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Development of educational games using 3D models of historical locations, objects and artefacts

机译:使用历史位置,物体和文物的3D模型开发教育游戏

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The latest trends in the development of the information and communication technologies and their worldwide penetration have provided a whole range of solutions for presentation of the learning materials to the students at all levels of the educational systems. In the last years, the educational institutions are trying to keep up with the pace of the leading ICT companies and are constantly introducing all newly developed devices, systems and technologies in their teaching processes. Despite these measures for constant improvement, many students are still more interested in the entrainment possibilities and not in the educational enhancements, which are provided by the modern technologies. This has presented the need to combine the entertainment and the education, so that both processes can be blended into one. There are many examples of such solutions - from the integration of educational content in different TV and radio entertainment programs or series to the development of toys, board and card games, which have primary or secondary educational value. In the last years, the 3D technologies have made huge progress and are now considered as the most perspective among the emerging solutions that would have impact on the educational process - both for the teachers and the learners. For this reason, in this paper we present a methodology for development of educational games in 3D environments, which are based on real locations, objects and artefacts. The presented methodology follows every step of the development process - from the digitalization of the locations and the objects, through the processing of the obtained data and finally the actual development of the 3D games using the modern gaming engines. The paper provides also some advices on how to obtain high-quality 3D models of real objects and locations, based on their size and type and using different digitalization methods. An actual example about the use of the 3D technologies for the development of an educational virtual reality game for popularisation of the ancient Roman cultural and historical heritage, which was developed following an international project, is also presented in the last part of the paper.
机译:信息和通信技术发展的最新趋势及其在世界范围内的普及,为向教育系统各个层次的学生展示学习资料提供了全方位的解决方案。在过去的几年中,教育机构试图跟上领先的ICT公司的步伐,并在其教学过程中不断引入所有新开发的设备,系统和技术。尽管采取了这些不断改进的措施,但许多学生仍对由现代技术提供的入学可能性而不是对教育的增强更加感兴趣。这就提出了将娱乐和教育结合起来的需要,以便可以将这两个过程融合在一起。这种解决方案的例子很多-从将教育内容集成到不同的电视和广播娱乐节目或系列中,到开发具有初级或中学教育价值的玩具,棋盘游戏和纸牌游戏。在过去的几年中,3D技术取得了长足的进步,现在被认为是对教师和学习者都将影响教育过程的新兴解决方案中最具前景的解决方案。因此,在本文中,我们提出了一种基于真实位置,物体和人工制品的3D环境中的教育游戏开发方法。所提出的方法遵循开发过程的每个步骤-从位置和对象的数字化,到获得数据的处理,最后到使用现代游戏引擎对3D游戏的实际开发。本文还就如何根据其大小和类型以及使用不同的数字化方法获得高质量的真实对象和位置的3D模型提供了一些建议。本文的最后部分还提供了有关使用3D技术开发教育虚拟现实游戏以推广古罗马文化和历史遗产的实际示例,该游戏是根据国际项目开发的。

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