Abstract:Abstract. Digital Songlines is an Australasian CRC for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. The project explores the areas of effective recording, content management and virtual reality delivery capabilities that are culturally sensitive and involve the indigenous custodians, leaders and communities in remote areas of the Australian 'outback'. It investigates how … Show more
“…Similarly, a knowledge game was used by Neto et al [2011] after a museum visit to increase visitors' learning on the museum's material. Other examples include a game used in a historic canal in China [Chen et al 2010] and games developed to promote indigenous cultural heritage of Australia [Gibbons et al 2006]. …”
The unique aspects of different places seem to require games of different characteristics. This paper describes the initial steps of an attempt to design games for different places of cultural heritage and consists of three parts. In the first part, the descriptive model to be used as a classification method for games of different characteristics for cultural heritage sites is presented. In the second part, the model is used for the creation of different cultural heritage games. Finally, the third part presents a detailed case study of one of the developed games, showing the implementation and user testing processes as well as its efficiency in terms of education and visit motivation.
“…Similarly, a knowledge game was used by Neto et al [2011] after a museum visit to increase visitors' learning on the museum's material. Other examples include a game used in a historic canal in China [Chen et al 2010] and games developed to promote indigenous cultural heritage of Australia [Gibbons et al 2006]. …”
The unique aspects of different places seem to require games of different characteristics. This paper describes the initial steps of an attempt to design games for different places of cultural heritage and consists of three parts. In the first part, the descriptive model to be used as a classification method for games of different characteristics for cultural heritage sites is presented. In the second part, the model is used for the creation of different cultural heritage games. Finally, the third part presents a detailed case study of one of the developed games, showing the implementation and user testing processes as well as its efficiency in terms of education and visit motivation.
“…Other projects like Sahul Time and Virtual Warrane II (formerly the Digital Songlines Project) specialize in the use of spatial and temporal data through visualisation in geolocation systems and game engines. While Sahul Time focuses on representation of scientific archaeological studies (Coller, 2009), Virtual Warrane II explores the use of its system within Indigenous heritage and knowledge management (Bradley et al, 2008;Gibbons et al, 2006;Leavy et al, 2007;Leavy, 2007;Nakata, 2012;Pumpa et al, 2006). Similar to ESS and Murkurtu little research has been conducted and there is a need for further investigation.…”
Section: National Non-governmentmentioning
confidence: 99%
“…Sahul Time and Virtual Warrane II both explore spatial reconstructions of landscapes over time. But while Sahul Time has a clear archaeological focus, Virtual Warrane II aims to develop a toolkit for Indigenous knowledge through exploring the potential of game engines in an Indigenous Heritage context (Bradley et al, 2008;Gibbons et al, 2006;Leavy et al, 2007;Leavy, 2007;Nakata, 2012;Pumpa et al, 2006). All four projects utilize the latest in multimedia, remote sensing and GIS technologies.…”
Section: Ess and Mukurtu Currently Run Multiple Projects Acrossmentioning
Abstract. This paper examines use of multi-media in the curation, presentation and promotion of rock art. It discusses the construction of a centralised Australian rock art database and explores new technologies available for looking at rock art. In 2011, Prof. Taçon Chair in Rock Art Research and Director of PERAHU (Place, Evolution and Rock Art Heritage Unit) called for a national rock art database raising awareness of the importance of preserving rock art as part of Australia's valuable Indigenous heritage (Taçon, 2011). Australia has over 100,000 rock art sites, important heritage places for Indigenous and non-Indigenous Australians and a testament to over 10,000 years of human activity, including interactions with other peoples and the environment. Many of these sites have not been documented or recorded and are threatened by natural and cultural agents. It is becoming increasingly important to develop conservation models for the protection and preservation of sites. Indigenous cultural heritage is difficult to manage on a local government level due to complex human / time / environment relationships and the importance of intangible cultural heritage (SoE SEWPAC, 2011). Currently no centralised database system exists in Australia to curate, present and promote rock art.
“…E. Starting with the same seeded random number generator the same numbers are used to generate the same randomised environments. F. See [26,27] for a more detailed discussion. G. There are two main types of AI: weak and strong.Weak AI makes animated objects appear intelligent.…”
Digital Songlines (DSL) is an Australasian CRC for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. This paper outlines the goals achieved over the last three years in the development of the Digital Songlines game engine (DSE) toolkit that is used for Australian Indigenous storytelling. The project explores the sharing of indigenous Australian Aboriginal storytelling in a sensitive manner using a game engine. The use of the game engine in the field of Cultural Heritage is expanding. They are an important tool for the recording and re-presentation of historically, culturally, and sociologically significant places, infrastructure, and artefacts, as well as the stories that are associated with them. The DSL implementation of a game engine to share storytelling provides an educational interface. Where the DSL implementation of a game engine in a CH application differs from others is in the nature of the game environment itself. It is modelled on the ‘country’ (the ‘place’ of their heritage which is so important to the clients' collective identity) and authentic fauna and flora that provides a highly contextualised setting for the stories to be told. This paper provides an overview on the development of the DSL game engine.
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