Gala Roadmap Contribution Name of contributors: SIG/TC/WP/: Name Contribution Michela Mortara Chiara Eva Catalano Minica HouryPanchetti Date This contribution is the starting point for the input we need for the fourth year. You can hopefully use what you already have delivered (if you delivered) and what you have produced as GALA work or other related work. It is not the idea that you need to develop new texts. What matters is the quality of the content. A main focus this year will be to connect the input from the SIGs with that of the TC, so that these are stronger interlinked, and then in a second step cluster this input to the main field of R&D, Impact (where we have the learning and integration in education and training) and business and market. You find the deadlines in the presentation from the Rome meeting. Please keep them The input should be team work It is important that all sig members contribute- input from only one person is not so good. Vision for SG 2020 The vision below is the one we are working with at the moment. It might be slightly changed, depending on the feedback we will collect from different part of the roadmap, but the main content will remain. By 2020, SGs will have become a useful and reliable tool for learning and training. Educators and trainers will be able to exploit catalogues and databases of SGs in order to select the most suited games for achieving precise learning objectives, also according to specific user needs. Authoring tools will be widely in use, and will allow/foster/support customization of contents and learning procedures. SG will not only be used to motivate students to study new topics, but also to efficiently do exercises and practice application of learned theory and to verify acquisition of knowledge and skills. More complex and accurate gamified simulations will be available in order to allow free experimentation with different degrees of guidance, according to the actual user profile and learning goals. Teacher supervision and guidance and peer competition and collaboration will be targeted and integrated in games through appropriate mechanics. In 2020, SGs will feature intelligent user interaction (UI), supporting natural means such as voice and gestures, in order to facilitate access to information and services, reduce sensorial overload and realistically simulate the actual conditions of use (e.g., haptic forces for manual works). Several SGs will support interactions in the physical-world. Real world interactions - that are key to support knowledge transferability and field practice, training and verification - will take particular advantage of mobile computing and communication technologies, with ever thinner, more ergonomic and lightweight tools, such as tablets and real-world, sensor-enriched Internet-enabled objects. Advanced neuro-physiological sensors will allow a better monitoring of the user and understanding of his status and behaviour. Exploiting continuous information from user monitoring and stealth assessment, the UI will be able to adapt in real-time contents and presentation modalities to the different user needs and preferences. Adaptivity will be enabled also by an extensive use of tools dedicated to the design, configuration and adaptation of SGs, so that teachers and trainers will be able to specify the adaptation rules and modalities, also according to their different educational strategies. Learner assessment will be accurate along several dimensions and in real time, enabling immediate (actually depending on the player’s needs and the educator’s goals) and formative feedback. SGs will be built as dynamic sets of mesh services. A comprehensive framework of services (including learning analytics, dialogue management, virtual characters’ emotion management, etc.) will be available in a cloud, for efficient and effective development of SGs, featuring extensive and finegrain interoperability. Semantics will play an important role in this regard. All the services will expose an easy-to-use authoring tool, so that pedagogy and domain experts will be able to easily include their knowledge into new instances of various SG formats that will be defined in order to make development of SGs much more efficient. In general, methodologies (and related supporting tools) will be available for supporting design, in particular by suggesting and supporting a proper mapping among game mechanics, learning goals, user profiles, content typologies and information sources. Thanks to these new development support tools, the new generation serious games will be set in highly realistic and information-rich environments, also interfacing databases and real-time information repositories, where quests/investigations can be spurred and experiments performed safely and accurately. This will lead to new learning scenarios, featuring collaboration and competition. Currently, good strategy SGs typically target problem solving, planning and hypotheses verification. However, better support is needed for higher-order thinking (e.g., strategic thinking, evaluation of alternatives, analysis and interpretation of events, preparation research question), also including creativity. We expect that this will be achieved through very accurate simulation environments (with properly designed gamified upper layers), combining several detailed system models from heterogeneous sources. Advances in Artificial Intelligence (AI), in particular concerning simulation of (single) human behaviour are needed, in order to allow creation of living worlds, populated with realistic or at least credible non-player characters that are particularly necessary for complex environments, in particular related to human sciences and the impact of technologies. The difference between a fiction digital environment and the actual reality will need to be addressed in the whole actual educational process, in order to avoid mis-understandings and misuse of tools and knowledge. We expect that good SGs will feature mechanics that favour real-world interactions with other people, in particular the teacher and other students, since human relationships are key in a balanced