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ENTER 2009
 

ENTER 2009

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    ENTER 2009 ENTER 2009 Presentation Transcript

    • Designing Virtual Words for Cultural Heritage ELIOS Lab Riccardo Berta ELIOS Lab, DIBE, University of Genoa [email_address]
    • Travel in Europe (TiE) project
      • Travel in Europe (TiE): European project co-funded by Culture 2000 programme
      • Implement an innovative mean to promote and divulgate the European heritage
        • The main target audience: high-school students aged 14 to 18
      • An easy-to-access online environment
        • Users play challenging and compelling game experiences by interacting with virtual representations of European heritage
      • The project exploits the concept of travel
        • Engaging by itself
        • Supports geographic contextualization of the heritage
    • Pedagogical foundations
      • Constructivistic learning philosophies
        • Constructing knowledge by situating cognitive experiences in real(virtual)-world, with authentic activities
      • Three main modalities
        • Learn by doing (or playing)
          • inviting players to operate in the virtual field, observing attentively the documents
            • pictures, sketches, graphics, texts, etc.
        • Learn by thinking
          • stimulating reflection, critical reasoning and concatenation of experiences
        • Learn through social interaction
          • inviting players to play together for cooperative purposes and to comment on their experience during the game.
    • Vision
      • A player of TiE moves in a 2D space representing the map of Europe
      • The player visits some cities and regions that are reconstructed in 3D
      • He faces 2D trials (microGames: mGs) embedded in the 3D reconstructions to obtain scores
        • mGs concerns the local artistic heritage and are contextualized
          • E.g. an art game concerning the Van Cleve’s “Adoration of the Magi” picture is played in the 3D reconstruction of the San Donato church in Genoa’s historical center, where the picture is conserved
    • 2D Europe Map
    • 3D world
    • 3D Gaming experience, not a map service Maps (Microsoft Live) Game (Travel in Europe)
    • Reconstructing 3D cities for cultural tourism purposes
      • Trade-off:
        • Photorealism
          • Highly impressive
          • Culturally correct and meaningful experience
        • Models’ weight and complexity
          • Allow interactive real-time online exploration
          • Modeling work very expensive
    • TiE 3D worlds
      • Point of Interests (PoI)
        • High-detail, rigorous reconstructions of a building
          • Cathedral, theather, Renaissance palace
      • Random Building Areas (RBA)
        • Dynamically built using a statistical template-based algorithm
          • Exploit a statistical description of the architectonic parameters
          • Use a limited set of textures that are instances of architectonic features representative of that area (e.g windows, portals, etc.)
    • PoIs
    • RBA
    • TiE 3D worlds
      • Architectonic-style likelihood principle
        • Like in a real visit: a tourist perceives the feeling of being in a place (e.g. Genova) but usually does not perceive/remember the particulars of each distinct building
        • Allows users to live experiences similar to a real visit of a city limiting the effort in 3D modeling
    • mGames
      • mGs are a sort of “links” in the “hypertext” represented by the 3D environment
        • e.g. mGs as “portals” to short adventures
      • Joining the potential on spatial knowledge acquisition of 3D with the possibility of getting more in depth information
      • “ digital analogy” of a visit of a city/region
        • Typically enhanced by visits at museums, etc
    • mGames typologies
      • Observation games
        • The sight as a sense to investigate and explore the local environment
        • Exploit the “knowledge in the world” in order to develop the cognition activity
        • Stimulate spatial processing skills
      • Reflection games
        • Favor reflection, analysis of questions and possible answers considering available clues and concepts previously learned
      • Arcade games
        • Stimulate similar skills as observation games
        • Animated graphics and engaging interaction, which helps to create a convincing and pleasant experience
        • Convey educational messages which are easily memorized by players.
    • mGame example
    • Support for User Generated Contents
      • Microgames instances can be created from templates and users can use their own contents
      • Whole games can be created over the environment
        • Treasure-hunt
        • Role-playing
        • Simple visit
      • Creative Toolkit to allow visual development by pedagogical experts
    • The TiE creative toolkit
    • Conversational Virtual Humans
      • The player can interact in natural language with Conversational Virtual Humans (CVHs)
        • Information and hints about the surrounding environment and game mechanics
        • CVHs have roles in the game
          • Policeman, expert of art, etc
        • Feature a personality and express emotions and social interaction aspects
        • Acquiring knowledge through a smart dialog with CVHs is necessary to advance levels
    • CVHs
    • Social Interaction
      • Social interaction
        • Chat-like interfaces
          • Generic chatting
          • Cooperation in games and exploration
          • Location-aware chatting
            • Contact list based on proximity
    • Conclusions and Future Works
      • Project started in Nov 2006
      • User needs analysis performed
        • Students, teachers, art experts from 8 countries
      • System Design
        • Game engine, cultural environment mechanisms, MMORG architecture, trial games
      • Content Collection (semi-automatic)
        • maps and pictures from the cities to be implemented
        • Contents for the trial-games
      • Implementation has started, and we have a demo that include some cities
      • Thank you!
      • http://www.tieproject.eu/