anonim
Publisher : Unknown
Page : 128 pages
File Size : 46,8 Mb
Release : 2020-02-04
Category : Electronic
ISBN : 0578632101

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The (Virtual) Myth Conservancy by Anonim Pdf

Myth is far more than fire-side entertainment or proto-science. It has shaped culture, history, popular entertainment, and even politics. It has also come under threat from multiple quarters: concretization through commitment to ink, use as nationalistic propaganda, and bastardized versions that ignore cultural context. The various versions of a myth must be carefully preserved in their context, but they must also be permitted to evolve with their culture to prevent becoming toxic. Their amorphous nature requires a similarly amorphous medium in which to survive.Video games are often derided as frivolous entertainment at best, and as addictive and destructive at worst. Like any new narrative form, they are a scapegoat for societies' ills. Play and games, however, are as old as culture itself, and integral to early forms of learning. They are also an inherently narrative medium. Their sense-based delivery of narrative elements, deep immersion, and amorphous nature makes them an ideal platform for myth conservation. Unfortunately, many existing examples of myth in games exhibit a lack of understanding in how to apply myth to maintain and respect their original cultural context, thereby safeguarding the myth itself.This dissertation offers a theoretical framework for the integration of myth into game design. It is for game developers who wish to be more conscious of the use of myths, and for virtual heritage design teams comprised of game developers and heritage specialists. The framework serves as a meeting point between the two disciplines; a way to communicate effectively when approaching the subject matter from different perspectives.

Cultural Heritage Infrastructures in Digital Humanities

Author : Agiatis Benardou,Erik Champion,Costis Dallas,Lorna Hughes
Publisher : Routledge
Page : 172 pages
File Size : 40,8 Mb
Release : 2017-09-22
Category : Language Arts & Disciplines
ISBN : 9781317156512

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Cultural Heritage Infrastructures in Digital Humanities by Agiatis Benardou,Erik Champion,Costis Dallas,Lorna Hughes Pdf

What are the leading tools and archives in digital cultural heritage? How can they be integrated into research infrastructures to better serve their intended audiences? In this book, authors from a wide range of countries, representing some of the best research projects in digital humanities related to cultural heritage, discuss their latest findings, both in terms of new tools and archives, and how they are used (or not used) by both specialists and by the general public.

Handbook of Research on Effective Electronic Gaming in Education

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 1762 pages
File Size : 45,9 Mb
Release : 2008-07-31
Category : Technology & Engineering
ISBN : 9781599048116

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Handbook of Research on Effective Electronic Gaming in Education by Ferdig, Richard E. Pdf

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Gaming the System

Author : David J. Gunkel
Publisher : Indiana University Press
Page : 216 pages
File Size : 46,6 Mb
Release : 2018-05-09
Category : Computers
ISBN : 9780253035738

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Gaming the System by David J. Gunkel Pdf

1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science. 2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title. 3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.