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1 ENTER 2009 Designing Virtual Words for Cultural Heritage ELIOS Lab Riccardo Berta ELIOS Lab, DIBE, University of Genoa [email protected]

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Page 1: ENTER 2009

1ENTER 2009

Designing Virtual Words for Cultural Heritage

ELIOS Lab

Riccardo BertaELIOS Lab, DIBE, University of Genoa

[email protected]

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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 environmentUsers play challenging and compelling game experiences by interacting with virtual representations of European heritage

The project exploits the concept of travelEngaging by itselfSupports geographic contextualization of the heritage

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Pedagogical foundations

Constructivistic learning philosophiesConstructing knowledge by situating cognitive experiences in real(virtual)-world, with authentic activities

Three main modalitiesLearn by doing (or playing) inviting players to operate in the virtual field, observing

attentively the documents– pictures, sketches, graphics, texts, etc.

Learn by thinkingstimulating 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.

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Vision

A player of TiE moves in a 2D space representing the map of EuropeThe player visits some cities and regions that are reconstructed in 3DHe faces 2D trials (microGames: mGs) embedded in the 3D reconstructions to obtain scores

mGs concerns the local artistic heritage and are contextualizedE.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

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2D Europe Map

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3D world

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3D Gaming experience, not a map service

Maps (Microsoft Live) Game (Travel in Europe)

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Reconstructing 3D cities for cultural tourism purposes

Trade-off:PhotorealismHighly impressiveCulturally correct and meaningful experience

Models’ weight and complexityAllow interactive real-time online explorationModeling work very expensive

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TiE 3D worlds

Point of Interests (PoI)High-detail, rigorous reconstructions of a buildingCathedral, theather, Renaissance palace

Random Building Areas (RBA)Dynamically built using a statistical template-based algorithmExploit a statistical description of the architectonic

parametersUse a limited set of textures that are instances of

architectonic features representative of that area (e.g windows, portals, etc.)

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PoIs

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RBA

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TiE 3D worlds

Architectonic-style likelihood principleLike 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

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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/regionTypically enhanced by visits at museums, etc

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mGames typologies

Observation gamesThe sight as a sense to investigate and explore the local environmentExploit the “knowledge in the world” in order to develop the cognition activityStimulate spatial processing skills

Reflection gamesFavor reflection, analysis of questions and possible answers considering available clues and concepts previously learned

Arcade gamesStimulate similar skills as observation gamesAnimated graphics and engaging interaction, which helps to create a convincing and pleasant experienceConvey educational messages which are easily memorized by players.

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mGame example

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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

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17TiE Presentation

The TiE creative toolkit

TiE Game Designer ToolkitTiE Game Designer Toolkit

Place APlace BPlace C….

Available Places

Microgames B.1Microgames B.2Microgames B.3….

Available Microgames

Place Preview

File Edit View Insert Tools Help

TiE Game Title: Threasure Hant Game

Genova

Longitude, Latitude

….

Name

Position

….

………………………….

Palazzo Ducale

Longitude, Latitude

….

Name

Position

….

PuzzleType

………………………….

Microgame Preview

Generate GameXML

TiE Game Design

2D Europe Map Browse...

Deploy GameTest Game

Deselected cities

Selected citiesAdd Remove Add Remove

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18TiE Presentation

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 gamePoliceman, 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

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CVHs

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20TiE Presentation

Social Interaction

Social interactionChat-like interfacesGeneric chattingCooperation in games and explorationLocation-aware chatting

– Contact list based on proximity

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Conclusions and Future Works

Project started in Nov 2006

User needs analysis performedStudents, teachers, art experts from 8 countries

System DesignGame 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

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Thank you!http://www.tieproject.eu/