Gala Roadmap Contribution Name of lead contributor: Michela Mortara SIG: 3.5 – Humanities&Heritage Note: here I assumed 1=low importance, 5=high importance! The reviewers have said that the roadmap should make clear the connections between the state-ofthe-art analysis and literature reviews to the vision and the goals of the project. They said the roadmap should indicate the highest priority items, those which are key enablers but not top priority, and those which could be dropped if resources are inadequate and the Commission agrees to focus only on the most important items in the roadmap. To do this, proceed: 1) Identify the state of the art (SoA) for your SIG List the main topics in your SG area and describe the SoA/ current status of SGs (giving sound explanations, backed by appropriate literature references) in the Table. You can optionally identify any gaps in the SoA – these may form the basis for research needs/challenges. The information can be prepared by updating and properly structuring the text in your annual reports. Topic 3D Acquisition of culturally significant artefacts There is a substantial amount of interest from people working on the digitisation of cultural heritage. An example of an important project in this domain is Europeana, which aims to create a pan-European database of digitised cultural heritage. Such projects present an interesting challenge, as they allow other applications to tap into cultural heritage data and expose the data in different ways. We believe that there is much potential in integrating digital cultural heritage data with serious games. This would valorise repositories of digitalised cultural heritage data, of which it is likely that the numbers will increase in the future, as more and more individual museums are working to open up their collections digitally. Relevance/priority 3 (on a 1-5 scale) SoA/ SG Current Status description Especially in archaeological, artistic and historical reconstructions, it may be (with references) required that some artefacts, buildings or sites to be faithfully represented in the game environment. To this aim the real data of the subject have to be acquired (3D scanning) to reconstruct its digital counterpart, rather than manually design a model which only resembles the appearance of the real one (details can be found in [CS08]). Three-dimensional scanning devices are usually based on optical technology (laser or structured light) and can be divided into active and passive devices. The more frequently used in CH digitization are active optical devices. These systems shoot some sort of light over the surface of the artefact and reconstruct its geometry by checking how the light is reflected by the surface. For small and medium scale objects, the location in 3D space of each point of reflection is computed by geometric triangulation, known the light pattern produced by the emitter (source and direction of propagation. For large scale objects e.g., architectures, the time-of-flight approach is appropriate. These systems can acquire regions ranging from a few meters to a few hundred meters. The system works computing the time elapsed between the emission of a point wise laser beam and the detection of the return beam reflected by the surface. Passive optical acquisition methods are a cheaper but lower-quality alternative, performing 3D reconstruction from a simple sequence of high resolution digital photos of the artefact. Some of them have been considerably improved, and show some interesting potential for a wider diffusion. These approaches are based on the search of a small set of correspondences (feature points seen from different viewpoints) between the captured images, from which the 3D position of these points and the camera parameters can be recovered. Starting from these few sparse points, a dense depth-range map can be reconstructed from each image by interpolation and applying stereo-matching techniques. The ARC 3D Web service (http://www.arc3d.be/) developed within the Epoch Network of Excellence (see related projects) allows users to upload their pictures and get the corresponding aligned range maps. Beside shape acquisition, a very important aspect in CH applications is colour sampling. The majority of scanners implement low-quality colour sampling, and only the apparent colour of the surface is taken into account, neglecting its reflectance properties (which constitute the characterizing aspect of the surface appearance). Much of research is devoted to new acquisition set-ups and algorithms for capturing the colour properties with high-fidelity and mapping it to the model surface [DCCCS10]. Requirements The reviewed games in the field have shown that two major game genres have been adopted into the field of Humanities and Heritage: puzzle/quiz games and adventure/exploration games. Apart from standard puzzle games (e.g. National Geographic Challenge, My Culture Quest) for which the 3D setting is unnecessary, many of the recent adventure games are set in 3D. One motivation for this point is to support situated cognition by offering a proper environment/context where the learning process can take place [VE06]. The player has to interact with objects in the environment to advance in the game and this mechanism triggers motivation and active construction of knowledge [FAGM11]. 