The present chapter investigates the emerging paradigm of cultural heritage experience, as shaped... more The present chapter investigates the emerging paradigm of cultural heritage experience, as shaped by the continuous advances in information technologies. Recent years have seen the growing digitisation of cultural heritage, leveraged by innovative information technologies (imaging technologies, multimedia, virtual reality etc.). Advanced digitisation, and digital preservation and accessibility have been instrumental in transforming conservation and scientific research methods in the field of cultural heritage, as well as people’s experience of cultural heritage assets, relics, and monuments. Digitisation and immersion technologies are already in use in the context of cultural tourism in museums and on location. At the same time, a manifold of new applications and services can be generated from the adoption and adaptation of relevant technologies already applied in other sectors (e.g. 2D/3D digital scanning technologies applied in the construction industry). The present chapter will ...
Active learning, described as learning through the active participation of students, has received... more Active learning, described as learning through the active participation of students, has received considerable attention in recent decades. The term broadly describes a student centered approach, in which the responsibility for learning is placed upon the student, often working in collaboration with their peers (group assignments, discussions, think pairs, etc). The pedagogical merits of active learning for universities have long been acknowledged, as well as its challenges. Active learning can increase student achievement and create positive relationships among students. Nonetheless, for many educators there remain questions about what active learning is and how it can be effectively implemented. Technology can further enhance the advantages of active learning, providing significant improvements with regards to the structure and nature of teacher-student, student-student and teacher-teacher collaboration within and between universities and enable a variety of formal and informal le...
Studies in health technology and informatics, 2020
Research on digital games explicitly designed for medical or health-related purposes has grown ra... more Research on digital games explicitly designed for medical or health-related purposes has grown rapidly over the past years. Serious games have been used to convey health-related information to children, to engage them in health decision making, to promote healthy behaviours, and to influence health outcomes. In this process, parents represent an important, yet often neglected, target audience. Studies increasingly stress the importance of engaging parents and caregivers as agents to support their children, and of involving them directly in some part of gameplay. The present work reviews the latest research on games for children with chronic diseases from the perspective of parents and caregivers, concluding that further research is needed, in order to create evidence-based games that are tailored to the specific challenges faced by both paediatric patients and their parents.
This paper, summarises the Creative Learning with Serious Games workshop that took place in the F... more This paper, summarises the Creative Learning with Serious Games workshop that took place in the Fun and Games 2010 conference. The workshop discussed innovative methodological approaches to Serious Games for creative learning. A special emphasis was given to state-of- the-art research work and cross-discipline approaches (e.g. the mix of Storytelling and Serious Games). In addition, different case studies coming from very different European (research) projects were presented and discussed with the participants. Five papers were selected via a peer reviewed process to be presented at the workshop. The authors presented their work and demonstrated their applications during the second part of the workshop.
Communications in Computer and Information Science, 2019
Recent years have seen the growing digitisation of cultural heritage, leveraged by innovative inf... more Recent years have seen the growing digitisation of cultural heritage, leveraged by innovative information technologies (imaging technologies, multimedia, virtual reality etc.). Advanced digitisation technologies have been instrumental in transforming conservation and scientific research methods regarding cultural heritage, as well as people’s experience of cultural heritage relics, monuments and events, thus paving the way for novel consumer services.
Immersive technologies are gaining momentum in professional training. Advanced AR/VR and gaming t... more Immersive technologies are gaining momentum in professional training. Advanced AR/VR and gaming technologies allow for authentic learning experiences that are close to real‑life conditions, problems, and applications, something that can revolutionise fields like medical training, which traditionally relied on textbook‑based theoretical education and clinical placements. The present paper discusses the application of advanced gaming and immersion technologies for the continuous training of physiotherapists. Presently, this professional group remains largely underserved by online training services. The paper argues that the inherent complexity of physical therapy training could be served effectively by immersive learning innovations and professionals could benefit greatly. The paper applies the Design Science Research Methodology (DSRM) to design a suitable training solution for the promotion of authentic, comprehensive learning. Our analysis targets and consolidates the findings from...
