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ACM Journal on Computing and Cultural Heritage (JOCCH)

Resumen/Descripción – provisto por la editorial en inglés
ACM Journal on Computing and Cultural Heritage (JOCCH) publishes papers of significant and lasting value in all areas relating to the use of information and communication technologies (ICT) in support of Cultural Heritage. The journal encourages the submission of manuscripts that demonstrate innovative use of technology for the discovery, analysis, interpretation and presentation of cultural material, as well as manuscripts that illustrate applications in the Cultural Heritage sector that challenge the computational technologies and suggest new research opportunities in computer science.

The field Cultural Heritage spans many distinct sub-areas, which may be divided into two major classifications: tangible heritage, such as the discovery, documentation, organization, interpretation and communication of artifacts, monuments, sites, museums, and collections (including digital archives, catalogues and libraries); and intangible heritage, such as music, performance, storytelling, and mythology. In addition, the increasing volume of digital cultural artifacts and collections is becoming an important body of heritage content in its own right. Submissions that have led to actual cultural applications are particularly welcomed.
Palabras clave – provistas por la editorial

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Disponibilidad
Institución detectada Período Navegá Descargá Solicitá
No detectada desde jun. 2008 / hasta dic. 2023 ACM Digital Library

Información

Tipo de recurso:

revistas

ISSN impreso

1556-4673

ISSN electrónico

1556-4711

Editor responsable

Association for Computing Machinery (ACM)

País de edición

Estados Unidos

Fecha de publicación

Tabla de contenidos

A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural Heritage

Roberto Andreoli; Angela Corolla; Armando Faggiano; Delfina Malandrino; Donato Pirozzi; Mirta Ranaldi; Gianluca Santangelo; Vittorio Scarano

<jats:p>Video games and their design are complex in nature, given the variety of aspects and challenges to face and the different areas of expertise involved. Furthermore, serious games have an even tougher challenge, since the knowledge acquisition has the same importance and relevance as entertainment and pleasure for the players. Serious games in cultural heritage require additional effort to introduce immersivity and collaboration among players.</jats:p> <jats:p>This article introduces a framework, named FRACH, to conceive, design, and evaluate immersive and collaborative serious games in cultural heritage. In particular, FRACH provides a design framework with steps to follow during the whole process that is from the early design phase to the evaluation phase of a serious game.</jats:p> <jats:p> We assessed the efficacy of our framework, with a specific case study in cultural heritage, by implementing a section of a serious game named <jats:italic>HippocraticaCivitasGame</jats:italic> , where players were allowed to visit the thermae of the historical site of San Pietro a Corte and Palazzo Fruscione in the city of Salerno, Italy, and to solve a given puzzle. Results of the game evaluation showed that the game was effective in terms of knowledge acquisition, the participants enjoyed the game, were highly involved in the immersive experience, and, finally, positively rated the idea of using the game for educational learning in the field of cultural heritage. </jats:p>

Palabras clave: Conservation; Computer Graphics and Computer-Aided Design; Information Systems; Computer Science Applications.

Pp. 1-22

Mapping History

S. Ress; F. Cafaro; D. Bora; D. Prasad; D. Soundarajan

<jats:p>At historic open-air museums, many of the “objects” under investigation are buildings and landscapes that could tell multiple, overlapping narratives: i.e., they were built/manipulated over the course of years by different peoples and groups who used them for varying purposes. In this article, we address this challenge by proposing the use of interactive maps to orient visitors in time, space, and both time and space. We conducted a series of collaborative-design workshops to elicit recommendations. From the analysis of the transcripts, we identified four design elements and two functionalities that could be used for these purposes. We then conducted a study at an open-air museum to compare the extent to which these design elements and functionalities (and a prototype that integrates them) allow visitors to orient themselves in time and space, and to notice change over time.</jats:p>

Palabras clave: Conservation; Computer Graphics and Computer-Aided Design; Information Systems; Computer Science Applications.

Pp. 1-25