This paper aims to investigate the conditioning that the use of playful games requires the role of graphic element for disseminating and promoting the Cultural Heritage. Within the CHROME project, which has, among the various objectives, the definition of an innovative strategy to promote the three Charterhouses of Campania, it comes up with the idea to plan a playful game placed in one of the three monasteries. Its purpose is to provide a first knowledge, both in relation to the spatiality of a Carthusian monastery and to the life of a monk of the Order, exploiting the playful dimension of the games. Since that the proposed location for the game is a monastic complex whose modeling is gained by range-based and image-based survey processes, the project shows the definition of a methodology to generate digital three-dimensional models, whose geometric genesis is at the same time both topologically coherent and enjoyable on the selected technology platform. Once obtained the scene in which the narration develops, it must qualify as a visual device able to activate the sensory involvement, the share and the exploration. For this reason, some expedients (illumination techniques, framing, distortions, sonorous scenes) have been studied to stimulate the player and to communicate cognitive messages related to the game space using the principle “show, don’t tell”.

The Role of the Graphic Element in the Context of Playful Games for Cultural Heritage / Cera, V. - 809:(2018), pp. 653-663. (Intervento presentato al convegno ICGG 2018 - 18th International Conference on Geometry and Graphics tenutosi a Milano, Italy nel 3--7 August 2018) [https://doi.org/10.1007/978-3-319-95588-9_54].

The Role of the Graphic Element in the Context of Playful Games for Cultural Heritage

CERA V
2018

Abstract

This paper aims to investigate the conditioning that the use of playful games requires the role of graphic element for disseminating and promoting the Cultural Heritage. Within the CHROME project, which has, among the various objectives, the definition of an innovative strategy to promote the three Charterhouses of Campania, it comes up with the idea to plan a playful game placed in one of the three monasteries. Its purpose is to provide a first knowledge, both in relation to the spatiality of a Carthusian monastery and to the life of a monk of the Order, exploiting the playful dimension of the games. Since that the proposed location for the game is a monastic complex whose modeling is gained by range-based and image-based survey processes, the project shows the definition of a methodology to generate digital three-dimensional models, whose geometric genesis is at the same time both topologically coherent and enjoyable on the selected technology platform. Once obtained the scene in which the narration develops, it must qualify as a visual device able to activate the sensory involvement, the share and the exploration. For this reason, some expedients (illumination techniques, framing, distortions, sonorous scenes) have been studied to stimulate the player and to communicate cognitive messages related to the game space using the principle “show, don’t tell”.
2018
978-3-319-95587-2
The Role of the Graphic Element in the Context of Playful Games for Cultural Heritage / Cera, V. - 809:(2018), pp. 653-663. (Intervento presentato al convegno ICGG 2018 - 18th International Conference on Geometry and Graphics tenutosi a Milano, Italy nel 3--7 August 2018) [https://doi.org/10.1007/978-3-319-95588-9_54].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11588/817095
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