Medieval Victoria-Gasteiz Interaction between virtual and augmented reality in the 16th century
Medieval Vitoria-Gasteiz’s game provides information about the history and lifestyle of this town in the 16th century, which has been rebuilt through procedural software. This interactive application allows you to enjoy an experience that merges the virtual party with an ‘in situ’ visit to the city’s streets nowadays, enabling travel through time. The game becomes a competition in which users have to overcome challenges and could enjoy Augmented Reality’s benefits. The main goal of the project is the cultural heritage transmission. And this is done through one of the best ways to do this, in a funny way. Learn “playing”. Being education and tourism the main application fields.
ABT, C. (1970): Serious games. New York: Viking.
AMES, C. (1992): Classrooms: Goals, structures and student motivation. Journal of Educational Psychology, 84(3), pp. 273–287. http://dx.doi.org/10.1037/0022-06126.96.36.1991
BARAB, S. A., SCOTT, B., SIYAHHAN, S. GOLDSTONE, R., INGRAM-GOBLE, A., ZUIKER, S., & WARREN, S. (2009): “Transformational play as a curricular scaffold: Using videogames to support science education”, in Journal of Science Education and Technology, 18, pp. 305-320. http://dx.doi.org/10.1007/s10956-009-9171-5
BAZLEY M., LEFTWICH M. Pedagogy and design: understanding teacher use of on-line museum resources. Museums and the web, 2009.
BUHALIS, D. & LAW, R. (2008): “Progress in information technology and tourism management: 20 years on and 10 years after the Internetdthe state of eTour- ism research”, in Tourism Management, 29(4), pp. 609-623. http://dx.doi.org/10.1016/j.tourman.2008.01.005
CHEONG, R. (1995): “The virtual threat to travel and tourism”, Tourism Management, 16(6), pp. 417- 422. http://dx.doi.org/10.1016/0261-5177(95)00049-T
FRITZ, F.; SUSPERREGUI, A. & LINAZA, M. (2005): “Enhancing cultural tourism experiences with augmented reality technologies”, in M. Mudge, N. Ryan, & R. Scopigno (Eds.), The 6th International Symposium on Virtual Reality Archaeology and Cultural Heritage VAST (pp. 20-21). The Eurographics Association. Retrieved from http://public-repository.epochnet. org/publications/VAST2005/shortpapers/short2005.pdf
GONZÁLEZ-GONZÁLEZ, C. & BLANCO-IZQUIERDO, F. (2011): “Designing social videogames for educational uses”Computers & Education, 58(1), 250-262. Elsevier Ltd http://dx.doi.org/10.1016/j.compedu.2011.08.014
JONES, B.; VALDEZ, G.; NOWAKOWSKI, J. & RASMUSSEN, C. (1994): Designing learning and technology for educational reform. IL: North Central Regional Educational Laboratory.
KEBRITCHI, M. & HIRUMI, A. (2008): “Examining the pedagogical foundations of modern educational computer games”, in Computers & Education, 51, pp. 1729–1743. https://doi.org/10.1016/j.compedu.2008.05.004
KETELHUT, D.J. (2007): “The impact of student self-efficacy on scientific inquiry skills: An exploratory investigation in River City, a multi-user virtual environment”, in The Journal of Science Education and Technology, 16 (1), pp. 99–111. http://dx.doi.org/10.1007/s10956-006-9038-y
KRETSCHMER, U. (2002): Using Mobile Systems to transmit location based information. Proc. of the Photogrammetric Computer Vision, (Graz, Austria, Septembre 9-13). B-129.
PANZOLI, D. et al. (2010): “A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments”, Studies in Computational Intelligence. 321 (2010), Springer, pp. 123- 144. https://doi.org/10.1007/978-3-642-15690-8_7
PAPAGIANNAKIS, G., SCHERTENLEIB, S., et al.: Mixing virtual and real scenes in the site of ancient Pompeii. Computer Animation and Virtual Worlds 16, 1 (February 2005), pp. 11-24. http://dx.doi.org/10.1002/cav.53
ROBLES-ORTEGA, M.D.; FEITO, F.R.; JIMÉNEZ, J.J. & SEGURA, R.J. (2011): Web technologies applied to virtual heritage: An example of an Iberian Art Museum. Journal of Cultural Heritage, 1-6 Elsevier Masson SAS. http://dx.doi.org/10.1016/j.culher.2011.10.001
THOMAS, W. & CAREY, S. (2005): “Actual/virtual visits: what are the links?”, in J. Trant, & D. Bearman (Eds.), Museums and the web 2005: Proceedings, toronto: Archives & museum informatics. http://www.archimuse.com/mw2005/papers/thomas/ thomas.html. Accessed 22 .04.09.
WALCZAK, K. & WIZA, W.R. (2007): Designing Behaviour-rich Interactive Virtual Museum Exhibitions. Technology, 2007.
WELLS, S.; FRISCHER, B.; ROSS, D. & KELLER, C. (2009): Rome Reborn in Google Earth. Proceedings of the 37th CAA Conference (Williamsburg, USA, March 22-26), pp. 373-379.
WRZESIEN, M. & ALCAÑIZ RAYA, M. (2010): “Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project”, in Computers & Education, 55(1), pp. 178-187. Elsevier Ltd. http://dx.doi.org/10.1016/j.compedu.2010.01.003
Metrics powered by PLOS ALM
- There are currently no refbacks.
This journal is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Universitat Politècnica de València
Official journal of Spanish Society of Virtual Archaeology
e-ISSN: 1989-9947 https://dx.doi.org/10.4995/var