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"Video games Design Exhibitions."
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Design of a virtual reality serious game for experiencing the colors of Dunhuang frescoes
2024
With the rapid advancement of digital games, serious games have emerged as a significant medium for engaging with cultural heritage. As a primary visual element in cultural heritage, color plays a crucial role in users’ digital learning. However, there is currently a scarcity of serious game designs that specifically focus on cultural heritage colors, indicating potential for improvement in the user experience. To further enhance users’ perception of color and create a more engaging and enriching digital cultural heritage experience, this study proposes a virtual reality serious game (VR SG) design method specifically tailored to cultural heritage colors. Additionally, it explores the potential of VR SG in enhancing the education, entertainment, and dissemination aspects of these colors within cultural heritage. Specifically, we explore how to integrate relevant knowledge of cultural heritage colors into the application process of VR SG and assess users’ learning performance, engagement, and interactive willingness within these VR SG. The study employs the colors of the Dunhuang cave frescoes as a case study for design practice. A total of 30 participants took part in a between-group comparison experiment, utilizing a mixed-methods approach that combined quantitative and qualitative assessments to compare the performance of a VR SG with a VR exhibition game. The results indicate that both the VR SG and the VR exhibition game effectively enhance users’ understanding and retention of knowledge, with VR SG users demonstrating higher levels of task engagement, emotional engagement, willingness to explore, and willingness to share. This study confirms the potential of VR SG to enhance the education, entertainment, and dissemination aspects of cultural heritage colors and discusses the implications of VR SG in supporting digital cultural heritage experiences.
Journal Article
ACMI and The Story of the Moving Image
2024
The inaugural exhibitions were Deep Space: Sensation & Immersion, which explored notions of time, space, and movement, through light, video, film, and digital media, and Ngarinyin Pathways Dulwan, a multi-channel work that invited visitors to watch, listen, and learn from experts in traditional Indigenous law, culture, and art. With a slate of exhibitions that ranged between videogames, cinema, TV, animation, production design, fine art, and creative technologies, . was connecting with wider and more diverse audiences, but it was time to create a permanent exhibition that would bring these diverse audiences together. Exhibition touring is a key part of ACMI's self-generated revenue model and delivers significant benefits in exporting our young brand to the world. With the appointment of Director and CEO Katrina Sedgwick in 2015, ACMI made another important pivot: it was under her stewardship that we began to position ourselves as the national museum of film, TV, videogames, digital culture, and art, rather than a centre of the moving image.
Journal Article
How to Boost Close-Range Remote Sensing Courses Using a Serious Game: Uncover in a Fun Way the Complexity and Transversality of Multi-Domain Field Acquisitions
2022
Close-range remote sensing, and more particularly, its acquisition part that is linked to field robotics, is at the crossroads of many scientific and engineering fields. Thus, it takes time for students to acquire the solid foundations needed before practicing on real systems. Therefore, we are interested in a means that allow students without prerequisites to quickly appropriate the fundamentals of this interdisciplinary field. For this, we adapted a haggle game to the close-range remote sensing theme. In this article, we explain the mechanics that serve our educational purposes. We have used it, so far, for four academic years with hundreds of students. The experience was assessed through quality surveys and quizzes to calculate success indicators. The results show that the serious game is well appreciated by the students. It allows them to better structure information and acquire a good global vision of multi-domain acquisition and data processing in close-range remote sensing. The students are also more involved in the rest of the lessons; all of this helps to facilitate their learning of the theoretical parts. Thus, we were able to shorten the time before moving on to real practice by replacing three lesson sessions with one serious game session, with an increase in mastering fundamental skills. The designed serious game can be useful for close-range remote sensing teachers looking for an effective starting lesson. In addition, teachers from other technical fields can draw inspiration from the creation mechanisms described in this article to create their own adapted version. Such a serious game is also a good asset for selecting promising students in a recruitment context.
Journal Article
CoboChild: a blended mobile game-based learning service for children in museum contexts
by
Tseng, Judy C.R.
,
Hsu, Tien-Yu
,
Chiou, Chuang-Kai
in
Blended learning
,
Children
,
Children & youth
2018
Purpose
The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children’s learning in an environment blending virtual game worlds and a museum’s physical space. The contextual model of learning (CML) was applied to consider the related influential factors affecting museum learning and to promote children’s continuous learning and revisit motivations.
