Gamifying cultural heritage: A comparative study of handheld and wearable MR technologies

Q1 Social Sciences
Leman Figen Gül , Derya Güleç Özer , Elif Sezen Yağmur-Kilimci , Emirhan Coşkun , Begum Moralioglu , Varlık Yücel
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引用次数: 0

Abstract

This article presents a comparative, technology-focused analysis with the creation of a game-based route for Yedikule Fortress as its core focus, undertaken as a part of a comprehensive research initiative. We present the development of a narrative-driven, gamified route delivered via two platforms: an Android-based Augmented Reality (AR) tablet application and a Mixed Reality (MR) head-mounted display (HoloLens 2). The route incorporates game elements—such as trivia, treasure hunts, and object completion—within a narrative framework to foster deeper engagement with the site's historical and cultural layers. Employing an experimental mixed-method approach, we iteratively designed, implemented, and refined the experience on both platforms, guided by expert feedback. Special attention was given to aligning game mechanics with the site's spatial and interpretative context, adapting to each platform's affordances for user interaction and narrative delivery. Our findings contribute to the understanding and advancement of spatial computing in creating engaging, educational, and culturally meaningful digital heritage experiences.

Abstract Image

游戏化文化遗产:手持式和可穿戴式磁共振技术的比较研究
本文将以《Yedikule Fortress》的游戏路线创建为核心焦点,并作为一项综合研究计划的一部分进行比较和技术分析。我们展示了通过两个平台提供的叙事驱动的游戏化路线的开发:基于android的增强现实(AR)平板应用程序和混合现实(MR)头戴式显示器(HoloLens 2)。这条路线结合了游戏元素——如琐事、寻宝和完成目标——在一个叙事框架内,以促进对该网站历史和文化层次的更深层次的参与。我们采用实验性混合方法,在专家反馈的指导下,在两个平台上迭代设计、实现和完善体验。特别注意将游戏机制与场地的空间和解释性背景结合起来,适应每个平台的用户交互和叙事传递的能力。我们的研究结果有助于理解和推进空间计算在创造引人入胜、具有教育意义和文化意义的数字遗产体验方面的应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
5.40
自引率
0.00%
发文量
33
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