The present chapter investigates the emerging paradigm of cultural heritage experience, as shaped... more The present chapter investigates the emerging paradigm of cultural heritage experience, as shaped by the continuous advances in information technologies. Recent years have seen the growing digitisation of cultural heritage, leveraged by innovative information technologies (imaging technologies, multimedia, virtual reality etc.). Advanced digitisation, and digital preservation and accessibility have been instrumental in transforming conservation and scientific research methods in the field of cultural heritage, as well as people’s experience of cultural heritage assets, relics, and monuments. Digitisation and immersion technologies are already in use in the context of cultural tourism in museums and on location. At the same time, a manifold of new applications and services can be generated from the adoption and adaptation of relevant technologies already applied in other sectors (e.g. 2D/3D digital scanning technologies applied in the construction industry). The present chapter will ...
Active learning, described as learning through the active participation of students, has received... more Active learning, described as learning through the active participation of students, has received considerable attention in recent decades. The term broadly describes a student centered approach, in which the responsibility for learning is placed upon the student, often working in collaboration with their peers (group assignments, discussions, think pairs, etc). The pedagogical merits of active learning for universities have long been acknowledged, as well as its challenges. Active learning can increase student achievement and create positive relationships among students. Nonetheless, for many educators there remain questions about what active learning is and how it can be effectively implemented. Technology can further enhance the advantages of active learning, providing significant improvements with regards to the structure and nature of teacher-student, student-student and teacher-teacher collaboration within and between universities and enable a variety of formal and informal le...
Studies in health technology and informatics, 2020
Research on digital games explicitly designed for medical or health-related purposes has grown ra... more Research on digital games explicitly designed for medical or health-related purposes has grown rapidly over the past years. Serious games have been used to convey health-related information to children, to engage them in health decision making, to promote healthy behaviours, and to influence health outcomes. In this process, parents represent an important, yet often neglected, target audience. Studies increasingly stress the importance of engaging parents and caregivers as agents to support their children, and of involving them directly in some part of gameplay. The present work reviews the latest research on games for children with chronic diseases from the perspective of parents and caregivers, concluding that further research is needed, in order to create evidence-based games that are tailored to the specific challenges faced by both paediatric patients and their parents.
This paper, summarises the Creative Learning with Serious Games workshop that took place in the F... more This paper, summarises the Creative Learning with Serious Games workshop that took place in the Fun and Games 2010 conference. The workshop discussed innovative methodological approaches to Serious Games for creative learning. A special emphasis was given to state-of- the-art research work and cross-discipline approaches (e.g. the mix of Storytelling and Serious Games). In addition, different case studies coming from very different European (research) projects were presented and discussed with the participants. Five papers were selected via a peer reviewed process to be presented at the workshop. The authors presented their work and demonstrated their applications during the second part of the workshop.
Communications in Computer and Information Science, 2019
Recent years have seen the growing digitisation of cultural heritage, leveraged by innovative inf... more Recent years have seen the growing digitisation of cultural heritage, leveraged by innovative information technologies (imaging technologies, multimedia, virtual reality etc.). Advanced digitisation technologies have been instrumental in transforming conservation and scientific research methods regarding cultural heritage, as well as people’s experience of cultural heritage relics, monuments and events, thus paving the way for novel consumer services.
Immersive technologies are gaining momentum in professional training. Advanced AR/VR and gaming t... more Immersive technologies are gaining momentum in professional training. Advanced AR/VR and gaming technologies allow for authentic learning experiences that are close to real‑life conditions, problems, and applications, something that can revolutionise fields like medical training, which traditionally relied on textbook‑based theoretical education and clinical placements. The present paper discusses the application of advanced gaming and immersion technologies for the continuous training of physiotherapists. Presently, this professional group remains largely underserved by online training services. The paper argues that the inherent complexity of physical therapy training could be served effectively by immersive learning innovations and professionals could benefit greatly. The paper applies the Design Science Research Methodology (DSRM) to design a suitable training solution for the promotion of authentic, comprehensive learning. Our analysis targets and consolidates the findings from...
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