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...

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Main Authors: K. Stefanov, B. Bontchev, P. Boytchev, A. Georgiev, A. Grigorov
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
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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.
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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