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Immersive Serious Games for Heritage Education in the Pandemic Era

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Cultural Heritage Education in the Everyday Landscape

Abstract

In recent years Virtual Reality has gained consideration throughout many applications such as education. Among other aims for its use in education, serious games based on VR were used to promote heritage and make students experience either far or inaccessible scenarios. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which actually reduced their circulation. This gap is particularly remarkable in the current Sars-CoV19 pandemic because students, being at home or being at school without sharing equipment, cannot exploit educational programs based on this technology. The current paper proposes a web-based platform on which VR applications could be accessed on any device, either desktop- or mobile-based. The serious game was initially set up on a computer with a specialized software using a HMD, while the process of turning it into a web-based platform is described so that the used methodology could be available to those, who would like to follow it. This project is probably also able to cope with the general aim of making inaccessible objects available to students and, thus, to make the application useful even beyond the current pandemic emergency.

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Notes

  1. 1.

    This is what happens when, for example, we perceive ourselves to be ‘in movement’ in the Virtual Reality but our body perceives itself to be ‘still in space’. Or when our sight has a ‘fixed’ stimulus—the page of a book we are reading—while our body perceives movement – when, for example, we travel by car or train.

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Acknowledgements

The VAR.HEE. project was funded by the Free University of Bozen/Bolzano with a call for proposals from the Central Research Commission in 2017. The project lasted three years, started in January 2018 and, after the stop produced by pandemic, ended in December 2021. Research team is composed by Alessandro Luigini (PI), Monica Parricchi and Demis Basso. The post-pandemic release is developed in collaboration with Bruno Fanini (CNR-ISPC).

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Correspondence to Alessandro Luigini .

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Luigini, A. (2022). Immersive Serious Games for Heritage Education in the Pandemic Era. In: Casonato, C., Bonfantini, B. (eds) Cultural Heritage Education in the Everyday Landscape. Digital Innovations in Architecture, Engineering and Construction. Springer, Cham. https://doi.org/10.1007/978-3-031-10395-7_15

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  • DOI: https://doi.org/10.1007/978-3-031-10395-7_15

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