3D Virtual Worlds make the experience more interesting and compelling. However, it becomes crucial to attract the player attention on objects with a role in the game: a well-designed environment will lead the player trough the highlights letting him think he found them himself [CMAK11]. Believability is more important than realism: apart from the huge computational load required, an excess of realism could be counterproductive, while a credible environment is sufficient to guarantee the feeling of immersion and generate a willing suspension of disbelief. Nonetheless, the historical data must be accurate, and the main cultural artefacts must be faithfully represented (e.g. in historical reconstructions). In virtual museum applications, it might be desirable that the real objects are acquired to retain the finest details. Opportunities creating an application interfacing with Europeana SoA Gaps (if any) The advantages of image-based reconstruction are quite evident. The only hardware required is a simple good quality digital photographic camera, and the scanning process requires just taking a reasonably large number of photos all around the object. On the other hand, this approach still exhibits a lower geometric precision than the assessed laser-based 3D scanning technologies. From the point of view of robustness, speed and accuracy, the status of the commercial scanning devices can be considered mature for most applications. The major problem most often raised by practitioners in the CH field is their excessive cost, especially when compared with the low budget which characterizes most CH-related activities. Moreover, even if the acquisition pipeline by laser scanning is currently semi-automatic, a lot of manual intervention by experts is still needed to produce high quality models. (Please duplicate this table for further topics in your SIG – we expect typically 5 to 10 tables per SIG) Topic Immersion with pervasive games In pervasive games, which take place in real world environments, obtaining a good immersion effect can be hard to achieve Relevance/priority 3 (on a 1-5 scale) SoA/ SG Current Lack of immersion may not be bad for pervasive serious games in museums. Status description Brown & Cairns (2004) introduced three different levels of immersion: (with references) engagement, engrossment and total immersion. Engagement is about overcoming game preference and willing to invest time, effort and attention. Engrossment occurs when the gamer’s emotions are affected and the controls become ‘invisible’. Finally, in a state of total immersion, the player experiences a sense of presence, of being ‘in the game’. Requirements immersion in a museum app would derive the attention of the visitor from the environment in which he is progressing, i.e. the museum, which is not what is generally aimed for when designing a pervasive serious game. A balance between immersion engagement, engrossment and concentration on the museum environment would seem to be the sweet spot for which to aim in pervasive serious games [C2013]. Opportunities SoA Gaps (if any) Immersion and entertainment seem to be very much related. This would leads us to suggest that when designing pervasive serious games for cultural heritage, it would be wise to focus on making sure that the games are doing well in terms of immersion, in order to support learning. This may be a challenge, especially for pervasive serious games. Indeed, the environment in which the pervasive game is played is not controlled by the player, which can lead to elements in the environment disturbing the player and breaking the sense of immersion. In a busy museum, this can for example be the case when multiple people are standing before an art work, obstructing the player’s interaction with the exhibit. Topic Relevance/priority (on a 1-5 scale) SoA/ SG Current Status description (with references) Smart management of digital cultural content 4 Virtual presentation of the Cultural Heritage is envisioned as one of the emerging applications to largely benefit from the Web 2.0 paradigm of the Internet use. As proved by the MOSAICA(www.mosaica-project.eu) project, coupling cultural content with semantic web technologies not only allows users to collaboratively collect, annotate and organize the content of interest, but also to use this knowledge and apply their creativity for the benefit of all, thus empowering communities to continue the Cultural Heritage into the digital age. Requirements Opportunities Indeed, web browsers are getting ready to bring the interactive 3D content from the internet to our PCs. WebGL (http://www.khronos.org/webgl/) is a web standard which does not need additional plug-ins and is currently starting to be supported natively by web browsers. Based on WebGL, X3DOM (http://www.x3dom.org) and XML3D (http://www.xml3d.org) aim to support fully interactive 3D content as an integral part of mixed 2D/3D documents, instead of adapting existing graphics technologies to the web. The declarative approach they adopt allows 3D content to be easily processed by other applications using common XML-based tools including web indexing, transformations, and annotations. This strategy appears the most promising one to seamlessly integrate 3D into the Semantic Web. SoA Gaps (if any) While the semantic web is able to manage text, images and videos, much has still to be done with respect to the smart management of 3D content. Topic HCI for personalized CH experience In-museum games have to cope with the waiting time of players not to create queues or equivalently with the number of players who can be involved at the same time. Usually exhibitions address a large number of players contemporarily. A challenge here is to move from a mass-oriented approach