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2006
DOI: 10.1007/11890881_58
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Creating an Authentic Aural Experience in the Digital Songlines Game Engine: Part of a Contextualised Cultural Heritage Knowledge Toolkit

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

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Cited by 4 publications
(4 citation statements)
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“…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]. …”
Section: Related Workmentioning
confidence: 99%
“…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]. …”
Section: Related Workmentioning
confidence: 99%
“…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
confidence: 99%
“…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.…”
Section: Notesmentioning
confidence: 99%