{"title":"Augmenting Kashgar","authors":"S. Aydin, Marc Aurel Schnabel","doi":"10.1109/VSMM.2014.7136661","DOIUrl":null,"url":null,"abstract":"This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VSMM.2014.7136661","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

摘要

本文展示了一个数字遗产研究框架,增强喀什,通过使用游戏化、形状语法和虚拟现实促进历史建筑的复兴。研究当前新媒体技术的使用,我们的方法最初将形状语法(一种生成建模方法)与游戏化相结合。然后,它将游戏元素的使用扩展到虚拟现实中,在虚拟现实中,新旧文化的综合是所寻求的主要成就。首先,游戏化绘制了社区参与计划,而形状语法则为喀什的狭窄小巷提供空间分析。其次,游戏化平台从基于屏幕的体验过渡到沉浸式的虚拟现实解读。
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Augmenting Kashgar
This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.
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