Abstract
Modern technologies are getting involved in most spheres of human activities, they play an important role also in cultural heritage care. These technologies are used when research into historical reference is carried out, specifically in case of digitalization. In digitalization processes, both 2D and 3D technologies are applied, these two methods are often combined. Within the vast framework of cultural heritage, this paper is devoted to the use of modern digital technologies in the sphere of historical monuments; it focuses specifically on selecting a software appropriate for creation of a digital 3D model of a historical building. We present an outline of basic selecting criteria first; then these criteria will be analysed within the framework of a case study focused on a 3D software appropriate for digitalization of historical monuments developed for and implemented in a serious game.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Spires, H.: 21st century skills and serious games: preparing the N generation. In: Annetta, L.A. (ed.) Serious Educational Games: From Theory to Practice, pp. 13–23. Sense Publishers, Rotterdam (2008)
Jayakanthan, R.: Application of computer games in the field of education. Electron. Libr. 20(2), 98–102 (2002)
Fořt, P., Kletečka, J.: Autodesk Inventor: Tvorba digitálních prototypů. Computer Press, Brno (2012)
Clark, D.B., Tanner-Smith, E.E., Killingsworth, S.S.: Digital games, design, and learning a systematic review and meta-analysis. Rev. Educ. Res. 86(1), 79–122 (2015)
Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2), 661–686 (2012)
Jabbar, A.I., Felicia, P.: Gameplay engagement and learning in game-based learning. Rev. Educ. Res. 85(4), 740–779 (2015)
Wouters, P., van Nimwegen, C., van Oostendorp, H., van der Spek, E.D.: A metaanalysis of the cognitive and motivational effects of serious games. J. Educ. Psychol. 105(2), 249–265 (2013)
Sitzmann, T.: A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Pers. Psychol. 64(2), 489–528 (2011)
Flanders, N.A.: Analyzing Teaching Behavior. Addison-Wesley, London (1970)
Granic, I., Lobel, A., Engels, R.C.: The benefits of playing video games. Am. Psychol. 69(1), 66–78 (2014)
Maněnová, M, Chadimová, L.: 3D Models of historical objects in teaching at the 1 st level of primary school. In: Procedia – Social and Behavioral Sciences - 5th International Conference on Education & Education Psychology, vol. 171, pp. 830–836 (2015)
Acknowledgments
This research has been supported by Specific research project of the University of Hradec Kralove, Faculty of Science No. 2110.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Milkova, E., Chadimova, L., Manenova, M. (2019). 3D Technology in the Sphere of Cultural Heritage and Serious Games. In: Ntalianis, K., Vachtsevanos, G., Borne, P., Croitoru, A. (eds) Applied Physics, System Science and Computers III. APSAC 2018. Lecture Notes in Electrical Engineering, vol 574 . Springer, Cham. https://doi.org/10.1007/978-3-030-21507-1_28
Download citation
DOI: https://doi.org/10.1007/978-3-030-21507-1_28
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-21506-4
Online ISBN: 978-3-030-21507-1
eBook Packages: Physics and AstronomyPhysics and Astronomy (R0)