towards a personalized experience even within an application targeting a wide audience contemporarily. The use of proper interaction devices may strongly help in these directions. Relevance/priority 5 (on a 1-5 scale) SoA/ SG Current New HCI technologies offer the video gamer many ways, devices and sensors Status description to feel immersed and a sheer number of interaction possibilities, replacing the (with references) traditional mouse/keyboard combination. The use of Natural User Interfaces (NUI) has widely spread for the last decade (see the GALA Workpackage 2 Deliverable D2.1 T2.4 Human-Computer Interaction, Research Field Report, for a very detailed state of the art). Even if Serious Games design goals are different from entertainment and leisure games, they have taken benefit from these technological advances. Moreover, concerning the cultural heritage field, it becomes even more meaningful: the sensitive issue is to move from a current mass-oriented access to museums, art galleries, historic places, and so on, to an approach centred at the individual. This can come true with NUI, with which the player is taken into account according to its specificity (interests, physiological, behavioural and social features), and with which he will be the leader of his explorations and initiatives. Thus, two main fields that are relevant and efficient for cultural heritage Serious Games have been identified: the Virtual Reality and Augmented Reality. Therefore the corresponding HCI are often used in museum or archaeological environments. A non-expensive system named MARVINS (Mobile Augmented Reality Visible Navigation System) is a mobile interactive interface between the user and the Internet or other information access points. Head-mounted displays (e.g. Sony Glasstron) interfaced with MARVINS provide the user with an AR experience where he/she can selectively display any desired information allocated at some remote server (e.g. a museum server). A tracking system is used to provide orientation and navigation possibilities. The system renders the eye-screen opaque for viewing displayed information, as well as transparent for viewing with the naked eye, which can be adjusted accordingly. Specific display techniques, like stereographic and multiscreen displays are required in planetariums, art centres and domes, which enable an immersive 360 degree-vision of 3D worlds. The dome of the Society of Art of Montréal is an example of such complex systems (http://www.sat.qc.ca/). Three different set-ups are employed there: the Panoscope 360°, the Panodome and the Cyclorama (see figure below). The advantage of these systems is that they considerably simplify the production and presentation of panoramic and immersive content. The real-time VR Dome Theatre of the Foundation of Hellenic World located in Athens is operated by 6 pairs of seamlessly blended projectors, each pair providing a stereo image for one of the six tiles in which an hemispherical surface of 13 Mt. in diameter is ideally subdivided [CAO09]. Each projector is powered by one dedicated PC in a cluster providing parallel execution. Interaction with the audience is possible through 2-axis joystick with analogue values and 4 buttons with discrete values for each of the 132 seats of the theatre. Tangible User Interfaces (TUI) like touchscreen tablets and tables, have become ubiquitous and therefore have also reached the gaming world and provide RV and AR applications. Thanks to the touchscreen technologies which are more intuitive, gameplay style has improved and enables players to live experiences that would never be possible to create with former game input devices like joysticks and buttons. For instance, the “Dessine-moi un Mammouth” (Let’s draw a Mammoth!) game designed for the Gargas caves in the French Pyrénées (http://www.numerigrottes-pyrenees.fr/p-parcoursnestploria_fr.htm) is an interactive AR application developed by [DCC07] and studied in [DAR09]. It provides the gamer a funny experience of line drawings, depicting prehistoric animals, directly onto a tracking board where real high resolution photographs of the prehistoric engravements are displayed. The same task made with a single mouse would have been far much painful. Requirements Opportunities What will the future hold for the NUI? The answer will surely be found in the field of Brain Computer Interfaces (BCI). Other new interaction devices could include virtual retinal displays and active contact lens [BT05]. SoA Gaps (if any) For playful interactive exhibitions and games, NUIs include also the Gesture Based User Interface which can track an entire 3D body location, the head, hand and eyes postures. The Microsoft Kinect is such an interactive system, working with structured light depth cameras. Further research is going on to develop new techniques for accurately tracking people and recognizing their poses, even when they are occluding each other. No special markers on the bodies are needed to track the people. Although current computer vision research has achieved promising results in interpreting the pose and gestures of a single person given multiple video sequences, interpreting the poses of multiple people in a relatively dense group is still an open problem. The key difficulties are the inter-person occlusion and limb ambiguities which hamper the interpretation. At the moment there are only few interactive cultural heritage games [AMLPPF10]. Mobile technologies for e-tourism, museum tours, and games like TidyCity, need ways for interaction with mobile