Mixed Reality and Gamification for Cultural Heritage 2017
DOI: 10.1007/978-3-319-49607-8_13
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Gamified AR/VR Character Rendering and Animation-Enabling Technologies

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Cited by 9 publications
(4 citation statements)
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“…= 0.56). The findings are consistent with Papaefthymiou et al (2017), which supports the use of AR technology and others to promote character creation [14]. It is also consistent with the findings of Hui Ye et al (2020) which indicated that using AR animation makes character design better and easier [15].…”
Section: Discussionsupporting
confidence: 88%
“…= 0.56). The findings are consistent with Papaefthymiou et al (2017), which supports the use of AR technology and others to promote character creation [14]. It is also consistent with the findings of Hui Ye et al (2020) which indicated that using AR animation makes character design better and easier [15].…”
Section: Discussionsupporting
confidence: 88%
“…Although there are articles that have analyzed the role of virtual narrators [7] or the user of the virtual solution having a sense of presence [10], unfortunately only two of the applications analyzed used a narrator and only one was human-like, which shows that this potential is not yet being fulfilled.…”
Section: Discussionmentioning
confidence: 99%
“…Virtual museums can serve as a tool for learning by entertainment, where learning takes place through active exploration, collaborating with virtual agents [9], or as an interaction with a virtual narrator that is humanlike and capable of communicating, while using the museum. The use of different narrators is recommended to give the user of a virtual solution a sense of presence [10] where it is possible to interact with artefacts (smart objects), which are technically simple embedded systems equipped with sensors, actuators, and networking capabilities [11]. The Ars Electronica Center for Electronic Art in Linz, Austria, which houses a CAVE-projection VR in which users stand between six walls of a room-sized cube, is considered to be the first museum to use virtual solutions in its exhibitions [12].…”
Section: Learning In Museumsmentioning
confidence: 99%
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