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...

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Main Authors: Champion, Erik, Jimenez, Diego
Format: Conference Paper
Published: 2015
Online Access:http://hdl.handle.net/20.500.11937/78529
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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.
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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