Abstract
This paper presents a serious game for cultural heritage and in particular for museum environments focusing on the younger generation. The aim of the game is to solve a treasure hunt scenario by collecting medieval objects that used to be located in and around the Priory Undercroft. Located in the heart of Coventry, UK, the Priory Undercrofts are the remains of Coventry’s original Benedictine monastery, dissolved by Henry VIII. Initial user testing demonstrated the potentials of serious games for education in museum environments. Game has been created using innovative aspects as far as 3D content reconstruction is concerned as well as educational scenarios. Thus, the main contribution of this paper lies in the direction of accelerating 3D reconstruction by combining computer vision tools and on the educational dimension of the developed game. In addition, artificial intelligence tools are adopted for conducting the plot of the game.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Fodor, J.A.: The modularity of mind. Cambridge. Cambridge Bradford Books. MIT Press, Cambridge
Daras, P., Axenopoulos, A.: A 3D Shape Retrieval Framework Supporting Multimodal Queries. International Journal of Computer Vision (2009), doi:10.1007/s11263-009-0277-2
Real-time 3D models, http://www.3drt.com/
Jayanti, S., Kalyanaraman, K., Iyer, N., Ramani, K.: Developing an engineering shape benchmark for CAD models. Computer-Aided Design 38(9), 939–953
Doulamis, N.D., Bardis, G., Dragonas, J., Miaoulis, G., Plemenos, D.: Collaborative Evaluation Using Multiple Clusters in a Declarative Design Environment. In: Artificial Intelligence Techniques for Computer Graphics, pp. 141–157 (2008)
Doulamis, N.D., Bardis, G., Dragonas, J., Miaoulis, G.: Optimal Récursive Designers’ Profile Estimation in Collaborative Declarative Environment. In: IEEE International Conferences on Tools of Artificial Intelligence, vol. 2, pp. 424–427 (2007)
Douskos, V., Grammatikopoulos, L., Kalisperakis, I., Karras, G., Petsa, E.: FAUCCAL: An Open Source Toolbox for Fully Automatic Camera Calibration. In: XXII CIPA Symposium on Digital Documentation, Interpretation & Presentation of Cultural Heritage, Kyoto, Japan, October 11-15 (2009)
Douskos, V., Kalisperakis, I., Karras, G., Petsa, E.: Fully automatic camera calibration using regular planar patterns. International Archives of Photogrammetry, Remote Sesnisng and the Spatial Information Sciences 37(5), 21–26 (2007)
Ribarsky, B., Rushmeier, H.: 3D Reconstruction and Visualization. IEEE Computer Graphics and Applications, 20–21 (November-December 2003)
Allen, P.K., Troccoli, A., Smith, B., Murray, S., Stamos, I., Leordeanu, M.: New Methods for Digital Modeling of Historic Sites. IEEE Computer Graphics and Applications, 32–41 (November-December 2003)
Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., de Freitas, S.: Serious Games in Cultural Heritage. In: The 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST (2009)
Apperley, T.H.: Virtual unaustralia: Videogames and australias colonial history. In: Proc. of Cultural Studies Association of Australasias Annual, UNAUSTRALIA (2006)
Francis, R.: Revolution: Learning about history through situated role play in a virtual environment. In: Proceedings of the American Educational Research Association Conference (2006)
Jacobson, J., Holden, L.: The virtual egyptian temple. In: ED-MEDIA: Proccedings of the World Conference on Educational Media, Hypermedia & Telecommunications (2005)
Zyda, M.: From visual simulation to virtual reality to games. IEEE Computer 38, 25–32 (2005)
Macedonia, M.: Games Soldiers Play. IEEE Spectrum 39(3), 32–37 (2002)
de Freitas, S., Oliver, M.: How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers and Education 46, 249–264 (2006)
Arnold, D., Day, A., Glauert, J., Haegler, S., Jennings, V., Kevelham, B., Laycock, R., Magnenat, N., Thalamnn, N., Maim, J., Maudu, D., Papafiannakis, G., Thalmann, D., Yersin, B., Rodriguez-Echavarria, K.: Tools for populating cultural heritage environments with interactive virtual humans. In: Open Digital Cultural Heritage Systems, EPOCH Final Event Rome (2008)
Maim, J., Haegler, S., Yersin, B., Mueller, P., Thalmann, D., van Gool, L.: Populating ancient Pompeii, with crowds of virtual Romans. In: VAST 2007: The 8th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage, pp. 109–116 (2007)
Frischer, B.: The Rome reborn project. How technology is helping us to study history. OpEd. University of Virginia (November 10, 2008)
Debevec, P.: Making ”The Parthenon”. In: 6th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage (2005)
