Reusing Components from Cultural Heritage Games – the RAGE Project Approach
Video games proved to be an attractive media for presenting cultural heritage issues. They can use virtual worlds to present cultural and historic information in amazing and highly appealing way. Each video game is implemented using set of valuable artifacts (components) reflecting technological, so...
Main Authors: | , , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
Bulgarian Academy of Sciences, Institute of Mathematics and Informatics
2016-09-01
|
Series: | Digital Presentation and Preservation of Cultural and Scientific Heritage |
Subjects: | |
Online Access: | https://dipp.math.bas.bg/dipp/article/view/276 |
_version_ | 1811335869433380864 |
---|---|
author | K. Stefanov B. Bontchev P. Boytchev A. Georgiev A. Grigorov |
author_facet | K. Stefanov B. Bontchev P. Boytchev A. Georgiev A. Grigorov |
author_sort | K. Stefanov |
collection | DOAJ |
description | Video games proved to be an attractive media for presenting cultural heritage issues. They can use virtual worlds to present cultural and historic information in amazing and highly appealing way. Each video game is implemented using set of valuable artifacts (components) reflecting technological, socioeconomic and historical issues. These software components are known as software assets, which are key output of the RAGE project. They can be used by game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities, including emotion detection, intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper, we present the RAGE asset model and asset metadata model, highlighting key issues and challenges in constructing RAGE assets and using asset metadata model with flexible metadata editor, facilitating both adaptation and improvement of the asset metadata model. |
first_indexed | 2024-04-13T17:30:16Z |
format | Article |
id | doaj.art-1800a788e209409780f2c18f3f759b09 |
institution | Directory Open Access Journal |
issn | 1314-4006 2535-0366 |
language | English |
last_indexed | 2024-04-13T17:30:16Z |
publishDate | 2016-09-01 |
publisher | Bulgarian Academy of Sciences, Institute of Mathematics and Informatics |
record_format | Article |
series | Digital Presentation and Preservation of Cultural and Scientific Heritage |
spelling | doaj.art-1800a788e209409780f2c18f3f759b092022-12-22T02:37:35ZengBulgarian Academy of Sciences, Institute of Mathematics and InformaticsDigital Presentation and Preservation of Cultural and Scientific Heritage1314-40062535-03662016-09-01610.55630/dipp.2016.6.5Reusing Components from Cultural Heritage Games – the RAGE Project ApproachK. Stefanov0B. Bontchev1P. Boytchev2A. Georgiev3A. Grigorov4Faculty of Mathematics and Informatics, Sofia University St Kl. Ohridski, 5, J. Bourchier Blv., Sofia, BulgariaFaculty of Mathematics and Informatics, Sofia University St Kl. Ohridski, 5, J. Bourchier Blv., Sofia, BulgariaFaculty of Mathematics and Informatics, Sofia University St Kl. Ohridski, 5, J. Bourchier Blv., Sofia, BulgariaFaculty of Mathematics and Informatics, Sofia University St Kl. Ohridski, 5, J. Bourchier Blv., Sofia, BulgariaFaculty of Mathematics and Informatics, Sofia University St Kl. Ohridski, 5, J. Bourchier Blv., Sofia, BulgariaVideo games proved to be an attractive media for presenting cultural heritage issues. They can use virtual worlds to present cultural and historic information in amazing and highly appealing way. Each video game is implemented using set of valuable artifacts (components) reflecting technological, socioeconomic and historical issues. These software components are known as software assets, which are key output of the RAGE project. They can be used by game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities, including emotion detection, intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper, we present the RAGE asset model and asset metadata model, highlighting key issues and challenges in constructing RAGE assets and using asset metadata model with flexible metadata editor, facilitating both adaptation and improvement of the asset metadata model.https://dipp.math.bas.bg/dipp/article/view/276video gamescultural heritageapplied gamesasset modelmetadata modelmetadata editor |
spellingShingle | K. Stefanov B. Bontchev P. Boytchev A. Georgiev A. Grigorov Reusing Components from Cultural Heritage Games – the RAGE Project Approach Digital Presentation and Preservation of Cultural and Scientific Heritage video games cultural heritage applied games asset model metadata model metadata editor |
title | Reusing Components from Cultural Heritage Games – the RAGE Project Approach |
title_full | Reusing Components from Cultural Heritage Games – the RAGE Project Approach |
title_fullStr | Reusing Components from Cultural Heritage Games – the RAGE Project Approach |
title_full_unstemmed | Reusing Components from Cultural Heritage Games – the RAGE Project Approach |
title_short | Reusing Components from Cultural Heritage Games – the RAGE Project Approach |
title_sort | reusing components from cultural heritage games the rage project approach |
topic | video games cultural heritage applied games asset model metadata model metadata editor |
url | https://dipp.math.bas.bg/dipp/article/view/276 |
work_keys_str_mv | AT kstefanov reusingcomponentsfromculturalheritagegamestherageprojectapproach AT bbontchev reusingcomponentsfromculturalheritagegamestherageprojectapproach AT pboytchev reusingcomponentsfromculturalheritagegamestherageprojectapproach AT ageorgiev reusingcomponentsfromculturalheritagegamestherageprojectapproach AT agrigorov reusingcomponentsfromculturalheritagegamestherageprojectapproach |