LudoScience

Serious games for disseminating the knowledge of ancient manuscripts: a case study Cristian Lorenzini, Marcello Carrozzino, Chiara Evangelista, Franco Tecchia, Massimo Bergamasco, Alexandra Angeletaki - 2013

Informations

Support : Références scientifiques
Auteur(s) : Cristian Lorenzini, Marcello Carrozzino, Chiara Evangelista, Franco Tecchia, Massimo Bergamasco, Alexandra Angeletaki
Editeur : SCIRES-IT SCIentific RESearch and Information Technology Ricerca Scientifica e Tecnologie dell'Informazione Vol 3, Issue 2 (2013), 135-142
Date : 2013
Langue : Langue


Description

In this paper we present a Digital Serious Game set in a medieval alchemical laboratory, aimed at disseminating the ancient knowledge of medicine distillation contained in the famous Adam Lonicer's Kreuterbuch (1569) treatise. The application is  based on interactive Virtual Environments and available on multiple visualization technologies, ranging from simple touch-based tablet up to immersive environments such as CAVEs or Oculus Rift.  The game comes as the latest development level of a larger international multidisciplinary project meant to explore novel methodologies to raise the awareness about ancient books, in particular the collection of the Gunnerus Library of Trondheim, with a special attention to the public of youngsters. 

 

References (1):

 

DJAOUTI, D., ALVAREZ, J., JESSEL, J. P., & RAMPNOUX, O. (2011). Origins of serious games. In: Ma M.,; Oikonomou A.V., Jain L.C. (Eds.), Serious Games and Edutainment Applications. Springer-Verlag: London New York, 25-43. 

 

 



Mots-clés : Libraries Archives, Virtual Environment, Immersion, Interaction, Learning, Digital Serious Games