The miscellany “Mixed Reality and Gamification for Cultural Heritage”  edited by Marinos Ioannides, Nadia Magnenat-Thalmann and George Papagiannakis and published by Springer contains numerous papers on recent developments of enabling technologies and applications of virtual and augmented reality combined with gamification approaches for cultural heritage and creative industries.

The seven sections cover topics such as Museum Applications, Ambient Intelligence and Storytelling, Content and Re-Use and Digitization and Visualization.

Of particular interest for researchers and practitioners in the field of Serious Games and Gamification are the contributions “Multimodal Serious Games Technologies for Cultural Heritage” (Liarokapis,  Petridis, Andrews,  de Freitas), “Preservation and Gamification of Traditional Sports” (Tisserand et al.) and “Gamified AR/VR Character Rendering and Animation-Enabling Technologies (Papaefthymiou et al.).

The volume is available at https://link.springer.com/book/10.1007/978-3-319-49607-8.

 

 

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