education process. It is important that SGs for education are able to support the growth of a person under the guidance and with the help of an adult, which is a critical aspect of current education. SGs for training, for which the overall formative aspect (personal growth) is limited, will not need this additional layer of complexity and could simply target a transfer/verification of knowledge. Given their appeal, we expect that SGs will be used in particular in the leisure time, thus allowing people to learn or become aware of topics that they would have otherwise ignored. Achieving all the above requires the exploitation and development of advanced technologies in fields such as Artificial Intelligence, Human-Computer Interaction, modelling and simulation, neurosciences, virtual reality, etc. The needs and requirements from users and stakeholders in the various target application domains (e.g., education, business, manufacturing, healthcare, etc.) will need to be carefully elicited and addressed. Also, accurate and detailed studies are needed on the design of game formats, mechanics and dynamics, that are able to effectively join educational and entertainment goals (a very difficult balance to achieve) in meaningful and compelling wholes (i.e., the actual SGs). This vision represents a significant complement to the current educational offer, which will anyway need to be preserved, both because games typically tend to privilege procedural knowledge and because gamification has drawbacks (e.g., related to extrinsic motivation, development of a utilitarian/edonistic/competitive mentality) that must be addressed in a balanced educational environment. 1) Identify the state of the art (SoA) for your SIG- please take a look at what you delivered last time and update that for those – if it is complete you do not need to complete it again 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 1 Relevance/priorit y (on a 1-5 scale) SoA/ SG Current Status description (with references) High quality and faithful reproduction of culturally significant artefacts in games 3 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. When a game is set in 3D, the polygon count of each model is typically very low in order not to slow down the rendering of the scene at real time. The corresponding shape of the object is indeed very coarse. Some techniques are used to improve the look of the object, such as bump maps, light maps and textures. However, these are just evident tricks when an object is inspected in detail (e.g. zoomed and/or rotated). As an example here we show a model of a bed from www.turbosquid.com, a repository selling 3D models in various format, used also by professional game designers. This one in particular is certified on the site as “game-ready”. The model consists of 898 polygons and 478 vertices. We believe that there is much potential in integrating digital cultural heritage data with serious games. However, especially in archaeological, artistic and historical applications, at least some some artefacts, buildings or sites must 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]). Models coming from 3D scanning can reach very high resolutions. To make a comparison, a full definition model of an archaeological artefact, the Tavola di Polcevera, consists of over 1 million vertices. A high definition model used for a multimedia application consists of 135.000 vertices; this size has been judged a good compromise between interactive response and level of detail. Managing multiple high definition models in a real-time application is not feasible at the moment; on the other hand, a substantial amount of high resolution cultural models are already available through many initiatives in the digitisation of cultural heritage, at local, national and EU level. Coupling such rich content with games 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. Topic 2 Relevance/priority (on a 1-5 scale) SoA/ SG Current Status description (with references) Smart management of digital cultural content 4 Multimedia applications have become popular in the presentation of CH. Many museums offer some simple applications, e.g. videos, which involve digital media and little or no interaction. Such tools do not really integrate different media together and certainly do not adapt dynamically the specific pieces of content, for example adapting the models within a virtual tour according to the type of audience. This challenge is related to the documentation of different media, which suggests interdisciplinary issues in connection with the semantic web community. In fact, efficiently sharing, searching, and reusing in particular 3D data, also in networked environments, has been proven to be fundamental, together with the preservation of the annotation according to the specific application. 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. The annotation is semantic 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. A first attempt in cataloguing 3D cultural artefacts has been done by Europeana1, 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 specific actions such as 3D-COFORM and CARARE2 have been started to establish 3D documentation as an affordable, practical and effective mechanism for long term documentation of tangible cultural heritage and enable access to 3D and virtual reality content through Europeana, respectively. 