Playing with the Past

  • Erik Champion

Part of the Human-Computer Interaction Series book series (HCIS)

Table of contents

  1. Front Matter
    Pages i-xxi
  2. Erik Champion
    Pages 1-16
  3. Erik Champion
    Pages 17-26
  4. Erik Champion
    Pages 27-62
  5. Erik Champion
    Pages 63-82
  6. Erik Champion
    Pages 83-128
  7. Erik Champion
    Pages 129-155
  8. Erik Champion
    Pages 157-176
  9. Erik Champion
    Pages 177-199
  10. Erik Champion
    Pages 201-210
  11. Back Matter
    Pages 211-214

About this book

Introduction

How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments are impeded by technological constraints or by a paucity of evaluation studies can only be partially correct, for computer games and simulations are also virtual environments. Many of the underlying issues are caused by a lack of engagement with the philosophical underpinnings of culture, presence and inhabitation, and there are few exemplars that engage the public with history and heritage using interactive media in a meaningful and relevant manner. The intention of Playing With the Past is to help designers and critics understand the issues involved in creating virtual environments that promote and disseminate historical learning and cultural heritage through a close study of the interactive design principles at work behind both real and virtual places. Topics discussed include the design of virtual environments, and especially virtual heritage environments, virtual place-making, cultural presence, the pros and cons of game-style interaction, augmented reality projects, and appropriate evaluation methods. Virtual heritage environments discussed in the book include projects from Antarctica, Australia, Mexico, Malta, Egypt, Babylon, the Netherlands, Cambodia, and India.

Keywords

3D Usability 3D Worlds Architecture Cultural Heritage Cultural Learning Game Design Historical Learning Interaction Design Virtual Environments Virtual Heritage Virtual Worlds

Authors and affiliations

  • Erik Champion
    • 1
  1. 1.College of Creative Arts, Auckland School of DesignMassey UniversityAucklandNew Zealand

Bibliographic information

  • DOI https://doi.org/10.1007/978-1-84996-501-9
  • Copyright Information Springer-Verlag London Limited 2011
  • Publisher Name Springer, London
  • eBook Packages Computer Science
  • Print ISBN 978-1-84996-500-2
  • Online ISBN 978-1-84996-501-9
  • Series Print ISSN 1571-5035
  • About this book