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RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics

Published: 15 October 2021 Publication History

Abstract

Digitalization is changing how people visit museums and explore the artifacts they house. Museums, as important educational venues outside classrooms, need to actively explore the application of digital interactive media, including games that can balance entertainment and knowledge acquisition. In this paper, we introduce RelicVR, a virtual reality (VR) game that encourages players to discover artifacts through physical interaction in a game-based approach. Players need to unearth artifacts hidden in a clod enclosure by using available tools and physical movements. The game relies on the dynamic voxel deformation technique to allow players to chip away earth covering the artifacts. We added uncertainty in the exploration process to bring it closer to how archaeological discovery happens in real life. Players do not know the shape or features of the hidden artifact and have to take away the earth gradually but strategically without hitting the artifact itself. From playtesting sessions with eight participants, we found that the uncertainty elements are conducive to their engagement and exploration experience. Overall, RelicVR is an innovative game that can improve players’ learning motivation and outcomes of ancient artifacts.

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cover image ACM Conferences
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
October 2021
414 pages
ISBN:9781450383561
DOI:10.1145/3450337
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 15 October 2021

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Author Tags

  1. Archaeology
  2. Exercising
  3. Games
  4. Uncertainty
  5. Virtual Reality

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  • (2024)Gamification of virtual museum curation: a case study of Chinese bronze waresHeritage Science10.1186/s40494-024-01464-212:1Online publication date: 8-Oct-2024
  • (2024)AIoT and VR-Based Technology for Robots Control in Critical Safety Environments: Challenges and Opportunities2024 IEEE International Conference on Industrial Technology (ICIT)10.1109/ICIT58233.2024.10541037(1-6)Online publication date: 25-Mar-2024
  • (2024)Deeply Digging in Serious Games for Archaeology2024 IEEE Gaming, Entertainment, and Media Conference (GEM)10.1109/GEM61861.2024.10585660(1-6)Online publication date: 5-Jun-2024
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