id |
caadria2022_497 |
authors |
Varinlioglu, Guzden, Vaez Afshar, Sepehr, Eshaghi, Sarvin, Balaban, Ozgun and Nagakura, Takehiko |
year |
2022 |
title |
GIS-Based Educational Game Through Low-Cost Virtual Tour Experience- Khan Game |
doi |
https://doi.org/10.52842/conf.caadria.2022.1.069
|
source |
Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 69-78 |
summary |
The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. In this project, a game aimed at inclusive and equitable education was developed using 360 images of the targeted architectural heritage geographically distributed in a pilot site. We promote lifelong learning opportunities for all, following the SDG4, aiming for quality education with the easy-to-use online platform and easy access to immersive education through mobile platforms. Towards a post-carbon future without the need for travel, computational design methods such as using 360 videos and images in combination with virtual reality (VR) headsets allow a low-cost approach to remotely experiencing cultural heritage. We propose developing and testing a GIS-based educational game using a low-cost 360 virtual tour of architectural heritage, more specifically, caravanserais of Anatolia.0864108000 |
keywords |
digital heritage, 360 images, educational games, caravanserais, SDG 4 |
series |
CAADRIA |
email |
|
full text |
file.pdf (726,554 bytes) |
references |
Content-type: text/plain
|
Alamäki, A., Dirin, A., Suomala, J. & Rhee, C. (2021)
Students' Experiences of 2D and 360° Videos With or Without a Low-Cost VR Headset: An Experimental Study in Higher Education
, Journal of Information Technology Education: Research, 20, 309-329. https://doi.org/10.28945/4816
|
|
|
|
Argyriou, L., Economou, D. & Bouki, V. (2020)
Design methodology for 360 immersive video applications: the case study of a cultural heritage virtual tour
, Personal and Ubiquitous Computing, 24(6), 843-859
|
|
|
|
Aydin, S. & Schnabel, M. A. (2015)
Fusing Conflicts Within Digital Heritage Through the Ambivalence of Gaming
, 20th International Conference of the Association for Computer-Aided Architectural Design Research Asia: Emerging Experience Past, Present and Future of Digital Architecture, CAADRIA 2015 (pp. 839-848). The Association for Computer-Aided Architectural Design Research Asia (CAADRIA)
|
|
|
|
Branning, K. (2019)
The Seljuk Han of Anatolia Retrieved
, December 20, 2021, from http://www.turkishhan.org
|
|
|
|
Di Mascio, D. (2017)
3D Representations of Cities in Video Games as Designed Outcomes
, 22nd International Conference of the Association for Computer-Aided Architectural Design Research Asia: Protocols, Flows and Glitches, CAADRIA 2017 (pp. 33-43). The Association for Computer-Aided Architectural Design Research Asia (CAADRIA)
|
|
|
|
Eshaghi, S. & Sepehr Afshar, Varinlioglu, G. (2021)
The Sericum Via: A Serious Game for Preserving Tangible and Intangible Heritage of Iran
, 9th International Conference of the Arab Society for Computer Aided Architectural Design, ASCAAD 2021: Architecture the Age of Disruptive Technologies: Transformations and Challenges (pp. 306-316)
|
|
|
|
Estrina, T., Hui, V. & Ma, L. (2021)
The Digital Design Build-Modes of Experiential Learning in the Pandemic Era
, 26th International Conference on Computer-Aided Architectural Design Research Asia: Projections, CAADRIA 2021 (pp. 41-50). The Association for Computer-Aided Architectural Design Research Asia (CAADRIA)
|
|
|
|
Frankopan, P. (2017)
The Silk Roads: A New History of the World
, Bloomsberry
|
|
|
|
Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M. & Petridis, P. (2014)
Learning cultural heritage by serious games
, Journal of Cultural Heritage, 15(3), 318-325
|
|
|
|
Nemtinov, V., Borisenko, A., Nemtinova, Y., Tryufilkin, S. & Morozov, V. (2020)
Development of Virtual Tours of Memorable Places Associated with Residency and Activities of Famous Personalities
, International Multidisciplinary Scientific GeoConference: SGEM, 20(2.1), (pp. 127-134)
|
|
|
|
Perdana, D., Irawan, A. I. & Munadi, R. (2019)
Implementation of a web based campus virtual tour for introducing Telkom university building
, International Journal if Simulation—Systems, Science & Technology, 20(1), 1-6
|
|
|
|
Slater, M. (2003)
A note on presence terminology
, Presence Connect, 3(3)
|
|
|
|
Tomaszewski, B.M., Konovitz-Davern, A., Schwartz, D.I., Szarzynski, J., Siedentopp, L., Miller, A. & Hartz, J. (2018)
GIS and Serious Games
, B. Huang (Ed.), Comprehensive Geographic Information Systems, (pp. 369-383). Elsevier
|
|
|
|
Vaez Afshar, S., Eshaghi, S., Varinlioglu, G. & Balaban, Ö. (2021)
Evaluation of Learning Rate in a Serious Game-Based on Anatolian cultural heritage
, 39th International Conference of Education and Research Computer Aided Architectural Design Europe: Towards a new, configurable architecture, eCAADe 2021 (pp. 273-280)
|
|
|
|
Varinlioglu, G. & Halici, S. M. (2019)
Gamification of Heritage through Augmented Reality
, 37th International Conference of Education and Research Computer Aided Architectural Design Europe, eCAADe 2019: Architecture the Age of the 4th Industrial Revolution (pp. 513-518)
|
|
|
|
Varinlioglu, G. & Kasali, A. (2018)
Virtual Reality for a Better Past
, 36th International Conference of Education and Research Computer Aided Architectural Design Europe, eCAADe 2018: Computing for a Better Tomorrow (pp. 243-250)
|
|
|
|
Varinlioglu, G., Aslankan, A., Alankus, G. & Mura, G. (2017)
Raising Awareness for Digital Heritage through Serious Game-The Teos of Dionysos
, 35th International Conference of Education and Research Computer Aided Architectural Design Europe, eCAADe 2017: ShoCK! (pp. 647-654)
|
|
|
|
Williams, T. D. (2014)
The Silk Roads: an ICOMOS Thematic Study
, International Council of Monuments and Sites (ICOMOS)
|
|
|
|
Zarzycki, A. (2016)
Epic video games: Narrative spaces and engaged lives
, International Journal of Architectural Computing, 14(3), 201-211
|
|
|
|
last changed |
2022/07/22 07:34 |
|