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Hauptverfasser: Li, Zhaokang, Zhang, Qian, Xu, Jiayue, Li, Chuntao, Yang, Xi
Format: Preprint
Veröffentlicht: 2024
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Online-Zugang:https://arxiv.org/abs/2410.18088
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author Li, Zhaokang
Zhang, Qian
Xu, Jiayue
Li, Chuntao
Yang, Xi
author_facet Li, Zhaokang
Zhang, Qian
Xu, Jiayue
Li, Chuntao
Yang, Xi
contents Museums, which are among the most popular science institutions outside schools, are usually used to display and introduce historical culture and cultural relics to tourists. Text and audio explanations are used by traditional museums to popularize historical knowledge and science for tourists, and general interactive systems are based on desktops. This learning method is relatively boring in terms of experience. As a result, tourists have no desire or interest in actively exploring and learning about bronze ware, so they only have a basic understanding about bronze ware. Since most tourists are familiar with games, they are more likely to be attracted by game content and will actively explore and interact with it. In addition, a certain degree of reality is created by virtual reality technology and an immersive experience through head-mounted devices is provided to users. In this paper, we take Chinese bronzes as the research objects. We first use laser scanners to obtain bronze models ; then, we build a virtual museum environment, and we finally design a virtual reality curation game based on this bronze digital museum. This game offers visitors an immersive museum roaming and bronze ware interactive experience. Through a combination of text, video learning, and games, visitors' curiosity and desire to explore bronze ware are stimulated, and their understanding and ability to remember bronze ware knowledge can be deepened. In terms of cultural heritage, this game is also conducive to the spread of traditional Chinese bronze culture throughout the world.
format Preprint
id arxiv_https___arxiv_org_abs_2410_18088
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Gamification of virtual museum curation: a case study of Chinese bronze wares
Li, Zhaokang
Zhang, Qian
Xu, Jiayue
Li, Chuntao
Yang, Xi
Computers and Society
Museums, which are among the most popular science institutions outside schools, are usually used to display and introduce historical culture and cultural relics to tourists. Text and audio explanations are used by traditional museums to popularize historical knowledge and science for tourists, and general interactive systems are based on desktops. This learning method is relatively boring in terms of experience. As a result, tourists have no desire or interest in actively exploring and learning about bronze ware, so they only have a basic understanding about bronze ware. Since most tourists are familiar with games, they are more likely to be attracted by game content and will actively explore and interact with it. In addition, a certain degree of reality is created by virtual reality technology and an immersive experience through head-mounted devices is provided to users. In this paper, we take Chinese bronzes as the research objects. We first use laser scanners to obtain bronze models ; then, we build a virtual museum environment, and we finally design a virtual reality curation game based on this bronze digital museum. This game offers visitors an immersive museum roaming and bronze ware interactive experience. Through a combination of text, video learning, and games, visitors' curiosity and desire to explore bronze ware are stimulated, and their understanding and ability to remember bronze ware knowledge can be deepened. In terms of cultural heritage, this game is also conducive to the spread of traditional Chinese bronze culture throughout the world.
title Gamification of virtual museum curation: a case study of Chinese bronze wares
topic Computers and Society
url https://arxiv.org/abs/2410.18088