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User Centered Technologies, Serious Games and Learning: A Critical, Speculative Perspective

User Centered Technologies, Serious Games and Learning: A Critical, Speculative Perspective
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Author(s): Giuseppe Conti (Fondazione Graphitech, Italy), Raffaele De Amicis (Fondazione Graphitech, Italy), Gabrio Girardi (Fondazione Graphitech, Italy)and Michele Andreolli (Fondazione Graphitech, Italy)
Copyright: 2011
Pages: 16
Source title: Handbook of Research on Technologies and Cultural Heritage: Applications and Environments
Source Author(s)/Editor(s): Georgios Styliaras (University of Ioannina, Greece), Dimitrios Koukopoulos (University of Ioannina, Greece)and Fotis Lazarinis (University of Ioannina, Greece)
DOI: 10.4018/978-1-60960-044-0.ch020

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Abstract

The widespread adoption of IT technologies by cultural heritage (CH) has transformed how cultural heritage is presented both to experts and the broad public. In the last few years a large number of multimedia applications, including virtual and augmented reality simulations, have been proposed by researchers and industry alike. However some of these technologies struggle to achieve mass diffusion, most probably due to limitations of their interfaces. Conversely, the recent widespread success of both serious games and mobile applications are laying the foundations for true extensive access to digital information on cultural heritage, creating new possibilities. This chapter illustrates this technological trend, highlighting their potential effects on the public and discussing a number of emerging scenarios of interest for the cultural heritage domain.

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