![]() ![]() However, to better understand the function of games regarding cultural sites, a systematic literature review, focusing on this narrower area, was conducted. Their application in the field of cultural heritage has been examined in literature reviews preceding the thesis. Afterwards, current approaches integrating games with learning purposes are In particular, its basic scope was the creation and evaluation of a collaborative narrative-based game, which can communicate cultural content, in formal and non-formal educational settings.įirst, the notions of play and games, which constitute overarching concepts in this thesis,Īre defined. The subject area of the present thesis concerns the use of serious games in the domain of cultural heritage. The linking among different datasets allows to considerably enrich the knowledge collected in the IMAGO KB. Wikidata, the MIRABILE digital archive, the Nuovo Soggettario thesaurus, Mapping Manuscript Migration knowledge base and the Pleiades gazetteer. ![]() In particular, the linked information spaces created within the IMAGO project make use of five different datasets, i.e. In the presented case study, a linked information space was created to allow users to discover and navigate knowledge across multiple repositories, thanks to the extensive use of ontologies. To support the argument, we present our experience in developing a scientific DL supporting scholars in creating, evolving and consulting a knowledge base related to Medieval and Renaissance geographical works within the three years (2020–2023) Italian National research project IMAGO-Index Medii Aevi Geographiae Operum. This paper presents how the current scientific DLs in the DH field can provide the creation of linked information spaces and navigational services that allow users to navigate them, using Semantic Web technologies to formally represent, search and browsing knowledge. In several cases, to reach these aims the Semantic Web technologies and Linked Data have been used. These DLs aim at sharing the research outcomes, in several cases as FAIR data, and at creating linked information spaces. In the last years, several scientific digital libraries (DLs) in digital humanities (DH) field have been developed following the Open Science principles. Narratives constructed through Storyspace can be tailored to suit different audiences and can be presented in different forms, such as physical exhibitions, museum tours, leaflets and catalogues, or as online experiences. Based on the curator's choice, the narrative module suggests a coherent ordering for the events of a story and its associated heritage objects. We describe how the narrative component of the Storyspace software can produce multiple narratives from the underlying stories and plots of curated exhibitions. Storyspace is a web interface to an ontology for describing curatorial narratives. ![]() These authorial decisions can produce different dramatic effects. This paper describes techniques for creating multiple alternative narrative structures from a single underlying story, by selecting different organising principles for the events and plot structures of the story. ![]() The same underlying story can be presented in a number of different ways. In a curated exhibition of a museum or art gallery, a selection of heritage objects and associated information is presented to a visitor for the purpose of telling a story about them. ![]()
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