2004
DOI: 10.1007/s10055-004-0141-1
|View full text |Cite
|
Sign up to set email alerts
|

Virtual museums for all: employing game technology for edutainment

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
71
0
3

Year Published

2008
2008
2023
2023

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 117 publications
(75 citation statements)
references
References 13 publications
1
71
0
3
Order By: Relevance
“…Virtual museums are spreading in recent years and many applications have been developed using game technologies (Lepouras & Vassilakis, 2004). These applications provide an ideal means for the digital representation of cultural heritage sites (El-Hakim et al 2006) in order to entertain and educate visitors and also examine all the technologies and tools used in the museum (Hall et al 2001;Sylaiou at al.…”
Section: Virtual Museum Applicationsmentioning
confidence: 99%
“…Virtual museums are spreading in recent years and many applications have been developed using game technologies (Lepouras & Vassilakis, 2004). These applications provide an ideal means for the digital representation of cultural heritage sites (El-Hakim et al 2006) in order to entertain and educate visitors and also examine all the technologies and tools used in the museum (Hall et al 2001;Sylaiou at al.…”
Section: Virtual Museum Applicationsmentioning
confidence: 99%
“…Finally, UDK and many other GEs have a built in support for stereoscopic displays and they also can be easily modified (like in Jacobson, 2002, andJuarez et al, 2010) to support complex immersive environments like CAVEs. Using GE to develop virtual environments for VH applications have proven to take almost half the effort than with traditional techniques, requiring a heavy programming effort especially for developing the necessary interaction support (Lepouras & Vassilakis, 2005). As for MR/AR applications, developing them usually requires:…”
Section: Contents Managementmentioning
confidence: 99%
“…Lepuras and Vassilakis [LV05] note that state-of-the-art virtual environments are both costly to build and to maintain. In addition to generating virtual object models [Kes02,SW06], for example buildings and scenery, a developer must also manage support for user interaction [BKLP05,SH06], any environment and object behaviours that are required, for example collision detection, and any non-visual features of the virtual world, for example audio cues and haptic feedback [PBT02].…”
Section: Introductionmentioning
confidence: 99%
“…Using computer games as the basis for virtual environment development has a number of advantages. Computer games are robust and extensively tested [LV05], both for usability and performance, work on off-the-shelf systems [RBFR03] and can be easily disseminated, for example via online communities. Many computer game developers support modification of their game environments by releasing level editors, for example to modify the game environment, and tools to edit the game behaviour.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation