In the 5.0 society, approaches linked to gamification through innovative technologies can facilitate the sharing and visualise of the historical and cultural heritage that strongly characterises the Italian territory. The combination of digital models and Virtual Reality (VR) and Augmented Reality (AR) technologies allows informative communication in the different phases of the building life cycle, from the design to maintenance and management. Through Game Based Learning applications, it is possible to develop scenarios for different users with multidisciplinary skills, inform them about the state of degradation of a building and offer the possibility to discover the cultural heritage. The development of these applications starts with creating a digital model according to the Building Information Modelling (BIM) methodology. These models become accurate building databases, recording information such as materials, costs, management parameters and three-dimensional geometries that can reach very high precision. This paper presents the innovative approach used by the VR@Polito lab to communicate, through digital models and Digital Twin (DT), with users interested in their information using AR and VR applications. To better understand the reactions of possible end-users, according to age, gender and education level, to the use of the applications, the authors had some applications tested during the spring days of the Fondo Ambiente Italiano (FAI) and, through a questionnaire, evaluated the effectiveness of the proposed solutions. During these days, FAI organises events to promote the efforts dedicated to the protection and knowledge of the Italian territory; the VR@Polito laboratory welcomed many people who tried AR and VR digital learning experiences. The applications proposed by the lab were two: an application that allows people to navigate the Trompone sanctuary using non-immersive AR and VR and a second one that focuses on the Teatro Regio Torino using semi-immersive VR technologies. The development of these applications was possible starting from the surveys necessary to build the BIM models. These models were then imported into the Unity3d engine software, enriched with various interactions that allow to view building data, compare the virtual model with 360 photographs taken on-site, and be guided inside the model to points of interest. The experiences mentioned above fully meet the themes recounted during the FAI days because the digital models showed assume a solid artistic and cultural value while using technologies that are more suited to a range of heterogeneous users. The enabling tools used within the experience do not hinder the communication of the proposed content and are suitable for audiences of different ages and education. At the end of the different experiences, the public compiled a questionnaire based on Game Experience techniques to estimate how users judged the game experiences and the contents seen in the applications according to age and educational level. From the analysis of the questionnaires provided during the FAI days, data from the two different experiences can be compared to understand the right combination between the levels of virtual immersive and the target audience of end-users.

EVALUATION OF GAMIFICATION APPROACH USING VAR FOR DIGITAL CULTURAL HERITAGE / De Luca, Daniela; Rimella, Nicola; Bussi, Emanuele; Del Giudice, Matteo; Osello, Anna. - 1:(2022), pp. 9271-9278. (Intervento presentato al convegno EDULEARN22 tenutosi a Palma, Mallorca, SPAIN nel July 4th-6th, 2022) [10.21125/edulearn.2022.2230].

EVALUATION OF GAMIFICATION APPROACH USING VAR FOR DIGITAL CULTURAL HERITAGE

De Luca, Daniela;Rimella, Nicola;Bussi, Emanuele;Del Giudice, Matteo;Osello, Anna
2022

Abstract

In the 5.0 society, approaches linked to gamification through innovative technologies can facilitate the sharing and visualise of the historical and cultural heritage that strongly characterises the Italian territory. The combination of digital models and Virtual Reality (VR) and Augmented Reality (AR) technologies allows informative communication in the different phases of the building life cycle, from the design to maintenance and management. Through Game Based Learning applications, it is possible to develop scenarios for different users with multidisciplinary skills, inform them about the state of degradation of a building and offer the possibility to discover the cultural heritage. The development of these applications starts with creating a digital model according to the Building Information Modelling (BIM) methodology. These models become accurate building databases, recording information such as materials, costs, management parameters and three-dimensional geometries that can reach very high precision. This paper presents the innovative approach used by the VR@Polito lab to communicate, through digital models and Digital Twin (DT), with users interested in their information using AR and VR applications. To better understand the reactions of possible end-users, according to age, gender and education level, to the use of the applications, the authors had some applications tested during the spring days of the Fondo Ambiente Italiano (FAI) and, through a questionnaire, evaluated the effectiveness of the proposed solutions. During these days, FAI organises events to promote the efforts dedicated to the protection and knowledge of the Italian territory; the VR@Polito laboratory welcomed many people who tried AR and VR digital learning experiences. The applications proposed by the lab were two: an application that allows people to navigate the Trompone sanctuary using non-immersive AR and VR and a second one that focuses on the Teatro Regio Torino using semi-immersive VR technologies. The development of these applications was possible starting from the surveys necessary to build the BIM models. These models were then imported into the Unity3d engine software, enriched with various interactions that allow to view building data, compare the virtual model with 360 photographs taken on-site, and be guided inside the model to points of interest. The experiences mentioned above fully meet the themes recounted during the FAI days because the digital models showed assume a solid artistic and cultural value while using technologies that are more suited to a range of heterogeneous users. The enabling tools used within the experience do not hinder the communication of the proposed content and are suitable for audiences of different ages and education. At the end of the different experiences, the public compiled a questionnaire based on Game Experience techniques to estimate how users judged the game experiences and the contents seen in the applications according to age and educational level. From the analysis of the questionnaires provided during the FAI days, data from the two different experiences can be compared to understand the right combination between the levels of virtual immersive and the target audience of end-users.
2022
978-84-09-42484-9
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2970238