Jones, G., Christal, M.: The future of virtual museums. In: On-line, Immersive, 3D Environments. Created Realities Group (2002)
Sylaiou, S., Liarokapis, F., Kotsakis, K., Patias, K.: Virtual museums, a survey on methods and tools. Journal of Cultural Heritage (2009)
Jacobson, J., Holden, L.: The virtual Egyptian temple. In: Proccedings of the World Conference on Educational Media, Hypermedia & Telecommunications, ED-MEDIA (2005)
Gaitatzes, A., Christopoulos, D., Papaioannou, G.: The Ancient Olympic Games: Being Part of the Experience. In: The 5th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST), pp. 19–28 (2004)
Quest3D (November 06, 2009), http://www.quest3d.com
Ponder, M., Herbelin, B., Molet, T., Schertenlieb, S., Ulicny, B., Papagiannakis, G., Magnenat-Thalmann, N., Thalmann, D.: Immersive VR decision training: telling interactive stories featuring advanced virtual human simulation technologies. In: EGVE 2003: Proceedings of the Workshop on Virtual Environments, Zurich, Switzerland. ACM, New York (2003)
Magerko, B., Laird, J.: Towards Building an Interactive, Scenario-based Training Simulator. In: 10th Computer Generated Forces and Behavior Representation Conference, Orlando, FL (2002)
Bergeron, B.P.: Developing Serious Games. Game Development Series. Charles River Media, Inc., Massachucetts (2006)
Panzoli, D., Peters, C., Dunwell, I., Sanchez, S., Petridis, P., Protopsaltis, A., Scesa, V., de Freitas, S.: A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments. In: Plemenos, D., Miaoulis, G. (eds.) Intelligent Computer Graphics 2010. Studies in Computational Intelligence, vol. 321, pp. 123–143. Springer, Heidelberg (2010)
Sabry, F., El-Hakim, Angelo Beraldin, J., Picard, M., Godin, G.: Large-Scale Heritage Sites with Integrated Techniques. In: IEEE Computer Graphics and Applications, pp. 21–29 (May-June 2004)
David, L.: Object recognition from local scale-invariant features. In: Proceedings of the International Conference on Computer Vision (1999)
Dalal, N., Triggs, B.: Histograms of oriented gradients for human detection. In: IEEE Computer Vision and Pattern Recognition Conference, CVPR (2005)
Dryden, L., Mardia, K.V.: Statistical Shape Analysis. Wiley, Blackwell (1998)
Jegou, H., Douze, M., Schmid, C.: Improving bag-of-features for large scale image search. International Journal of Computer Vision, 1–21 (2010)
Zhu, S., Wu, J., Xia, G.: TOP-K cosine similarity interesting pairs search. In: 2010 Seventh International Conference on Fuzzy Systems and Knowledge Discovery (FSKD), Beijing, China (2010)
David Forsyth, A., Ponce, J.: Computer Vision, a modern approach. Prentice Hall, Englewood Cliffs (2003) ISBN 0-13-085198-1
Deschaud, J.-E.: A Fast and Accurate Plane Detection Algorithm for Large Noisy Point Clouds Using Filtered Normals and Voxel Growing. In: 5th International Symposium on 3D Data Processing, Visualization and Transmission, Espace Saint-Martin, Paris, France, May 17-20 (2010)
Hecht, E.: Optics, 2nd edn., p. 603. Addison Wesley, Reading (1987)
Lintermann, B., Deussen, O.: Interactive Modeling of Plants. In: IEEE Computer Graphics and Applications, vol. 19, pp. 56–65 (1999)
Wells, W.D.: Generating Enhanced Natural Environments and Terrain for Interactive Combat Simulations. Doctoral Dissertation, Naval Postgraduate School, Monterey, CA (2005)
Greuter, S., Parker, J., Stewart, N., Leach, G.: Real-time Procedural Generation of ‘Pseudo Infinite’ Cities. In: GRAPHITE 2003, ACM SIGGRAPH, pp. 87–94 (2003)
Parish, Y.I.H., Müller, P.: Procedural Modeling of Citie. In: Proc. of ACM SIGGRAPH 2001, pp. 301–308. ACM Press, New York (2001)
Debattista, K., Dubla, P., et al.: Instant Caching for Interactive Global Illumination. Computer Graphics Forum 28(8), 2216–2228 (2009)
Avery, B., Thomas, B.H., Piekarski, W.: User Evaluation of See-Through Vision for Mobile Outdoor Augmented Reality. In: 7th Int’l Symposium on Mixed and Augmented Reality, Cambridge, UK, pp. 69–72 (2008)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this chapter
Cite this chapter
Doulamis, A., Liarokapis, F., Petridis, P., Miaoulis, G. (2012). Serious Games for Cultural Applications. In: Plemenos, D., Miaoulis, G. (eds) Intelligent Computer Graphics 2011. Studies in Computational Intelligence, vol 374. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-22907-7_6
Download citation
DOI: https://doi.org/10.1007/978-3-642-22907-7_6
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-22906-0
Online ISBN: 978-3-642-22907-7
eBook Packages: EngineeringEngineering (R0)