Shared virtual worlds for education: the ExploreNet experiment
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Mixed-dimension interaction in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Communications of the ACM - Creating a science of games
Communications of the ACM - Creating a science of games
International Journal of Human-Computer Studies
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
The use of Second Life for distance education
Journal of Computing Sciences in Colleges
The roles of sensory modalities in collaborative virtual environments (CVEs)
Computers in Human Behavior
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Player Experience Evaluation: An Approach Based on the Personal Construct Theory
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
A task annotation model for sandbox Serious Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Using virtual worlds for behaviour clustering-based analysis
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
Technical Section: An architectural approach to efficient 3D urban modeling
Computers and Graphics
Clustering avatars behaviours from virtual worlds interactions
Proceedings of the 4th International Workshop on Web Intelligence & Communities
Comparative study of text clustering techniques in virtual worlds
Proceedings of the 3rd International Conference on Web Intelligence, Mining and Semantics
Journal on Computing and Cultural Heritage (JOCCH)
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3D environments are very popular among gamers and ever more used for simulations and serious games. The educational value of setting an adventure/simulation in a Virtual World (VW) is significant, in particular when training a workforce in performing dangerous/special tasks. However, when it comes to the exploration of a world to learn from it - as it happens in several real-life experiences - there is the risk that a lot of "knowledge in the world" is wasted because of a lack of appropriate guidance and the difficulty of providing more in-depth information about some items without interrupting the flow of the game. This paper discusses a Virtual Reality (VR) environment - aimed at promoting a meaningful interaction with artistic heritage - that has been enhanced with embedded microGames (mGs). mGs challenge the player to discover/investigate historical/artistic details related to a reconstructed area and virtually interact with pieces of the heritage in their context. mGs can be thought of as sort of 1-level links in the "hypertext" represented by the 3D environment where the player lives her/his cultural adventure. Preliminary informal tests have suggested that the approach is valid and also provided some guidelines about how to properly and smoothly integrate mGs in a 3D environment, which is an important requirement in order not to startle/distract the player.