A case study of user immersion-based systematic design for serious heritage games
Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games ha...
Ausführliche Beschreibung
Autor*in: |
Chen, Shengnan [verfasserIn] |
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Format: |
Artikel |
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Sprache: |
Englisch |
Erschienen: |
2011 |
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Schlagwörter: |
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Anmerkung: |
© Springer Science+Business Media, LLC 2011 |
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Übergeordnetes Werk: |
Enthalten in: Multimedia tools and applications - Springer US, 1995, 62(2011), 3 vom: 02. Sept., Seite 633-658 |
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Übergeordnetes Werk: |
volume:62 ; year:2011 ; number:3 ; day:02 ; month:09 ; pages:633-658 |
Links: |
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DOI / URN: |
10.1007/s11042-011-0864-4 |
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Katalog-ID: |
OLC2035006600 |
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10.1007/s11042-011-0864-4 doi (DE-627)OLC2035006600 (DE-He213)s11042-011-0864-4-p DE-627 ger DE-627 rakwb eng 070 004 VZ Chen, Shengnan verfasserin aut A case study of user immersion-based systematic design for serious heritage games 2011 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media, LLC 2011 Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms. Serious heritage game User immersion The Jing-Hang Grand Canal User interface space volume Subsystem sequence Systematic design Pan, Zhigeng aut Zhang, Mingmin aut Shen, Huaqing aut Enthalten in Multimedia tools and applications Springer US, 1995 62(2011), 3 vom: 02. Sept., Seite 633-658 (DE-627)189064145 (DE-600)1287642-2 (DE-576)052842126 1380-7501 nnns volume:62 year:2011 number:3 day:02 month:09 pages:633-658 https://doi.org/10.1007/s11042-011-0864-4 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-BUB SSG-OLC-MKW GBV_ILN_70 GBV_ILN_2020 GBV_ILN_4318 AR 62 2011 3 02 09 633-658 |
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10.1007/s11042-011-0864-4 doi (DE-627)OLC2035006600 (DE-He213)s11042-011-0864-4-p DE-627 ger DE-627 rakwb eng 070 004 VZ Chen, Shengnan verfasserin aut A case study of user immersion-based systematic design for serious heritage games 2011 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media, LLC 2011 Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms. Serious heritage game User immersion The Jing-Hang Grand Canal User interface space volume Subsystem sequence Systematic design Pan, Zhigeng aut Zhang, Mingmin aut Shen, Huaqing aut Enthalten in Multimedia tools and applications Springer US, 1995 62(2011), 3 vom: 02. Sept., Seite 633-658 (DE-627)189064145 (DE-600)1287642-2 (DE-576)052842126 1380-7501 nnns volume:62 year:2011 number:3 day:02 month:09 pages:633-658 https://doi.org/10.1007/s11042-011-0864-4 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-BUB SSG-OLC-MKW GBV_ILN_70 GBV_ILN_2020 GBV_ILN_4318 AR 62 2011 3 02 09 633-658 |
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10.1007/s11042-011-0864-4 doi (DE-627)OLC2035006600 (DE-He213)s11042-011-0864-4-p DE-627 ger DE-627 rakwb eng 070 004 VZ Chen, Shengnan verfasserin aut A case study of user immersion-based systematic design for serious heritage games 2011 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media, LLC 2011 Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms. Serious heritage game User immersion The Jing-Hang Grand Canal User interface space volume Subsystem sequence Systematic design Pan, Zhigeng aut Zhang, Mingmin aut Shen, Huaqing aut Enthalten in Multimedia tools and applications Springer US, 1995 62(2011), 3 vom: 02. Sept., Seite 633-658 (DE-627)189064145 (DE-600)1287642-2 (DE-576)052842126 1380-7501 nnns volume:62 year:2011 number:3 day:02 month:09 pages:633-658 https://doi.org/10.1007/s11042-011-0864-4 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-BUB SSG-OLC-MKW GBV_ILN_70 GBV_ILN_2020 GBV_ILN_4318 AR 62 2011 3 02 09 633-658 |
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10.1007/s11042-011-0864-4 doi (DE-627)OLC2035006600 (DE-He213)s11042-011-0864-4-p DE-627 ger DE-627 rakwb eng 070 004 VZ Chen, Shengnan verfasserin aut A case study of user immersion-based systematic design for serious heritage games 2011 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media, LLC 2011 Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms. Serious heritage game User immersion The Jing-Hang Grand Canal User interface space volume Subsystem sequence Systematic design Pan, Zhigeng aut Zhang, Mingmin aut Shen, Huaqing aut Enthalten in Multimedia tools and applications Springer US, 1995 62(2011), 3 vom: 02. Sept., Seite 633-658 (DE-627)189064145 (DE-600)1287642-2 (DE-576)052842126 1380-7501 nnns volume:62 year:2011 number:3 day:02 month:09 pages:633-658 https://doi.org/10.1007/s11042-011-0864-4 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-BUB SSG-OLC-MKW GBV_ILN_70 GBV_ILN_2020 GBV_ILN_4318 AR 62 2011 3 02 09 633-658 |
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Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms. © Springer Science+Business Media, LLC 2011 |
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Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms. © Springer Science+Business Media, LLC 2011 |
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Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms. © Springer Science+Business Media, LLC 2011 |
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<?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>01000caa a22002652 4500</leader><controlfield tag="001">OLC2035006600</controlfield><controlfield tag="003">DE-627</controlfield><controlfield tag="005">20230503192607.0</controlfield><controlfield tag="007">tu</controlfield><controlfield tag="008">200819s2011 xx ||||| 00| ||eng c</controlfield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.1007/s11042-011-0864-4</subfield><subfield code="2">doi</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-627)OLC2035006600</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-He213)s11042-011-0864-4-p</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-627</subfield><subfield code="b">ger</subfield><subfield code="c">DE-627</subfield><subfield code="e">rakwb</subfield></datafield><datafield tag="041" ind1=" " ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="082" ind1="0" ind2="4"><subfield code="a">070</subfield><subfield code="a">004</subfield><subfield code="q">VZ</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Chen, Shengnan</subfield><subfield code="e">verfasserin</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">A case study of user immersion-based systematic design for serious heritage games</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="c">2011</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">Text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">ohne Hilfsmittel zu benutzen</subfield><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">Band</subfield><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">© Springer Science+Business Media, LLC 2011</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">Abstract Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms.</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Serious heritage game</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">User immersion</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">The Jing-Hang Grand Canal</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">User interface space volume</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Subsystem sequence</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Systematic design</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Pan, Zhigeng</subfield><subfield code="4">aut</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Zhang, Mingmin</subfield><subfield code="4">aut</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Shen, Huaqing</subfield><subfield code="4">aut</subfield></datafield><datafield tag="773" ind1="0" ind2="8"><subfield code="i">Enthalten in</subfield><subfield code="t">Multimedia tools and applications</subfield><subfield code="d">Springer US, 1995</subfield><subfield code="g">62(2011), 3 vom: 02. 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