Applying constrained virtual environments to serious games for heritage

Laurence Hanes, R. Stone
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引用次数: 3

Abstract

Virtual environments are an important aspect of serious games for heritage. However navigable three-dimensional (3D) environments can be costly and resource-intensive to create and for users to run. In this paper, we propose an alternative approach using “constrained virtual environments”, which present an environment through a series of reduced fidelity two-dimensional (2D) scenes without exhaustive detail. We describe the development of a constrained virtual environment to replicate a 3D environment from a serious game concerning ancient Mesopotamian history. An exploratory experiment discovered that participants experienced a similar sense of presence in the constrained environment to that of the 3D environment and rated the two games to be of similar quality. Participants were equally likely to pursue further information on the subject matter afterwards and collected more information tokens from within the constrained environment. A subsequent interview with a museum expert explored opportunities for such games to be implemented in museum displays, and based on the experiences and issues encountered, a preliminary set of guidelines was compiled for implementing future constrained virtual environments within serious games for heritage.
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将受约束的虚拟环境应用于严肃游戏的传承
虚拟环境是严肃游戏遗产的一个重要方面。然而,可导航的三维(3D)环境的创建和用户运行可能成本高昂且资源密集。在本文中,我们提出了一种使用“受限虚拟环境”的替代方法,该方法通过一系列降低保真度的二维(2D)场景来呈现环境,而没有详尽的细节。我们描述了一个受约束的虚拟环境的发展,以复制一个关于古代美索不达米亚历史的严肃游戏的3D环境。一项探索性实验发现,参与者在受限环境中体验到的存在感与3D环境相似,并认为这两款游戏的质量相似。参与者同样有可能在之后寻求有关主题的进一步信息,并从受限的环境中收集更多的信息代币。随后,我采访了一位博物馆专家,探讨了在博物馆展示中执行此类游戏的机会,并根据经验和遇到的问题,编写了一套初步指导方针,用于在严肃的遗产游戏中执行未来受限的虚拟环境。
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