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HeGO, a Social Game as a Tool for Cultural Heritage Valorization: The Case Study of the Atina Historical Center

Published: 29 May 2021 Publication History
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  • Abstract

    It has been shown that digital games can help people, especially young people, get the most from cultural heritage. Successful usage of these games includes teaching and learning, as well as virtual reality tools used to simulate historical sites and events. They have also been shown to be a powerful and effective tool to make cultural heritage more attractive, especially for those sites that are less known and visited. In this article, we present HeGO, a digital platform for cultural heritage. It allows photos from cultural sites taken by simple users to be sent and stored on a web server. Then the collected photos can be used for an accurate 3D reconstruction of the site of interest. The HeGO platform can be used to implement a social media game, where players get a score for each photo they take and send to the HeGO web server. We also present the case study of the Atina historical center, where we simulated the usage of the HeGO platform for the 3D reconstruction of portions of the urban fabric of its historical center. The results obtained showed that the HeGO platform obtains good 3D reconstructions, whose quality is comparable with those of the more expensive laser scanner technique.

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    • (2024)Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitionsTelematics and Informatics Reports10.1016/j.teler.2024.10015015(100150)Online publication date: Sep-2024
    • (2022)Gamified Mobile Sensing Storytelling Application for Enhancing Remote Cultural Experience and EngagementInternational Journal of Human–Computer Interaction10.1080/10447318.2022.214412140:6(1383-1396)Online publication date: 14-Nov-2022

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    1. HeGO, a Social Game as a Tool for Cultural Heritage Valorization: The Case Study of the Atina Historical Center

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        cover image Journal on Computing and Cultural Heritage
        Journal on Computing and Cultural Heritage   Volume 14, Issue 2
        Special Issue on Culture Games and Regular Papers
        June 2021
        321 pages
        ISSN:1556-4673
        EISSN:1556-4711
        DOI:10.1145/3461691
        Issue’s Table of Contents
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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        Published: 29 May 2021
        Accepted: 01 October 2020
        Revised: 01 August 2020
        Received: 01 March 2020
        Published in JOCCH Volume 14, Issue 2

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        Author Tags

        1. Social media
        2. cultural heritage valorization
        3. digital games

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        • (2024)Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitionsTelematics and Informatics Reports10.1016/j.teler.2024.10015015(100150)Online publication date: Sep-2024
        • (2022)Gamified Mobile Sensing Storytelling Application for Enhancing Remote Cultural Experience and EngagementInternational Journal of Human–Computer Interaction10.1080/10447318.2022.214412140:6(1383-1396)Online publication date: 14-Nov-2022

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