Skip to main content

Enhancing the Educational Value of Tangible and Intangible Dimensions of Traditional Crafts Through Role-Play Gaming

  • Conference paper
  • First Online:
Interactivity and Game Creation (ArtsIT 2020)

Abstract

Advances in Cultural Heritage (CH) representation and presentation technologies are explored concerning new potentials brought by the gaming industry. These include the use of digitisation technologies for the creation of realistic digital assets, educational gaming concepts, and immersive technologies. In this context, it is shown how the creative sector can exploit these potentials in novel educational and gaming experiences, inspired by CH. The aim is to enhance the way that cultural content is experienced in the digital world, to present, and to valorise intangible dimensions and, ultimately, exploit technological advances to enhance our understanding, appreciation, and preservation of tangible and intangible heritage.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
eBook
USD 39.99
Price excludes VAT (USA)
Softcover Book
USD 54.99
Price excludes VAT (USA)

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. 3D-ICONS project: Guidelines & Case Studies (2014)

    Google Scholar 

  2. Azzam, J.: Porting a real-life castle into your game when you’re broke. In: GDC 2017 (2017). https://www.gdcvault.com/play/1023997/Porting-a-Real-Life-Castle. Accessed 16 Jan 2020

  3. Bishop, L., Chris, C., Michal, J.: Photogrammetry for games: art, technology and pipeline integration for amazing worlds. In: GDC 2017 (2017)

    Google Scholar 

  4. Brosseau, K., Choquette, M., Renaud, L.: Digitization standards for the Canadian museum of civilization corporation (2006). https://museumsassn.bc.ca/wp-content/uploads/2015/01/smcc_numerisation-cmcc_digitization-eng.pdf. Accessed 16 Jan 2020

  5. Brown, K., Hamilton, A.: Photogrammetry and star wars battlefront. In: GDC 2016: Game Developer Conference (2016)

    Google Scholar 

  6. Brown, M.: Evaluating computer game usability: developing heuristics based on user experience. In: Proceedings of IHCI Conference, pp. 16–21 (2008)

    Google Scholar 

  7. CARLI Digital Collections Users’ Group: Guidelines for the creation of digital collections, Consortium of Academic and Research Libraries at the University of Illinois (2017). Accessed 16 Jan 2020

    Google Scholar 

  8. D'Andrea, A., Niccolucci, F., Bassett, S., Fernie, K.: 3D-ICONS: world heritage sites for Europeana: making complex 3D models available to everyone. In: 2012 IEEE International Conference on Virtual Systems and Multimedia, pp. 517–520, September 2012

    Google Scholar 

  9. De Freitas, S., Oliver, M.: How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Comput. Educ. 46(3), 249–264 (2006)

    Article  Google Scholar 

  10. Doerr, M., Gradmann, S., Hennicke, S., Isaac, A., Meghini, C., Van de Sompel, H.: The Europeana data model (EDM). In: World Library and Information Congress: 76th IFLA General Conference and Assembly, vol. 10, p. 15, August 2010

    Google Scholar 

  11. ETH Library’s Best Practices in Digitization (DATE). https://www.library.ethz.ch/en/ms/DigiCenter/Best-Practices-in-Digitization. Accessed 16 Jan 2020

  12. ETH-Bibliothek: Best Practices Digitization, Version 1.1 (2016)

    Google Scholar 

  13. Europeana. https://www.europeana.eu/en

  14. Federoff, M.A.: Heuristics and usability guidelines for the creation and evaluation of fun in video games, Doctoral dissertation, Indiana University (2002)

    Google Scholar 

  15. Height Mapper. https://tangrams.github.io/heightmapper/

  16. Kallinikidou, A.: Chios Mastiha Museum. Athens: Piraeus Bank Group Cultural Foundation (2017)

    Google Scholar 

  17. Kurin, R.: A conversation with Richard Kurin. In: Stefano, M.L., Davis, P. (eds.) The Routledge Companion to Intangible Cultural Heritage, pp. 40–45, Routledge, UK (2017)

    Google Scholar 

  18. Donkin, L.: Crafts and Conservation, Synthesis Report for ICCROM (2001)

    Google Scholar 

  19. Puhol-Tost, L., Champion, E.: Evaluating presence in cultural heritage projects. IJHS J. 18, 83–102 (2012)

    Google Scholar 

  20. Luebke, D., Reddy, M., Cohen, J.D., Varshney, A., Watson, B., Huebner, R.: Level of Detail for 3D Graphics. Morgan Kaufmann, Burlington (2003)

    Google Scholar 

  21. Maximov, A.: Future of art production in games. In: GDC 2017: Game Developer Conference. UBM Tech., San Francisco (2017)

    Google Scholar 

  22. Meghini, C., Bartalesi, V., Metilli, D., Partarakis, N., Zabulis, X.: Mingei Ontology (Version 1.0), Zenodo (2020). https://doi.org/10.5281/zenodo.3742829

