Playing with the Past: Into the Future

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the...

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Bibliographic Details
Main Author: Champion, Erik
Format: eBook
Language:English
Published: Cham Springer International Publishing 2022, 2022
Edition:2nd ed. 2022
Series:Human–Computer Interaction Series
Subjects:
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
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245 0 0 |a Playing with the Past: Into the Future  |h Elektronische Ressource  |c by Erik Champion 
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505 0 |a Virtual Travel: Being Not Quite 'There' -- Virtual Environment: Constraints and Possibilities.-Space and Place in Cyberspace -- Culturally Significant Presence -- What Have We Learnt from Game-Style Interaction? -- Playing With The Past: Case Studies -- Mixed Histories, Augmented Pasts -- 8. Evaluating Virtual Heritage in the Future -- An Open Conclusion -- Index 
653 |a User interfaces (Computer systems) 
653 |a Computer-Aided Engineering (CAD, CAE) and Design 
653 |a Multimedia systems 
653 |a Digital humanities 
653 |a Computer-aided engineering 
653 |a Digital Humanities 
653 |a User Interfaces and Human Computer Interaction 
653 |a Media Design 
653 |a Multimedia Information Systems 
653 |a Human-computer interaction 
653 |a Interactive multimedia 
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520 |a Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments. This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges