2016
DOI: 10.1007/978-3-319-48496-9_65
|View full text |Cite
|
Sign up to set email alerts
|

Immersivity and Playability Evaluation of a Game Experience in Cultural Heritage

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
6
1

Year Published

2017
2017
2024
2024

Publication Types

Select...
7
1

Relationship

1
7

Authors

Journals

citations
Cited by 16 publications
(7 citation statements)
references
References 15 publications
0
6
1
Order By: Relevance
“…These problems are mainly due to the limited scope of Leap Motion, and to the low experience of the sample with this type of interaction (Q13 and Q16 in the online questionnaire). We did not find relevant evidence of a well-known, critical limit of VR headsets (Andreoli et al, 2016), namely cybersickness. One possible explanation for this is that the participants performed the experiments in a sitting position.…”
Section: Testing Phase Resultscontrasting
confidence: 76%
“…These problems are mainly due to the limited scope of Leap Motion, and to the low experience of the sample with this type of interaction (Q13 and Q16 in the online questionnaire). We did not find relevant evidence of a well-known, critical limit of VR headsets (Andreoli et al, 2016), namely cybersickness. One possible explanation for this is that the participants performed the experiments in a sitting position.…”
Section: Testing Phase Resultscontrasting
confidence: 76%
“…It also compares Cultural Heritage teaching through both the VRE and videos. Most other works published on cultural heritage VREs have mainly focused on the hardware and software that is required to create 3D immersive environments (Andreoli et al, 2016;Carrozzino & Bergamasco, 2010;De Paolis, 2013;Lucet, 2009). Only a few research papers have evaluated their effects on the final users (Bustillo et al, 2015;Champion, 2008).…”
Section: Introductionmentioning
confidence: 99%
“…Locative serious games have also been used in cultural heritage, with genres from simple puzzle games to exploratory 3d worlds [39]. Generally, it has been argued that bringing multimodel media into exhibition spaces increases engagement and enhances the experience [33], and that immersive VR technology can increase the involvement of visitors, and improve the retention of knowledge at the end of their experience [1].…”
Section: Locative Literature As Cultural Experiencementioning
confidence: 99%
“…It is impossible to give a full description of all twelve stories, so instead we will look at a single illustrative example 1 . The most popular story was 'Notes on an Illegible City' by Eloise Phillips, with 14 valid readings.…”
Section: Example Story: Notes On An Illegible Citymentioning
confidence: 99%