Novel 3D Game-like Applications Driven by Body Interactions for Learning Specific Forms of Intangible Cultural Heritage
Publication date :
11 March 2015
Event name :
International Conference on Computer Vision Theory and Applications
Event place :
Event date :
2015
Research unit :
F105 - Information, Signal et Intelligence artificielle
Research institute :
R300 - Institut de Recherche en Technologies de l'Information et Sciences de l'Informatique R450 - Institut NUMEDIART pour les Technologies des Arts Numériques
Dimitropoulos K., Manitsaris S., Tsalakanidou F., Nikolopoulos S., Denby B., Al Kork S., Crevier-Buchman L., Pillot-Loiseau C., Dupont S., Tilmanne J., Ott M., Alivizatou M., Yilmaz E., Hadjileontiadis L., Charisis V., Deroo O., Manitsaris A., Kompatsiaris I., and Grammalidis N., 2014. Capturing the Intangible: An Introduction to the i-Treasures Project, in Proc. 9th International Conference on Computer Vision Theory and Applications (VISAPP2014), Lisbon, Portugal, 5-8 January.
G. Kyriakaki, A. Doulamis, N. Doulamis, M. Ioannides, K. Makantasis, E. Protopapadakis, A. Hadjiprocopis et al., 2014. 4D Reconstruction of Tangible Cultural Heritage Objects from Web-Retrieved Images, in International Journal of Heritage in the Digital Era 3, no. 2 (2014): 431-452.
K. Makantasis, A. Doulamis, N. Doulamis, M. Ioannides, N. Matsatsinis, 2014. Content-Based Filtering for Fast 3D Reconstruction from Unstructured Web-Based Image Data, Int. Conf. on Cultural Heritage (Euromed 2014), Lemessos, Cyprus, 3-8 November.
K. Makantasis, A. Doulamis, N. Doulamis, 2013. A non-parametric unsupervised approach for content based image retrieval and clustering. Proc. of 4th ACM/IEEE international workshop on Analysis and retrieval of tracked events and motion in imagery stream, ACM.
de Freitas, S., Earp, J., Ott, M., Kiili, K., Ney, M., Popescu, M., Stanescu, I., 2012. Hot Issues in Game Enhanced Learning: the GEL Viewpoint. Procedia Computer Science, 15, 25-31.
Gee, J.P., 2003. What Video Games Have to Teach Us about Learning and Literacy. NY: Macmillan.
Van Eck R., 2006. Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. EDUCAUSE Review, 41(2), 17-30.
Hainey, T., 2010. "Using Games-Based Learning to Teach Requirements Collection and Analysis at Tertiary Education Level", Thesis submitted in partial fulfilment of the requirements of the University of the West of Scotland for the award of Doctor of Philosophy.
Djaouti D., Alvarez J., Jessel J.-P., 2011. Classifying Serious Games: The G/P/S Model, Patrick Felicia (ed), "Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches", (pp. 118-136), IGI Global.
Michael, D., Chen, S., 2006. Serious games: Games that educate, train, and inform. Boston, MA.: Thomson Course Technology.
Breuer J., Bente G., 2010. Why so serious? On the Relation of Serious Games and Learning - Eludamos. Journal for Computer Game Culture, 4 (1) 7-24.
Derryberry A., 2007. Serious games: online games for learning. (online), http://www.adobe.com/resources/elearning/pdfs/serious-games-wp.pdf.
Charlier, N., Ott, M., Remmele, B., Whitton, N., 2012. Not Just for Children: Game-Based Learning for Older Adults. In 6th European Conference on Games Based Learning, Cork, Ireland (pp. 102-108).
Hays, R.T., 2005. The effectiveness of instructional games: a literature review and discussion, Naval Air Warfare Center Training Systems Division, http://adlcommunity.net/file.php/23/GrooveFiles/Instr-Game-Review-Tr-2005.pdf.
Facer, K., Ulicsak, M., Sandford, R., 2007. Can Computer Games Go to School ⋯?, BECTA http://partners.becta.org.uk/index.php?section=rh&rid=13768.
Mc Farlane, A., Sparrowhawk A., Heald, Y., 2002. Report on the educational use of games: an exploration by TEEM of the contribution which games can make to the education process. Teem, Cambridge.
Milovanović, M., Minović, M., Kovačević, I., Minović, J., Starčević, D., 2009. Effectiveness of Game-Based Learning: Influence of Cognitive Style. In: Lytras, M.D., Ordonez de Pablos, P., Damiani, E. Avison, D., Naeve, A., Horner, D. G. (eds.) Best Practices for the Knowledge Society. Knowledge, Learning, Development and Technology for All. Communications in Computer and Information 49 (pp. 87-96). Science Springer, Heidelberg.
de Freitas, S., Neumann, T., 2009. The use of 'exploratory learning' for supporting immersive learning in virtual environments. Computers and Education, 52(2): 343-352.
Garris, R., Ahlers, R., Driskell, J. E., 2002. Games, motivation, and learning: a research and practice model. Simulation & Gaming, 33(4), 441-467.
Bottino, R. M., Ott, M., & Benigno, V. (2009). Digital mind games: experience-based reflections on design and interface features supporting the development of reasoning skills. In Proc. of 3rd European Conference on Game Based Learning (pp. 53-61).
de Freitas, S., Ott, M., and Popescu., M. M., Stanescu, I., 2013. Game-Enhanced-Learning: Preliminary Thoughts on curriculum integration. New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration. IGI Global.
