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

PDF papers
References
id ecaade2024_406
authors Vaez Afshar, Sepehr; Eshaghi, Sarvin; Hadighi, Mahyar; Varinlioglu, Guzden
year 2024
title From Past to Present: A study of AI-driven gamification in heritage education
doi https://doi.org/10.52842/conf.ecaade.2024.2.249
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 2, pp. 249–258
summary The use of Artificial Intelligence (AI) in educational gamification marks a significant advancement, transforming traditional learning methods by offering interactive, adaptive, and personalized content. This approach makes historical content more relatable and promotes active learning and exploration. This research presents an innovative approach to heritage education, combining AI and gamification, explicitly targeting the Silk Roads. It represents a significant progression in a series of research, transitioning from basic 2D textual interactions to a 3D environment using photogrammetry, combining historical authenticity and immersive gameplay. It features AI-driven characters developed in Unreal Engine, which provides heritage insights augmented by personalized interactions, highlighting the importance of collaborative tools like interactive quizzes for enriching education and promoting critical thinking and community among learners. In conclusion, this research underlines the transformative impact of AI and gamification in heritage education enhancement, integrating real-time voice conversation and interactive pedagogical methods into immersive 3D environments as a supplementary tool.
keywords Heritage Education, Gamification, Artificial Intelligence, Unreal Engine
series eCAADe
email
full text file.pdf (967,658 bytes)
references Content-type: text/plain
Details Citation Select
100%; open Abdullaev, O. (2021) Find in CUMINCAD Architectural image of bukhara in the xvi-early xx centuries , Journal of Multicultural and Multireligious Understanding, 8(12), pp. 235

100%; open Afshar, S. V., Eshaghi, S., Afshar, S. V., Kim, I. (2023) Find in CUMINCAD Leveraging Landscape Architecture and Environmental Storytelling for Next-Generation Gaming Experiences: A Holistic Approach to Virtual World Design , ASCAAD 2023, pp. 639-651

100%; open Aini, Q. (2019) Find in CUMINCAD Understanding how gamification influences behaviour in education , Journal of Advanced Trends in Computer Science and Engineering, 8(15), pp. 269-274

100%; open Arsarkij, J. and Laohajaratsang, T. (2021) Find in CUMINCAD A design of personal learning network on social networking tools with gamification for professional experience , Journal of Emerging Technologies in Learning 16(18)

100%; open Blohm, I., Leimeister, J.M. (2013) Find in CUMINCAD Gamification , Business & information systems engineering, 5(4), pp. 275-278

100%; open Cavazza, M. (2000) Find in CUMINCAD Al in computer games in survey and perspectives , Virtual Reality, 5(4), pp. 223-235

100%; open Convai. (2024) Find in CUMINCAD Convai , Retrieved June 14, 2024, from https://convai.com/

100%; open Crompton, H., Song, D., (2021) Find in CUMINCAD The potential of artificial intelligence in higher education , Revista Virtual Universidad (62): 1-4

100%; open Deljavan, N., Çinar, K. (2023) Find in CUMINCAD Comparison of Anatolian and Persian caravanserais in the Seljuk period , Karatay Sosyal Araştirmalar Dergisi, (11), pp. 27-43

100%; open Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011) Find in CUMINCAD From game design elements to gamefulness: defining gamification , MindTrek conference in Envisioning future media environments, 9-15

100%; open Digitalfutures.International (2022) Find in CUMINCAD bo[AR]d GAME , Retrieved June 14, 2024, from https://bit.ly/4ep0udp

100%; open Eshaghi, S., Afshar, S. V., Hadighi, M. (2023) Find in CUMINCAD A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation , ARCC 2023, pp. 297-305

100%; open Eshaghi, S., Vaez Afshar, S., Varinlioglu, G. (2021) Find in CUMINCAD The Sericum Via: A Serious Game for Preserving Tangible and Intangible Heritage of Iran , ASCAAD 2021, pp. 306-316

100%; open Franklin, K., Vorderstrasse, T., Babayan, F. (2017) Find in CUMINCAD Examining the late medieval village from the case at ambroyi, Armenia , Journal of Near Eastern Studies, 76(1), pp. 113-138

100%; open Hamari, J., Eranti, V. (2011) Find in CUMINCAD Framework for Designing and Evaluating Game Achievements , Digra conference 10

100%; open Hamari, J., Koivisto, J. (2013) Find in CUMINCAD Social motivations to use gamification in an empirical study of gamifying exercise , ECIS, 105 (5), pp. 18-19

100%; open Hamieh, S. (2021) Find in CUMINCAD On the simulation hypothesis and its implications , Journal of Modern Physics, 12(05), pp. 541-551

100%; open Huotari, K., Hamari, J. (2012) Find in CUMINCAD Defining gamification: a service marketing perspective , the 16th international academic MindTrek conference, pp. 17-22

100%; open Kumar, J. (2013) Find in CUMINCAD Gamification at work: Designing engaging business software in conference of design, user experience, and usability , Springer, pp. 528-537

100%; open Li, J., Zheng, H., He, Y., Chen, B., Liu, L., Ouyang, Y., ..., Wang, B. (2019) Find in CUMINCAD Ultrasensitive electrochemical immunosensor reveals the existence of silk products on the maritime Silk Road , ACS Sensors, 4(12), pp. 3203

last changed 2024/11/17 22:05
pick and add to favorite papersHOMELOGIN (you are user _anon_160587 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002