Design/methodology/approach
CoboChild provides a thematic game-based learning environment to facilitate children’s interactions with exhibits and other visitors. A practical system has been implemented in the National Museum of Natural Science (NMNS), Taiwan. A questionnaire was used to examine whether CoboChild can effectively fulfill the CML and to evaluate the impacts on museum learning.
Findings
CoboChild effectively fulfilled the CML to facilitate children’s interactive experiences and re-visit motivations in the blended mobile game-based learning environment. Most children described the system as providing fruitful playfulness while improving their interpretations of exhibitions and learning experiences.
Practical implications
CoboChild considers the related contextual influences on the effective support of children’s learning in a museum, and builds a child-centered museum learning environment with highly integrated blended learning resources for children. CoboChild has been successfully operating in the NMNS since 2011.
Originality/value
This study developed a blended mobile game-based learning service to effectively support children’s learning in museum contexts. The related issues are shown to improve the design of blended museum learning services. This innovative approach can be applied to the design of other child-centered services for engaging children’s interactive experiences in museums.
Journal Article
Play in the Museum: Design and Development of a Game-Based Learning Exhibit for Informal Science Education
by
Mott, Bradford W
,
Rowe, Jonathan P
,
Lester, James C
in
Computer & video games
,
Education
,
Environmental sustainability
2017
Digital games have been found to yield effective and engaging learning experiences across a broad range of subjects. Much of this research has been conducted in laboratory and K-12 classrooms. Recent advances in game technologies are expanding the range of educational contexts where game-based learning environments can be deployed, including informal settings such as museums and science centers. In this article, the authors describe the design, development, and formative evaluation of Future Worlds, a prototype game-based exhibit for collaborative explorations of sustainability in science museums. They report findings from a museum pilot study that investigated the influence of visitors' individual differences on learning and engagement. Results indicate that visitors showed significant gains in sustainability knowledge as well as high levels of engagement in a free-choice learning environment with Future Worlds. These findings point toward the importance of designing game-based learning exhibits that address the distinctive design challenges presented by museum settings.
Journal Article
Investigating the Artist’s Role in Social Group Games
by
Sidiropoulou, O.
,
Vayanou, M.
,
Ioannidis, Y.
in
art exhibitions
,
Art galleries & museums
,
Art works
2020
Social interactions are a key objective in cultural experience design and museum games are often aimed to foster conversations between visitors. However, the participation of cultural creators is hardly explored. In this paper we examine how the artists may participate in storytelling games played over their artworks. We present a field study at a museum exhibition, where the artist joined a group of visitors crafting and sharing stories over his paintings. We investigate how the artist’s participation affected the group experience, considering the visitors’ perspective along with the artist’s. Both sides reported positive outcomes, indicating an engaging social cultural experience. Furthermore, we discuss the effects of bystanders in traditional as opposed to game-event settings. Building upon the later, we pinpoint limitations and challenges over the artist’s participation, and explore varying levels of engagement, sketching good practices and new directions.
Journal Article
Designing Digital Exploration Games for Automated Exhibition Sites
2019
This paper presents a mixed-reality, location-based game for mobile devices, Discover the Redoubt, designed to support users in an automated, self-facilitated exhibition site - that is, a site where there are no personnel present, free admission, monitored through security cameras and time-locks to open/close the building. The game has been designed to accommodate an exhibition that has a combination of indoor and outdoor areas by utilizing Bluetooth beacons. The game is designed to investigate how museum communication can be mediated through an equilibration of 'fun' and 'facts' in an automated exhibition. Exhibition sites are widely regarded by scholars from multiple disciplines as environments where informal learning can take place and link educative and entertaining content. However, the challenge of balancing education and entertainment remains a debated topic in museum research. Users' expectations are often tempered by traditional museum communication that is reflected in exhibition design that uses glass displays with labels, signage, posters and looping audio and video content. Existing games in exhibitions, such as scavenger hunts and quizzes, provide a way of playing through an exhibition visit, which can support the users in a self-facilitated visit while providing active and interactive modus for the user. However, the design of these games is relatively unexplored, when factoring in automation and self-facilitation. The design process here details user research, lab and field test which entails co-design with museum professionals and studying visitors in the exhibition. The aim is to support the user in automated sites by enabling exploratory behaviour through the gameplay.
Conference Proceeding