Current cultural heritages often make use of images, sounds and video together, aiming to complement existing presentations and to create a memora-ble exhibition. In addition to this, modern culture heritages’ identities have shift-ed from simple holders of cultural objects to an educational institution. The ad-vance of computer games has shown their potentials for the development of edu-tainment content and services for their visitors. A visit to heritage is structured around motion and can be supported and mediated by a computer game that can activate the visitors’ motivation by stimulating their imagination and engagement. Computer games can support visitors during and just after or before the visit. It can also provide opportunities to ...
Creating virtual heritage environments that intend to be both engaging and educational is a challeng...
The technology of virtual reality and the gamification of education has had proven educational benef...
Serious games research typically uses modified computer games as virtual learning environments. Virt...
Current cultural heritages often make use of images, sounds and video together, aiming to complement...
Current cultural heritages often make use of images, sounds and video together, aiming to complement...
International audienceImmersive technologies such as virtual environments and augmented reality have...
This paper will propose and address issues that contribute to a serious challenge for virtual herita...
This paper focuses on educational video games with a thematic orientation related to conserving and ...
Serious educational games provide a novel way to transfer knowledge on cultural heritage, which can ...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
This paper analyses the potential of computer games and interactive projects within the learning pro...
In these last years, video games have become one of the most popular entertainment for children/teen...
[EN] Unfortunately, heritage education and awareness remains largely undervalued, as most efforts re...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
Creating virtual heritage environments that intend to be both engaging and educational is a challeng...
The technology of virtual reality and the gamification of education has had proven educational benef...
Serious games research typically uses modified computer games as virtual learning environments. Virt...
Current cultural heritages often make use of images, sounds and video together, aiming to complement...
Current cultural heritages often make use of images, sounds and video together, aiming to complement...
International audienceImmersive technologies such as virtual environments and augmented reality have...
This paper will propose and address issues that contribute to a serious challenge for virtual herita...
This paper focuses on educational video games with a thematic orientation related to conserving and ...
Serious educational games provide a novel way to transfer knowledge on cultural heritage, which can ...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
This paper analyses the potential of computer games and interactive projects within the learning pro...
In these last years, video games have become one of the most popular entertainment for children/teen...
[EN] Unfortunately, heritage education and awareness remains largely undervalued, as most efforts re...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
Creating virtual heritage environments that intend to be both engaging and educational is a challeng...
The technology of virtual reality and the gamification of education has had proven educational benef...
Serious games research typically uses modified computer games as virtual learning environments. Virt...