handheld devices using computer vision technology, especially in context with augmented reality. That is, applications where users look at the live image of the video camera on their mobile phone and the scene that they see (i.e. the reality) is enriched by integrated 3dimensional virtual objects (i.e. an augmented reality). Even if virtual objects are registered in 3D and updated in real-time, current interaction concepts are often limited to pure 2D pointing and clicking on the device’s screen. However, in order to explore the tremendous potential of this approach for areas such as cultural heritage, entertainment, or tourism, users need to create, access, modify, and annotate virtual objects and their relations to the real world by manipulations in 3D. Relevant aspects are (1) how to track the state of a user in 3D on various levels (e.g. face, eyes, gaze using the front-facing camera, and hand, fingers, gestures using the user-facing camera) in real-time in order to create a more natural, intuitive, and powerful interaction; (2) how to analyse the mobile phone’s video stream in order to accurately register virtual objects with the real world, to prevent occlusion problems between, for example, the user’s hand, real and virtual objects, and to enable seamless interaction with real as well as virtual objects; (3) how can we use this information about the environment and the state of the user in order to enable intuitive and interactive creation, placement, and manipulation of the augmented reality in the real, 3-dimensional world. Topic Tourism games -develop games linked to existing geographic data and modelsRelevance/priority 3 (on a 1-5 scale) SoA/ SG Current Most of the free Google Earth games are based on the geographic power that Status description Google Earth brings to browsers and desktops: geography quizzes, flight and (with references) ship simulators, races, and commercial games like Grand Theft Auto. Requirements Opportunities A big opportunity in tourism applications is the integration with Google Earth, already the playing arena for lots of games. SoA Gaps (if any) We are aware of no serious game exploiting this detailed virtual version of the real Earth for tourism and cultural applications. Topic Engagement in augmented visits with Location gaming Relevance/priority 3 (on a 1-5 scale) SoA/ SG Current Status description The increased ubiquity of mobile phones has raised interest in how mobile (with references) devices and multimodal interfaces can be used to access shared spaces populated by digital artefacts, while remaining grounded in the real world; players are able to reference cultural artefacts in situ, allowing for the superimposing of design elements onto images or objects in real world locations. An example is the game A la recherche de l'empreinte perdue1 (seeking the lost footprint): equipped with a logbook and a smartphone, 1 http://www.oust-broceliande-vacances.com/broceliande-actualites/676-a-la-recherche-de-lempreinteperdue.html players visit the Landes Lanvaux in Saint-Jean-Brévelay et Locminé looking for clues with the help of residents. The journey is punctuated by 26 steps puzzles leading the visitor to learn history and past events of the location, architectural elements, anecdotes, recipes, and more. As an AR application, the player can augment the experience superimposing ancient buildings over the real current location. Games on mobile devices have a great potential to engage museum visitors. One popular type of game in this sense is “location-gaming.” The mechanics is that players go places, do fast, simple tasks (like typing something into their phone, or uploading a photo of something), and win a reward (the reward can virtual “points,” or something tangible, like a free postcard or sandwich). The leading platform for location-gaming is SCVNGR2, which recently reached over 1 million users and has been funded with $15 million from Google and other venture funds. SCVNGR is a free application for iPhone and Android that uses the GPS in the smart phone to verify a user's location in the real world. Requirements Opportunities Kellian Adams, the company’s museum education technologist said that SCVNGR can work for museums and especially has potential for history, connecting the past with modern locations within a quest that takes visitors to various places. It also work well for any case where visitors have distances to walk, such as in a zoo or botanical garden. Indeed, many cultural institutions have already joined SCVNGR, among which the National Zoo, the Smithsonian, the Children’s Museum of Indianapolis, the San Diego Zoo, the Minneapolis Institute of Art, the Muhammed Ali Center, The Chicago Institute of Art, the Museum of London. SoA Gaps (if any) At this stage, we found no SGs in Europe based on SCVNGR Topic Adoption of SGs in formal education Especially in games for formal education, e.g. to be played at school the adaptation of the difficulty level to the specific student is crucial to support the teacher using learning games in the classroom. Relevance/priority 5 (on a 1-5 scale) SoA/ SG Current We found very few SGs in H&H that are used in formal education. One example Status description is Playing History by Serious Games Interactive which represents a best (with references) practice from this point of view, because it is based on pedagogically sound principles, follows the national curricula and provides support material for teachers and students. None of the reviewed games in the SIG has so far any adaptation mechanism, except for a prototype developed by the 80DAYs project. At maximum, SGs designed for use in school provide support material in the form of game walkthrough, insights about the educational contents, suggestions about how 2 http://www.scvngr.com/ to structure the game sessions, test sheets, and a teacher portal to manage the pupils’ work. Requirements The requirements for SGs to be used in formal education are -compliance with established curricula -adaptation to user profile -flexibility of the game wrt topic and learning style -multiplayer facilities (learning collaboratively or make competition) -evaluation of learning in order to assess student performance (and for adaptation) Opportunities SoA Gaps (if any) -adaptation mechanisms to adapt difficulty level to the learner capabilities -evaluation of the learner performance both for adaptation and for assessing student performance -evaluation of the learning impact of SGs per se, instead of or coupled with traditional means 2) Vision and Gap For each identified topic in your SIG develop a vision for the year 2020. Then determine the gap between the state of the art and the vision. Identify the research needs and the steps (also including tools, methods, etc.) to achieve the vision. You may complement the table with text drawn from your annual reports. Topic 3D Acquisition of culturally significant artefacts Vision 2020 It will be very easy and quick to acquire high resolution 3D models of significant artefacts. Museum operators will be able to do this operation by themselves, without the need of external personnel and costly operations which also would require to move fragile artistic/archaeological artefacts from the museum. No manual postprocessing will be necessary, and the museum operators could directly upload the new content in a shared online repository for digital preservation of the artefacts and large-scale access and fruition, including SGs that use such models to engage people in a virtual/ augmented museum visit. Gap: SoA - Vision At present, the outcome of 3D laser scanners still needs manual intervention to achieve a polished surface mesh (technically speaking a closed and manifold surface) that downstream applications can handle. On the other side, image-based reconstruction is cheaper and easier but yields low resolution results. Research Steps Need and New geometric tools are needed that use semantics, i.e. a formal representation of prior knowledge about the object being scanned, to optimize the reconstruction of the digital model. Such a priori knowledge about the context should help in planning the steps of the scanning session (i.e. the number, sequence and viewpoints of scans) and overcome problems or correct errors such as holes in the digital model in concave or reflective areas of the object. Possible related topics/trends/enablers (indicate conditions and relationships) A minimum understanding of the process by the museum expert would be always an enabler. The creation of new interdisciplinary curricula, e.g. in digital humanities (this does not exist in Italy for example: it is left to the students to achieve interdisciplinary expertise e.g. with master and PhD in different sectors.) Topic Immersion with pervasive games Vision 2020 It will be possible to immerse in an augmented experience everywhere while remaining conscious about the reality around us. Gap: SoA - Vision Mobile AR systems like the MARVIN described above are still too invasive so that the player still feels the presence of an interface between the real and virtual reality. The total feeling of immersion is then difficult to achieve. On the other hand, huge head-mounted displays also represent a barrier to the feeling of the surrounding real space. Conversely, such link to reality is maintained by mobile apps, but at the expenses of very low immersion. Research Steps Need and Research efforts are needed in two directions: one on the HCI side, to develop new lightweight AR devices. The other is more general and deals with the design of a new paradigm and new tools to achieve immersion through mobile devices like smartphones and tablets. Possible related Possibly related to psychology and BCI topics/trends/enablers (indicate conditions and relationships) Topic Vision 2020 Smart management of digital cultural content It will be possible to manage in a smart and automatic way the digital cultural content, for instance for using artefacts from a digital museum repository in a game, or for increasing the level of natural interactions between characters and objects inside a game, or for accessing related multimedia information while remaining inside the game environment. As an example, we can consider a virtual tourism game where the player faces the 3D model of the main statue of the ‘‘fontana del Nettuno’’in Bologna. A proper documentation of the geometric model would associate the object with related multimedia sources, such as photos and videos of the fountain, images of similar statues, etc. At component level it would allow the user to appraise other images, videos or3D models sharing the same decoration: the trident. See figure below: Gap: SoA - Vision This challenge is related to the documentation of the lifecycle of 3D models, which suggests interdisciplinary issues in connection with the semantic web community. In fact, efficiently sharing, searching, and reusing 3D data also in networked environments has been proven to be fundamental, together with the preservation of the annotation in the digital shape workflow. The annotation of a 3D object is central to the documentation. By 3D annotation we mean the process by which a text-based piece of information is linked/ associated to the object and its parts and stored for subsequent uses. We speak about semantic annotation because (or when) the text associated is meaningful in some context, and used for understanding and storing information about the object, which is not explicit or not contained in the geometric data. Annotation may be related to the process/workflow itself that was used to create or process the object and/or its parts : in [14] two examples of how to document the 3D lifecycle are shown in the contexts of product design and the acquisition and processing of virtual human bodies. There are a number of open issues that should be addressed to realise an ideal cataloguing and documentation of the lifecycle of 3D objects, among which coding of the data provenance and version control, effective metadata structures, interoperability, and object and part-based annotation. In the general framework of multimedia, these themes are on the research agenda of many initiatives(e.g., the recent [15] on data provenance). In the cultural heritage field, we may mention digital rights management, updating and long-term preservation of 3D models among the technical research challenges that should be addressed to realise an ideal operational 3D digital archive [16]. However, a big effort has still to be made on the documentation process itself: currently available metadata for cultural artefacts are general (e.g., ownership and copyright) and not referred to the geometry. Research and Steps Need In this perspective, the complete documentation of the 3D data and their acquisition and processing workflow appears crucial; on the one hand, non-geometrical features, such as material, colour, and preservation conditions, and environmental information (e.g., the exact location of a fountain in a square, the specific device and the methodology with whom it has been acquired) should be encoded into the models in order to enrich the cultural and scientific value of the digital content, while guaranteeing the data traceability and provenance; on the other hand, the annotation process should be supported by smart tools that automatically compute and encode geometrical properties (e.g., the size, the kind of shape, the average diameter of a column) and structural properties (e.g.,the number of handles of an amphora; the number of columns of the façade of a temple). Another aspect to take into consideration is that annotation should be able to integrate different resources related to the same artifacts, i.e., text, 2D and 3D,and support both a semantic-based and geometry-based classification. In parallel, a standardisation issue on how to create and manage very large digital repositories arises, which should involve the different countries . A first attempt has been done by Europeana [27], the European Digital Library, where the 3D content initially lacked of a specific management. But the importance of such an issue became clear soon and the specific action CARARE [28] has been started to enable access to 3D and virtual reality content through Europeana. Possible related Interoperability and semantics topics/trends/ena blers (indicate conditions and relationships) Topic HCI for personalized CH experience Vision 2020 It will be possible to offer a personalized and unique experience to each one of the many museum visitors contemporarily. The museum environment has space and time limitations, and we can imagine of overcoming such constraints by finding new ways of personalizing a CH experience provided to a group of people contemporarily. Gap: SoA - Vision Up to know we are facing a trade-off between the level of interaction and personalization and the number of visitors which can be involved at the same time, varying from a massive experience which allows little interaction and no personalization (e.g. in a dome) to a single-user application. Research Steps Need and User modelling, psychology and HCI The Mixed realities (Virtual and Augmented) can be a compromise between mass oriented exhibitions and personalized experience such as the web 2.0 paradigm. If VR applications particularly fit the requirements of huge exhibitions which can be achieved inside domes and planetariums, AR ones are far more adapted to a greatest number of museums purposes: AR is portable, not expensive, encourages social collaboration and doesn’t break the player from its reality. AR future Serious Games will have to be designed, taking into account human factors and ergonomics criteria: for instance, it could deal with efficiency related to the weight of smartphones or tablets and what occurs after an extended use of such devices. Furthermore, AR SG design will have to focus on technological multi-modal displays which can lead to the extra issue about getting the player attention so that it can learn during his/her augmented visit and distracting him/her from the physical visit. To address the shared time and space issue which has been previously mentioned, geolocalisation with GPS or QR codes can be used, combined with MMORPG techniques. For instance, the Google Ingress android sci-fi game (see figure below), by invitation only enables the player to use his/her phone to interact with the game and at the same time with the real world around him/her. To win, the player has also to collaborate with hits/her real fellow neighbors and fight against real enemy players. Ingress can almost be regarded