  23. MINERVA: Ministerial Network for Valorising Activities in digitisation. D6.2. Good Practice Handbook (2003)

    Google Scholar 

  24. Mingei-project. https://www.mingei-project.eu

  25. Nielsen, J.: Heuristic evaluation. In: Nielsen, J., Mack, R.L. (eds.) Usability Inspection Methods, pp. 25-63 (1994)

    Google Scholar 

  26. Oldman, D., Tanase, D.: Reshaping the knowledge graph by connecting researchers, data and practices in researchspace. In: Vrandečić, D., et al. (eds.) ISWC 2018. LNCS, vol. 11137, pp. 325–340. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-00668-6_20

    Chapter  Google Scholar 

  27. Partarakis, N., Zabulis, X., Antona, M., Stephanidis, C.: Transforming Heritage Crafts to engaging digital experiences. In: Liarokapis, F., Voulodimos, A., Doulamis, N., Doulamis, A. (eds.) Visual Computing for Cultural Heritage. SSCC, pp. 245–262. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-37191-3_13

    Chapter  Google Scholar 

  28. Parys, R., Schilling, A.: Incremental large-scale 3D reconstruction. In: IEEE International Conference on 3D Imaging, Modeling, Processing, Visualization & Transmission, pp. 416–423. IEEE, October 2012

    Google Scholar 

  29. Photomodeler Technologies, How is Photogrammetry Used in Video Games? (2020). https://www.photomodeler.com/how-is-photogrammetry-used-in-video-games/. Accessed July 2020

  30. Purgi village on Open Street Map. https://www.openstreetmap.org/directions?from=38.2470313%2C%2025.9422563#map=15/38.2395/25.9452. Accessed 17 July 2020

  31. Ryckman, M.: Exploring the graffiti of the division. Ubiblog, 15 April 2016. https://blog.ubi.com/exploring-the-graffiti-of-the-division-interview-with-amr-din

  32. Savvidis, D.: Chios Mastic Tree. Kyriakidis Bros S.A. Publications, Thessaloniki (2000)

    Google Scholar 

  33. Starwars, E.A.: How we used photogrammetry to capture every last detail for Star Wars Battlefront. StarWars EA, 19 May 2015. https://starwars.ea.com/starwars/battlefront/news/how-we-used-photogrammetry

  34. Statham, N.: Use of photogrammetry in video games: a historical overview. Games Cult. 15(3), 289–307 (2020)

    Article  Google Scholar 

  35. Steinman, G.: Far Cry 4—Vice Dev Diary & Quest for Everest.UbiBlog (2014). https://blog.ubi.com/far-cry-4-vice-developer-diary-quest-for-everest. Accessed 16 Jan 2020

  36. Sweetser, P., Wyeth, P.: GameFlow: A model for evaluating player enjoyment in games. Comput. Entertain. (CIE) 3(3), 3 (2005)

    Article  Google Scholar 

  37. Tangram Heightmapper. https://tangrams.github.io/heightmapper/. Accessed 16 Jan 2020

  38. The Explorer: 3D Game Kit. https://learn.unity.com/project/3d-game-kit. Accessed 16 Jan 2020

  39. UNESCO. Traditional craftsmanship. https://ich.unesco.org/en/traditional-craftsmanship-00057. Accessed 16 Jan 2020

  40. Unity3D asset store. https://assetstore.unity.com/. Accessed 16 Jan 2020

  41. Unity3D manual, Asset Bundle definition. https://docs.unity3d.com/Manual/AssetBundlesIntro.html. Accessed 16 Jan 2020

  42. Waskul, D.D.: The role-playing game and the game of role-playing. In: Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games, pp. 19–38 (2006)

    Google Scholar 

  43. Zabulis, X., et al.: Representation and preservation of heritage crafts. Sustainability 12(4), 1461 (2020). https://doi.org/10.3390/su12041461

    Article  Google Scholar 

  44. Zabulis, X., et al.: What is needed to digitise knowledge on heritage crafts? Memoriamedia Rev. 4(1), 1–25 (2019). ISSN 2183-3753

    Google Scholar 

  45. Know Your Genres: Third-Person Shooters - Xbox Wire. news.xbox.com. Accessed 17 July 2020

    Google Scholar 

Download references

Acknowledgements

This work has been conducted in the context of the Mingei project that has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 822336.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nikolaos Partarakis .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Partarakis, N. et al. (2021). Enhancing the Educational Value of Tangible and Intangible Dimensions of Traditional Crafts Through Role-Play Gaming. In: Brooks, A., Brooks, E.I., Jonathan, D. (eds) Interactivity and Game Creation. ArtsIT 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 367. Springer, Cham. https://doi.org/10.1007/978-3-030-73426-8_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-73426-8_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-73425-1

  • Online ISBN: 978-3-030-73426-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics