2020
DOI: 10.4995/vitruvio-ijats.2020.14665
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Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning

Abstract: <p dir="ltr"><span>In recent years a growing amount of research has shown interest in studying how virtual reality (VR) could be relevant in many fields. In this respect, VR has gained consideration throughout many applications such as education. Among other aims for its use in education, serious games based on VR were used to promote heritage and make students experience either far or inaccessible scenarios. Until now, VR-based applications have been mainly implemented using head mounted displays … Show more

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Cited by 14 publications
(7 citation statements)
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References 27 publications
(14 reference statements)
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“…Different components of the ATON framework and their interplay have been already investigated and assessed by previous work during the past few years. More specifically: (A) Framework integration with cloud architectures for publishing multi-resolution 3D landscapes within European infrastructures [50] and its exploitation for cross-device, online virtual museums [77]; (B) Presentation of virtual 3D collections and augmentation of past museum displays on mobile devices (Capitoline Museum in Rome) [59]; (C) Creation of applied CH games as web-applications [78,79]; and (D) Visual/immersive analytics architectures for remote inspection of interactive WebXR sessions [80,81].…”
Section: Experiments and Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Different components of the ATON framework and their interplay have been already investigated and assessed by previous work during the past few years. More specifically: (A) Framework integration with cloud architectures for publishing multi-resolution 3D landscapes within European infrastructures [50] and its exploitation for cross-device, online virtual museums [77]; (B) Presentation of virtual 3D collections and augmentation of past museum displays on mobile devices (Capitoline Museum in Rome) [59]; (C) Creation of applied CH games as web-applications [78,79]; and (D) Visual/immersive analytics architectures for remote inspection of interactive WebXR sessions [80,81].…”
Section: Experiments and Resultsmentioning
confidence: 99%
“…The framework will be soon deployed also on different nodes of the E-RIHS European infrastructure [90] (http://www.e-rihs.it/, accessed on 22 November 2021). In particular, the features offered by the framework and the plug-n-play architecture of web-apps (see Section 3.3) are already allowing a few projects (e.g., "H 2 O" by free University of Bolzano [79]) to switch from game engines like Unity to ATON, to deploy immersive gaming experiences directly on the web, without any installation required.…”
Section: Discussionmentioning
confidence: 99%
“…However, WebXR provides scalable and affordable solutions for XR applications. Many researchers have adopted Web3D and WebXR for education and training in areas such as science [9], engineering [10], history [11] and medical education [12]. It also supports different types of XR technology such as AR [7] and VR [11] interaction.…”
Section: B Xr Technology For Children's Educationmentioning
confidence: 99%
“…Although some research [9][10][11][12][13][14] demonstrates the benefits of using Web3D and WebXR, it is still a challenging task to design and implement such a system especially for primary school children [15][16][17][18][19]. There is very little research about mixed used of XR (for example, by using both AR and VR) interaction with WebXR content and Web3D content within a classroom setting.…”
Section: Introductionmentioning
confidence: 99%
“…02). There are several examples of the use of 3DWeb technologies on urban heritage, such as the research PRIN 2006 'Maps, models and innovative technologies to know and share urban and environmental heritage', conducted by the University of Camerino (2007Camerino ( -2009, defining for this purpose an IT infrastructure that integrated different systems and opensource tools, museum collections augmented using the orientation of the device or gamified 3D experiences [Luigini et al 2020]. The transmission of all these contents would be possible, however, if some problems of non-negligible relevance were solved: the latency before visualization should be minimized; the representation of the model should allow different levels of detail (LoD) to consider the rendering capabilities of the devices, ensuring a reduction in the latency time before the first visualization; finally, the compression would be important to make using large 3D datasets on connections with a medium bandwidth [Boutsi et al 2019;Lee et al 2021;Scopigno et al 2017;Skublewska-Paszkowska et al 2022].…”
Section: Introductionmentioning
confidence: 99%