Virtual Heritage Projects versus Digital Heritage Infrastructure
How can we transmit the values and interpretations of cultural heritage (using virtual reality) in ways that are relatively inexpensive, contextually appropriate, educationally effective, and collaborative? While much excellent research has been undertaken on social presence in virtual environment...
| Main Authors: | , |
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| Format: | Conference Paper |
| Published: |
2015
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| Online Access: | http://hdl.handle.net/20.500.11937/78529 |
| _version_ | 1848763971568402432 |
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| author | Champion, Erik Jimenez, Diego |
| author_facet | Champion, Erik Jimenez, Diego |
| author_sort | Champion, Erik |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | How can we transmit the values and interpretations of cultural heritage (using virtual reality) in
ways that are relatively inexpensive, contextually appropriate, educationally effective, and collaborative? While
much excellent research has been undertaken on social presence in virtual environments (Swinth y Blascovich, 2002), research on the design and evaluation of cultural presence (i.e. the perception another culture
is portrayed and experienced in a virtual environment) lags behind. Where cultural presence has been explored,
it has not been directed towards the experiencing of culturally significant heritage (Riva et al., 2002), and
organizations such as unesco have not prescribed how to determine if the user experience achieved the goals
of the designers and shareholders (Champion, 2015, 2011). One possible solution for digital archaeology is
to deploy commercial games that allow themselves to be modded (as in modified). This paper will provide a
simple classification of the ways in which game-based examples may help communicate digital archaeology
and related content, and argue that there are at least four major areas of research that need to be investigated further. |
| first_indexed | 2025-11-14T11:11:56Z |
| format | Conference Paper |
| id | curtin-20.500.11937-78529 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T11:11:56Z |
| publishDate | 2015 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-785292020-06-15T06:03:54Z Virtual Heritage Projects versus Digital Heritage Infrastructure Champion, Erik Jimenez, Diego How can we transmit the values and interpretations of cultural heritage (using virtual reality) in ways that are relatively inexpensive, contextually appropriate, educationally effective, and collaborative? While much excellent research has been undertaken on social presence in virtual environments (Swinth y Blascovich, 2002), research on the design and evaluation of cultural presence (i.e. the perception another culture is portrayed and experienced in a virtual environment) lags behind. Where cultural presence has been explored, it has not been directed towards the experiencing of culturally significant heritage (Riva et al., 2002), and organizations such as unesco have not prescribed how to determine if the user experience achieved the goals of the designers and shareholders (Champion, 2015, 2011). One possible solution for digital archaeology is to deploy commercial games that allow themselves to be modded (as in modified). This paper will provide a simple classification of the ways in which game-based examples may help communicate digital archaeology and related content, and argue that there are at least four major areas of research that need to be investigated further. 2015 Conference Paper http://hdl.handle.net/20.500.11937/78529 restricted |
| spellingShingle | Champion, Erik Jimenez, Diego Virtual Heritage Projects versus Digital Heritage Infrastructure |
| title | Virtual Heritage Projects versus Digital Heritage Infrastructure |
| title_full | Virtual Heritage Projects versus Digital Heritage Infrastructure |
| title_fullStr | Virtual Heritage Projects versus Digital Heritage Infrastructure |
| title_full_unstemmed | Virtual Heritage Projects versus Digital Heritage Infrastructure |
| title_short | Virtual Heritage Projects versus Digital Heritage Infrastructure |
| title_sort | virtual heritage projects versus digital heritage infrastructure |
| url | http://hdl.handle.net/20.500.11937/78529 |