Serious Games are among the techniques of Information Communication Technologies, allowing the use of immersive experiences, where the user explores a virtual reconstruction generated on scientific assumptions. Vis-ualization can be completely immersive, using virtual reality headset, or mediated through the use of portable device screens. The construction of a Serious game to communicate a space that no longer exists includes the cre-ation of a GDD (Game Design Document), a reference document for game development in which storytelling, the end user, game play and level design have a primary role. Moreover, it must be also added to these elements the historical-artistic information and an effective level of modeling, to make the reconstruction reliable and adherent to what is or was present in the re-ality of the historical period subject of the reconstruction. In the game play, the interactions between the player/explorer and the Serious game emerge, which can have different levels of automation according to a precise ques-tion/answer scheme. The case study presents the reconstruction of Rome in 1750.

Immersive Ro(o)me. A Virtual Reconstruction of Rome in 1750 / Empler, Tommaso; Caldarone, Adriana; Fusinetti, Alexandra. - (2024), pp. 639-656. [10.1007/978-3-031-36155-5].

Immersive Ro(o)me. A Virtual Reconstruction of Rome in 1750

tommaso empler
;
adriana caldarone
;
alexandra fusinetti
2024

Abstract

Serious Games are among the techniques of Information Communication Technologies, allowing the use of immersive experiences, where the user explores a virtual reconstruction generated on scientific assumptions. Vis-ualization can be completely immersive, using virtual reality headset, or mediated through the use of portable device screens. The construction of a Serious game to communicate a space that no longer exists includes the cre-ation of a GDD (Game Design Document), a reference document for game development in which storytelling, the end user, game play and level design have a primary role. Moreover, it must be also added to these elements the historical-artistic information and an effective level of modeling, to make the reconstruction reliable and adherent to what is or was present in the re-ality of the historical period subject of the reconstruction. In the game play, the interactions between the player/explorer and the Serious game emerge, which can have different levels of automation according to a precise ques-tion/answer scheme. The case study presents the reconstruction of Rome in 1750.
2024
Beyond Digital Representation. Advanced Experiences in AR and AI for Cultural Heritage and Innovative Design
978-3-031-36155-5
Interactive Model; Visual Storytelling; Visual Hierarchy; Serious Game; Dissemination; Valorization
02 Pubblicazione su volume::02a Capitolo o Articolo
Immersive Ro(o)me. A Virtual Reconstruction of Rome in 1750 / Empler, Tommaso; Caldarone, Adriana; Fusinetti, Alexandra. - (2024), pp. 639-656. [10.1007/978-3-031-36155-5].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/1700368
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