UPSI Digital Repository (UDRep)
|
|
|
Abstract : |
In the last decade, cultural heritage including historical sites are reconstructed into digital heritage. Based on UNESCO, digital heritage defines as "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". In addition, the digital heritage is doubling in size every two years and expected will grow tenfold between 2013 and 2020. In order to attract and stir the interest of younger generations about digital heritage, gamification has been widely promoted. In this research, a virtual walkthrough combine with gamifications are proposed for learning and exploring historical places in Malaysia by using mobile device. In conjunction with Visit Perak 2017 Campaign, this virtual walkthrough is proposed for Kellie's Castle at Perak. The objectives of this research is two folds 1) modelling and design of innovative mobile game for virtual walkthrough application, and 2) to attract tourist to explore and learn historical places by using sophisticated graphics from Augmented Reality. The efficiency and effectiveness of the mobile virtual walkthrough will be accessed by the International and local tourists. In conclusion, this research is speculated to be pervasively improve the cultural and historical knowledge of the learners. |
References |
1. Coenen, T., Mostmans, L., Naessens, K. MuseUs: Case study of a pervasive cultural heritage serious game (2013) Journal on Computing and Cultural Heritage, 6 (2), art. no. 8. Cited 47 times. http://jocch.acm.org/ doi: 10.1145/2460376.2460379 2. Sintoris, C., Yiannoutsou, N., Demetriou, S., Avouris, N. Discovering the invisible city: Location-based games for learning in smart cities (2013) Interaction Design and Architecture(s), 16 (1), pp. 47-64. Cited 13 times. http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/16_5.pdf 3. Bellotti, F., Berta, R., De Gloria, A., D'Ursi, A., Fiore, V. A serious game model for cultural heritage (2012) Journal on Computing and Cultural Heritage, 5 (4), art. no. 17. Cited 76 times. http://jocch.acm.org/ doi: 10.1145/2399180.2399185 4. Zaibon, S.B., Pendit, U.C., Bakar, J.A.A. Applicability of mobile augmented reality usage at Melaka cultural heritage sites (2015) International Conference on Computing and Informatics, pp. 235-240. Cited 4 times. 5. Wu, B., Wang, A.I. A pervasive game to know your city better (2011) 2011 IEEE International Games Innovation Conference, IGIC 2011, art. no. 6115111, pp. 117-120. Cited 6 times. ISBN: 978-145770258-7 doi: 10.1109/IGIC.2011.6115111 6. Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., (...), Row-Farr, J.Can you see me now? (2006) ACM Transactions on Computer-Human Interaction, 13 (1), pp. 100-133. Cited 207 times. http://delivery.acm.org/10.1145/1150000/1143522/p100-benford.pdf?key1=1143522&key2=4742772511&coll=portal&dl=ACM&CFID=1355434&CFTOKEN=17528725 doi: 10.1145/1143518.1143522 7. Norsyafawati, F., Sabri, M., Khidzir, N., Ismail, A.R., Daud, K.A.M. An exploratory study on mobile augmented (AR) application for heritage content (2016) Journal of Advanced Management Science, 4, pp. 489-493. Cited 6 times. |
This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials. You may use the digitized material for private study, scholarship, or research. |