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Citation
Articles | Volume XLII-2/W15
https://doi.org/10.5194/isprs-archives-XLII-2-W15-421-2019
https://doi.org/10.5194/isprs-archives-XLII-2-W15-421-2019
22 Aug 2019
 | 22 Aug 2019

A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION

F. Di Paola, L. Inzerillo, and Y. Alognaa

Keywords: 3D Survey, 3D Modeling, Gamification, Cultural Heritage, VR, AR, Museum

Abstract. In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of this study is not only in the original application of the CH within the AAG sector but also consists of the experimentation of the Virtual Reality (VR) algorithm and of the application of Augmented Reality (AR) within the VR scenario used in the form of an avatar. Furthermore, in this paper we overcome the technical problems due to the different size of the environment and the work art.