1.

Record Nr.

UNINA9910639879303321

Autore

Champion Erik

Titolo

Playing with the Past: Into the Future / / by Erik Champion

Pubbl/distr/stampa

Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022

ISBN

9783031109324

9783031109317

Edizione

[2nd ed. 2022.]

Descrizione fisica

1 online resource (241 pages)

Collana

Human–Computer Interaction Series, , 2524-4477

Disciplina

623.805

004.019

Soggetti

User interfaces (Computer systems)

Human-computer interaction

Digital humanities

Interactive multimedia

Multimedia systems

Computer-aided engineering

User Interfaces and Human Computer Interaction

Digital Humanities

Media Design

Multimedia Information Systems

Computer-Aided Engineering (CAD, CAE) and Design

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Virtual Travel: Being Not Quite 'There' -- Virtual Environment: Constraints and Possibilities.-Space and Place in Cyberspace -- Culturally Significant Presence -- What Have We Learnt from Game-Style Interaction? -- Playing With The Past: Case Studies -- Mixed Histories, Augmented Pasts -- 8. Evaluating Virtual Heritage in the Future -- An Open Conclusion -- Index.

Sommario/riassunto

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing



with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments. This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.