De Aguilera, M., Mendiz, A., 2003. Video games and education: (Education in the face of a "parallel school"). ACM Computers in Entertainment, 1(1), 10-10.
Martínez-Durá, M., Arevalillo-Herráez, M., García-Fernández, I., Gamón-Giménez, M.A., Rodríguez-Cerro, A. 2001. Serious Games for Health and Safety Training. In M. Prensky, (Ed). Digital game-based learning. New York: McGraw-Hill.
Ott, M., Pozzi, F., 2011. Towards a new era for Cultural Heritage Education: Discussing the role of ICT. Computers in Human Behavior, 27(4), 1365-1371.
Gaitatzes A., Christopoulos, D., Roussou, M., 2001. Reviving the past: cultural heritage meets virtual reality. In Proc. of Virtual reality, archeology, and cultural heritage, pp. 103-110.
Veltman K.H., 2005. Challenges for ICT/UCT Applications in Cultural Heritage. In: Carreras, C. (ed.) ICT and Heritage, online at http://www.uoc.edu/digithum/7/dt/eng/dossier.pdf.
Mortara, M., Catalano, C.E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., Petridis P., 2014. Learning Cultural Heritage by serious games. Journal of Cultural Heritage, 15(3), 318-325.
Anderson, E. F. McLoughlin L., Liarokapis F., Peters, C., Petridis, P., de Freitas, S., 2009. Serious Games in Cultural Heritage. M. Ashley and F. Liarokapis (Editors). In Proc. of the The 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST - State of the Art Reports.
Ott, M., & Pozzi, F., 2008. ICT and Cultural Heritage Education: Which Added Value?. In Lytras et al (Eds). Emerging Technologies and Information Systems for the Knowledge Society. Lecture Notes in Computer Science, 5288 (pp. 131-138). Springer Berlin Heidelberg.
Froschauer, J.; Arends, M.; Goldfarb, D., Merkl, D., 2012. A serious heritage game for art history: Design and evaluation of ThIATRO. In 'VSMM', 18th International Conference in Virtual System and MultimediaConference, IEEE, pp. 283-290.
Cao, Y., Klamma, R., Jarke, M., 2011. The Hero's Journey - template-based storytelling for ubiquitous multimedia management. Journal Multimedia, 6 (2) 156-169.
Christopoulos, D., Mavridis, P., Andreadis, A., Karigiannis, J.N., 2011. Using virtual environments to tell the story: The battle of Thermopylae. In VS-Games 2011, pp. 84-91.
Froschauer, J., Seidel, I., Gartner, M., Berger, H., Merkl D., 2010. Design and evaluation of a serious game for immersive cultural training. In 'VSMM', 16th International Conference in Virtual System and MultimediaConference, IEEE, pp. 253-260.
Huang, C., Huang, Y., 2013. Annales school-based serious game creation framework for Taiwan indigenous cultural heritage. Journal of Computing in Cultural Heritage, 6 (2).
Jaumard-Hakoun A., Al Kork, S.K., Adda-Decker M., Amelot A., Buchman L., Fux T., Pillot-Loiseau C., Stone M., Dreyfus G and Denby B., 2013. «Capturing, Analyzing, and Transmitting Intangible Cultural Heritage with the i-Treasures Project» in Ultrafest VI., Edinburgh, UK.
Chawah P., Al Kork S. K., Fux T., Adda-Decker M., Amelot A., Audibert N., Denby B., Dreyfus G., Jaumard-Hakoun A., Pillot-Loiseau C., Stone M., Xu K. and Buchman L., 2014. «An educational platform to capture, visualize and analyze rare singing,» in Interspeech Conference, Singapore.
Al Kork S. K., Jaumard-Hakoun A., Adda-Decker M., Amelot A., Buchman L., Chawah P., Dreyfus G., Fux T., Pillot C., Roussel P., Stone M., Xu K. Denby B., 2014. A Multi-Sensor Helmet to Capture Rare Singing, An Intangible Cultural Heritage Study, 10th International Seminar on Speech Production, Cologne, Germany.
Kitsikidis A., Dimitropoulos K., Yilmaz E., Douka S., Grammalidis N., 2014. Multi-sensor technology and fuzzy logic for dancer's motion analysis and performance evaluation within a 3D virtual environment, HCI International 2014, Heraklion, Greece, 22-27 June.
Russell, J. A., 1980. "A circumflex model of affect," Journal of Personality and Social Psychology, Vol. 39, 1161-1178.
Coenen T., 2013. MuseUs: case study of a pervasive cultural heritage serious game. Journal on Computing and Cultural Heritage (JOCCH), 6(2), 8:2-8:19
A. Doulamis, F. Liarokapis, P. Petridis, G. Miaoulis. 2011. Serious games for cultural applications. In D. Plemenos, G. Miaoulis (Eds.), Artificial Intelligence Techniques for Computer Graphics, Springer. The game is a reconstruction of the Benedictine monastery in Coventry, dissolved by Henry VIII
Francis R., 2006. Revolution, learning about history through situated role play in a virtual environment. Proceedings of the American educational research association conference. The game is a role-playing game in the town of colonial Williamsburg during the American Revolution.