Immersive Technology Meets Cultural Heritage -

Immersive Technology Meets Cultural Heritage

New Perspectives in Game Design, Education and Academia
Buch | Softcover
280 Seiten
2025
transcript (Verlag)
978-3-8376-6483-6 (ISBN)
46,00 inkl. MwSt
From museums to memorials, all cultural heritage institutions are constantly driving the digital transformation of their educational outreach. In the process, digital interactive activities such as games have established themselves as successful formats; and immersive technologies such as VR goggles and also AR-ready smartphones are increasingly gaining popularity to engage visitors on a new level. Looking at the specific context of cultural institutions, and with the aim of further exploiting the possibilities of XR media, the contributors to this volume present a series of best-case projects and theoretical approaches to discuss opportunities and challenges for institutions, audiences and game developers.

Philipp Bojahr is a postdoctoral researcher at the Cologne Game Lab (CGL) at TH Köln working in the field of game studies and game design with a focus on new media applications in museums and other cultural contexts. As part of his tandem position, he also works in this field on a practical level at Siegerlandmuseum in Siegen, where he serves as curator with a focus on multimedia and multimodal presentation.

Katharina Tillmanns is a researcher, designer and lecturer for playful immersive media at the Cologne Game Lab, an Institute for Game Development and Research at TH Köln. In her studies and work, she explores and promotes the expressive qualities of immersive media in the context of art, education and entertainment. A founder and director of the artistic research event SomaFest XR festival and the Notgames Fest series (2011-15), and a founder and former co-president of the Games for Change Europe Network, Katharina has been pioneering in connecting academics, designers and the general public in exploring and discussing cutting edge technology and expressive design.

Reihe/Serie Bild und Bit. Studien zur digitalen Medienkultur ; 16
Zusatzinfo 20 Farbabbildungen
Verlagsort Bielefeld
Sprache englisch
Maße 148 x 225 mm
Gewicht 438 g
Themenwelt Sozialwissenschaften Kommunikation / Medien Medienwissenschaft
Sozialwissenschaften Pädagogik Bildungstheorie
Schlagworte Computer Games • Cultural Education • cultural heritage • Digital transformation • Education • Immersive Media • media • Media Aesthetics • Media education • Media Studies • Memory Culture • Virtual Reality Video Games
ISBN-10 3-8376-6483-X / 383766483X
ISBN-13 978-3-8376-6483-6 / 9783837664836
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
wie KI und virtuelle Welten von uns Besitz ergreifen – und die …

von Joachim Bauer

Buch | Hardcover (2023)
Heyne (Verlag)
22,00
eine jüdische Filmgeschichte der Bundesrepublik

von Lea Haselberg; Johannes Praetorius-Rhein; Erik Riedel …

Buch | Hardcover (2023)
Hanser (Verlag)
28,00