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Sustainable Alternate Realities in Digital Heritage

A special issue of Sustainability (ISSN 2071-1050). This special issue belongs to the section "Tourism, Culture, and Heritage".

Deadline for manuscript submissions: closed (1 December 2019) | Viewed by 10346

Special Issue Editors


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Guest Editor
Dean of Faculty of Architecture and Design, Victoria University of Wellington, Wellington 6012, New Zealand
Interests: virtual and augmented environments; parametric and algorithmic modelling and simulation; BIM; thermal comfort; digital manga
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Artuklu School of Architecture, Mardin Artuklu University
Interests: digital heritage; digital design methods; alternate realities; design research; cybernetics

Special Issue Information

Dear Colleagues,

Digital tools have become critical instruments in preserving and communicating the value of heritage as important cultural expressions of the past. A consequence of digitalisation is the democratisation of heritage institutions, such as museums, which are found to value increasingly new types of content and new profiles of audiences. Digitisation plays a vital role in the alteration of the convictions of the heritage field to ‘materiality’ and ‘actuality.’ It is nowadays more important to understand the development of ‘virtuality’ when people intuitively collaborate for content-making in alternate realities of digital heritage.

Although researchers acknowledge the significance of digital heritage into new ways of expressing ‘authenticity’ and ‘virtuality,’ studies have been confined to heritage activities comprised of digital documentation, representation and dissemination. Previous studies have reported on the role of public engagement in digital heritage, which is criticised as consumptive, passive, guided and descriptive. Instead, the motivation of this Special Issue is to explore a new role that is ‘generative,’ ‘active’ and ‘creative’ for the production of heritage knowledge. In this regard,

We are interested in theoretical and applied research on innovative digital design approaches used for creative and participatory content-making in digital heritage. What are the advantages of inviting people to take part in alternate realities for content production in heritage? The primary research interest for asking this question is to know the impact of immersiveness on creativity and to qualitatively measure the role of creativity for developing a sense of virtuality.

Prof. Dr. Marc Aurel Schnabel
Dr. Serdar Aydin
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Sustainability is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • digital heritage
  • alternate realities
  • creativity
  • participation

Published Papers (2 papers)

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Research

19 pages, 59919 KiB  
Article
Ksar Said: Building Tunisian Young People’s Critical Engagement with Their Heritage
by Paola Di Giuseppantonio Di Franco, Mark Winterbottom, Fabrizio Galeazzi and Mike Gogan
Sustainability 2019, 11(5), 1373; https://doi.org/10.3390/su11051373 - 05 Mar 2019
Cited by 7 | Viewed by 5079
Abstract
This paper describes the work undertaken as part of the ‘Digital Documentation of Ksar Said’ Project. This project, funded by the British Council, combined education, history, and heritage for the digital preservation of tangible and intangible aspects of heritage associated with the 19 [...] Read more.
This paper describes the work undertaken as part of the ‘Digital Documentation of Ksar Said’ Project. This project, funded by the British Council, combined education, history, and heritage for the digital preservation of tangible and intangible aspects of heritage associated with the 19th century Said Palace (Ksar Said) in Tunis. We produced an interactive 3D model of Ksar Said and developed learning resources to build Tunisian students’ critical engagement with their heritage through inquiry learning activities within the 3D model. We used a user-centred approach, based on pre-assessment (i.e., co-creation of contents), mid-term evaluation (i.e., feedback on contents and preliminary design of virtual activities), and post-assessment design (i.e., user trial). Our results demonstrate the potential of this novel approach to virtual learning and inform future co-design, evaluation and implementation choices for improving the generative power of three dimensional virtual replication of heritage sites in the cultural heritage sector. Full article
(This article belongs to the Special Issue Sustainable Alternate Realities in Digital Heritage)
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12 pages, 2764 KiB  
Article
Alternative Divulgation of the Local Sculptural Heritage: Construction of Paper Toys and Use of the Minecraft Video Game
by Cecile Meier, Jose Luis Saorín, Jorge De la Torre-Cantero and Manuel Drago Díaz-Alemán
Sustainability 2018, 10(11), 4262; https://doi.org/10.3390/su10114262 - 18 Nov 2018
Cited by 3 | Viewed by 4785
Abstract
At present it is easy to digitalize sculptural heritage in 3D. Three-dimensional models allow for visualization of the work from all angles. The result can be seen in three-dimensional visors, in virtual reality, or by means of 3D-printed replicas. However, the recipient continues [...] Read more.
At present it is easy to digitalize sculptural heritage in 3D. Three-dimensional models allow for visualization of the work from all angles. The result can be seen in three-dimensional visors, in virtual reality, or by means of 3D-printed replicas. However, the recipient continues to be, as is also the case in books and videos, a passive spectator of the cultural patrimony. In order to promote participation and to increase interest in local heritage, alternative methods for promotion of the digital patrimony have been developed. In this article, two means of publicizing local (less-known) heritage in an active manner have been described. On the one hand, the transformation of 3D models into cut-outs (paper toys) where it is necessary to make the sculptures by hand, and on the other hand, the incorporation of the models into the video game Minecraft, an immersed 3D world which permits visiting or generating content. To validate these alternatives, two examples based on the sculptures of Santa Cruz de Tenerife (Spain) have been created, and they have been used in pilot studies in schools in order to obtain a first appraisal of user satisfaction. Full article
(This article belongs to the Special Issue Sustainable Alternate Realities in Digital Heritage)
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