CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id ecaade2021_285
id ecaade2021_285
authors Vaez Afshar, Sepehr, Eshaghi, Sarvin, Varinlioglu, Guzden and Balaban, Özgün
year 2021
title Evaluation of Learning Rate in a Serious Game - Based on Anatolian cultural heritage
doi https://doi.org/10.52842/conf.ecaade.2021.2.273
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 273-280
summary Cultural heritage conservation has two aspects, tangible and intangible, both of which contribute greatly to the understanding of ancient inheritances. Due to the role of education in the preservation process, and the strength of the new media in the current era, serious games can play a key role in conservancy by transmitting the target culture. There is a gap in the serious game field in relation to Turkey's cultural heritage on the Silk Roads, underlining the motivation of this research. Hence, this study proposes the Anatolian Journey serious game, which is developed in the Twine platform, designed to transmit Turkey's tangible and intangible cultural heritage, providing comprehensive information on the Seljuk caravanserais, located on the Silk Roads. Moreover, the research compares undergraduate and graduate students' gains in knowledge of heritage data while playing a serious game and encountering the same content in text form with an online survey.
keywords Digital Heritage; Serious Game; The Silk Roads; Anatolian Caravanserais; Learning Rate
series eCAADe
email
last changed 2022/06/07 07:57

_id ascaad2021_124
id ascaad2021_124
authors Eshaghi, Sarvin; Sepehr Afshar, Güzden Varinlioglu
year 2021
title The Sericum Via: A Serious Game for Preserving Tangible and Intangible Heritage of Iran
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 306-316
summary Efforts to preserve cultural heritage have continued throughout history, and currently use game technology. Serious games, with their audio-visual features make it possible for players to absorb and retain the often rather arid data of heritage. Furthermore, such technology facilitates the transmission of heritage globally amongst remote people, without the need to commute personally. Exploring the literature, we noted a lack of local game culture in Iran, and in the Middle East more broadly. This region is limited in terms of the existing global game industry, and the introduction of its culture to the world depends on the global market. This ascertains the paper's research problem: the need for more local games in the field to promote local historical culture. Hence, the paper aims to preserve and disseminate the tangible and intangible cultural heritage of its focus area, Iran’s Silk Roads and its caravanserais, by developing and testing a serious game named The Sericum Via. It has a non-linear narrative, engaging the player in a long journey visiting the Safavid caravanserais on the Silk Roads, using their detailed information. The game's text-based and strategic environment demands decision-making skills throughout the game and is challenging enough to make the player revisit the game frequently.
series ASCAAD
email
last changed 2021/08/09 13:13

_id sigradi2021_205
id sigradi2021_205
authors Vaez Afshar, Sepehr, Aytaç, Gülºen and Eshaghi, Sarvin
year 2021
title SU: A Serious Game for Water Management - Based on Istanbul
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 523–532
summary With the increasing population growth of human beings, the world is being threatened by the water scarcity problem, causing insecurity in water accessibility. Therefore, a deliberated water management gains fatal importance. In addition, the awareness of the issue through education, specifically in the early ages, plays a crucial role in this path. This research considers the water issue of Istanbul in its content. However, regarding the target audience, which is the kids, it uses a novel approach to tackle the problem. The paper proposes a visually enriched and nonlinear, serious game for the children to teach them about the importance of water and its impact on the planet, specific to Istanbul. The game is inspired by National Geographic Turkey's documentary named 25 Liters: In Pursuit of Water, asking the players to survive in a drought situation in the future. It aims to change the kid's lifestyle to revive the country's in-danger future.
keywords Serious Games, Water Management, Virtual Water, Drought
series SIGraDi
email
last changed 2022/05/23 12:11

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