like a AR serious game for CH because it forces the player to go to museums and stand in front of sculptures or historical buildings in order to improve his/her score. Possible related Immersion with pervasive games topics/trends/enablers Smart management of digital content (indicate conditions and relationships) Topic Vision 2020 Tourism games A set of virtual tourism games linked to Google Earth will be available to engage player in virtual visits of many places in the world, to learn geography, architectural and natural heritage and raise cultural awareness (including foreign languages, etiquette, beliefs, rituals, etc) The social aspect may be included, including collaboration/competition mechanisms between virtual and real visitors of the same locations (link to pervasive gaming and location gaming) In this vision, Google Earth (or another future system) will act as the collector of different applications based on the geometric/geographic model. Gap: SoA - Vision I think the gap is in the interoperability and in the business model: different teams should share their own apps without charge for the player. Ideally Google could sponsor this vision, provided there is a return of investment (and in this case would be more on the engagement and fun side rather than the educational one). Municipalities, museums, places of interest, etc. could also sponsor these apps. Research Steps Need and Possible related Pervasive games topics/trends/enablers Location gaming (indicate conditions Interoperability and semantics and relationships) Topic Vision 2020 Engagement in augmented visits with location gaming The majority of cultural exhibitions will provide location gaming applications to engage different profiles of users into the cultural content. Gap: SoA - Vision Research Steps The barrier to this vision is mostly related to a wider adoption of educational games in public institutions, and in turn this issue is related to the uncertainty about the learning impact of games and the development costs. Need and Devise a formal methodology to assess the educational effectiveness of sgs (related to different knowledge/skills/attitudes, related to different levels in the Bloom’s taxonomy, and to retention over time) Possible related Pedagogy topics/trends/enablers (indicate conditions and relationships) (please duplicate this table for further topics in your SIG as needed) 3) Solutions This step is optional. If you can complete some steps please do so. If not that’s ok. For each identified topic develop solutions to close the gap – in the short term, medium term, and long term. Also indicate the priority of each solution: High, Enabler, or Low. We will have a Roadmap session on at the Madrid meeting on Wednesday morning 9 – 12.30. We will review the roadmap contributions and then have an interactive working session. Topic Short-term solution (indicate time, conditions, relationships) Mediumterm solution (indicate time, conditions, relationships) Priority Long-term solution (indicate time, conditions, relationships) (please duplicate this table for further topics in your SIG as needed) References [DCCCS10] Dellepiane M., Callieri M., Corsini M., Cignoni P., Scopigno R. Improved color acquisition and mapping on 3D models via flash-based photography. In: ACM Journal on Computing and Cultural Heritage, vol. 2 (4) article n. 9. ACM, 2010. [VE06] VAN ECK R.: Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review 41, 2(2006). [FAGM11] FROSCHAUER J., ARENDS M., GOLDFARB D., MERKL D.: Towards an online multiplayer serious game providing a joyful experience in learning art history. In Proceedings of VS-Games 2011 (2011), pp. 160–163. [CMAK11] CHRISTOPOULOS D., MAVRIDIS P., ANDREADIS A., KARIGIANNIS J. N.: Using virtual environments to tell the story: The battle of Thermopylae. In Proceedings of VS-Games 2011 (2011). BROWN, E., & CAIRNS, P. (2004). A grounded investigation of game immersion. In CHI ’04 Extended Abstracts on Human Factors in Computing Systems. New York, NY, USA: ACM., , 1297–1300. [CAO09] Christopoulos, D., Apostolellis, P., Onasiadis, A. Educational Virtual Environments for Digital Dome Display Systems with Audience Participation. Proceedings of the 13th Panhellenic Conference in Informatics - Workshop in Education, pp. 265-275, Corfu, Greece, 2009 [DCC07] DEHAIS C., CHARVILLAT V., CONTER J.: Interactive augmentation of photographs depicting prehistoric engravings. In Proceedings of EUROSIS (2007), pp. 74–80. [DAR09] DJAOUTI D., ALVAREZ J., RAMPNOUX O., CHARVILLAT V., JESSEL J.: Serious games & cultural heritage: A case study of prehistoric caves. In Proceedings of the 2009 15th International Conference on Virtual Systems and Multimedia (VSMM ’09) (2009). [BT05] British Telecom, 2005 BT Technology Timeline www.btplc.com/Innovation/News/timeline/TechnologyTimeline.pdf. (2006 till 2050), 2005, [AMLPPF10] Eike Falk Anderson, Leigh McLoughlin, Fotis Liarokapis, Christopher Peters, Panagiotis Petridis, Sara de Freitas. Developing serious games for cultural heritage: a state-of-the-art review. Virtual Reality (2010) 14:255–275, DOI 10.1007/s10055-010-0177-3. [CS08] Cignoni P., Scopigno R. Sampled 3D models for CH applications: an enabling medium or a technological exercise?. In: ACM Journal on Computers and Cultural Heritage, vol. 1 (1) article n. 2. ACM, 2008. [C2013] Coenen T.,”MuseUs: case study of a pervasive cultural heritage serious game”, in ACM Journal of Computing and Cultural Heritage, special issue on serious games for cultural heritage, issue 6, n°2, 2013 (to appear).