A Storytelling Concept for Digital Heritage Exchange in Virtual Environments

Author(s):  
Stefan Conrad ◽  
Ernst Krujiff ◽  
Martin Suttrop ◽  
Frank Hasenbrink ◽  
Alex Lechner
2017 ◽  
Vol 22 (2) ◽  
pp. 53-64 ◽  
Author(s):  
Hafizur Rahaman ◽  
Tan Beng Kiang

Heritage interpretation is often used to indicate the storylines adapted to help visitors to engage with and understand historical sites or artefacts. However, until now we hardly find any noteworthy scholarly works, charter, and critical discourse on the theory and methodology of interpretation in the field of Digital Heritage. Praxis limited by such theoretical underpinning, and at the same time the unwitting obsession with technology as a way out for better interpretation is leading most of the digital heritage projects to become descriptive and ocular-centric. Although technologies and tools like game-engines, multi-player virtual environments, haptic devices, augmented visualizations and immersive displays are being used to accentuate experience and visual fidelity, nevertheless, many scholars argue that technology alone can only provide partial interpretation. This paper raises the demands for an interpretive method for digital heritage and proposes some guidelines based on interpretation theories and scholarly materials from the real-world heritage domain.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

2004 ◽  
Author(s):  
Jodie M. Plumert ◽  
Joseph K. Kearney ◽  
James F. Cremer

Author(s):  
Stephen R. Ellis ◽  
Katerina Mania ◽  
Bernard D. Adelstein ◽  
Michael I. Hill
Keyword(s):  

Author(s):  
Bernard D. Adelstein ◽  
Thomas G. Lee ◽  
Stephen R. Ellis

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