Digital Heritage Gamification: An Augmented-Virtual Walkthrough to Learn and Explore Tangible Cultural Heritage

Authors

  • K. L Tan Department of Computer Science, Faculty of Art, Computing and Creative Industry, Sultan Idris Education University, Tanjong Malim, Perak Darul Ridzuan 35900, Malaysia.
  • C. K Lim Department of Computer Science, Faculty of Art, Computing and Creative Industry, Sultan Idris Education University, Tanjong Malim, Perak Darul Ridzuan 35900, Malaysia.

Keywords:

Cultural heritage, Augmented, Gamification,

Abstract

In the last decade, cultural heritage including historical sites are reconstructed into digital heritage. Based on UNESCO , digital heritage defines as “cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources”. In addition, the digital heritage is doubling in size every two years and expected will grow tenfold between 2013 and 2020. In order to attract and stir the interest of younger generations about digital heritage, gamification has been widely promoted. In this research, a virtual walkthrough combine with gamifications are proposed for learning and exploring historical places in Malaysia by using mobile device. In conjunction with Visit Perak 2017 Campaign, this virtual walkthrough is proposed for Kellie’s Castle at Perak. The objectives of this research are two folds 1) modelling and design of innovative mobile game for virtual walkthrough application, and 2) to attract tourist to explore and learn historical places by using sophisticated graphics from Augmented Reality. The efficiency and effectiveness of the mobile virtual walkthrough will be accessed by the International and local tourists. In conclusion, this research is speculated to be pervasively improve the cultural and historical knowledge of the learners.

References

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Published

2017-09-15

How to Cite

Tan, K. L., & Lim, C. K. (2017). Digital Heritage Gamification: An Augmented-Virtual Walkthrough to Learn and Explore Tangible Cultural Heritage. Journal of Telecommunication, Electronic and Computer Engineering (JTEC), 9(2-12), 125–129. Retrieved from https://jtec.utem.edu.my/jtec/article/view/2781