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 1 www.europeana.eu 2 www.carare.eu empowering communities to continue the Cultural Heritage into the digital age. Topic 3 Relevance/priority (on a 1-5 scale) SoA/ SG Current Status description (with references) HCI for personalized CH experience 5 In-museum games have to cope with the waiting time of players not to create queues along the visit. For this reason, a game to be deployed in that context must balance the length and complexity of the game with the number of players who can be involved at the same time. Detailed historical reconstructions and mechanics beyond simple puzzle usually address a large number of people contemporarily; but then, how to manage interaction between the application and such a large number of players, or adaptation? The sensitive issue here 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 (Natural User Interfaces), based on a paradigm where 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. The use of Natural User Interfaces 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). Two main technologies are relevant and efficient for cultural heritage Serious Games: the Virtual Reality and Augmented Reality (mostly adopted in museum or archaeological environments, respectively) and HCI/NUI solutions have been developed correspondingly. Concerning VR, The Oculus Rift3 is a next-generation virtual reality headset designed for immersive gaming The Oculus Rift allows users to step into the game, providing an immersive, stereoscopic 3D experience with a huge field of view—110 degrees diagonally—and overcomes the latency problems that have plagued previous VR gaming headsets, where movement in the game lags behind movement of the player’s head. Development kits for the Oculus Rift, which game developers can use to create Oculus-ready VR applications and interactive content is available since March 2013 and the producers have also partnered with Unity Technologies. Since 2013, the list of planned, confirmed and available (entertainment) games with Oculus Rift support is already rich4. Concerning AR, 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. 3 http://www.oculusvr.com/ 4 http://en.wikipedia.org/wiki/List_of_games_with_Oculus_Rift_support 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. Topic Relevance/priority (on a 1-5 scale) SoA/ SG Current Status description (with references) Maximize the engagement in cultural visits 3 Many applications in the H&H sector deal with visits to cultural spaces, like archaeological sites, museums, exhibitions, historical cities, and so on. Games can either involve the player in a completely virtual visit, or offer an augmented experience during a real visit, or simply motivate the user to reach physical places of interest through a reward mechanism. In such applications, mostly used in the informal setting by a wide range of user profiles, the main goal is that of engaging the public into the cultural content. While in the case of virtual visit engaging with the game and with the cultural content nearly coincide, in the other cases the game should drive and keep the attention to the real setting. Engagement can be determined by various factors, such as the realism of the environment, the storytelling, the reward mechanisms, the social dimension and the characteristics of the device for user interface. In virtual visits the realism of the environment is very important for engagement, as it lets the player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" (see topic 3) and that a simulated world looks and feels "real" (see topic 1). At present, the realism of the environment is partial ( topic 1) and games achieve “credibility” rather than full realism. As concerns geographic adherence to reality, only few SGs use geolocalization (one is TiE). There are games based on the geographic power that Google Earth brings to browsers and desktops, geography quizzes (e.g. Geoguessr), flight and ship simulators, races, and commercial games like Grand Theft Auto, but no real serious games. Concerning augmented real visits, mobile 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 perdu (seeking the lost footprint): equipped with a logbook and a smartphone, players visit the Landes Lanvaux in Saint-JeanBrévelay 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. The Google Ingress android sci-fi game (see figure below) couples augmented reality with MMORPG techniques resulting in a pervasive tourism application. It 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 his/her real fellow neighbours 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. Even without the need of augmenting the experience, games on mobile devices have a great potential to engage visitors with the mechanics of “location-gaming”, where players go to 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 SCVNGR, 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. Topic Adoption of SGs in formal education 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 Status description example is Playing History by Serious Games Interactive which represents a (with references) best 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. 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. 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 for the teachers about how to structure the game sessions, test sheets, and a teacher portal to manage the pupils’ work. 2) Trends seen in analysis of SOTA Topic Related to SOA High quality and faithful reproduction of culturally significant artefacts in games Description of trend (with references) Level-of-detail representations or progressive representations: the data structure for a 3D model is actually composed of several representations at different level of details for each region of the shape and are rendered according to the point of view and the distance from the object. This is not a new trend however and it is still not adequate to handle high resolution models in real time. Possibly it is just a matter of hardware and next generation PC will be able to manage large models efficiently. Implications Topic Related to SOA Description of trend (with references) 3D segmentation and Annotation Smart management of digital cultural content The annotation of parts of 3D models has become a trend in the CG research. In the last five years this has become a hot topic [MPS06][ARSF07][SSC08][GF09][KHS10][BLMS14]. Particularly, the proposed solutions are divided into automatic methods, support to manual annotation, and supervised methods, using machine learning techniques. The use of Ontologies to store meaning and relations among parts of a 3D object is also a trend in this context. Moreover, the ontology gives the possibility to reason about the object and part properties and perform semantic search over a database of annotated models. Implications annotated multimodal and multidimensional is machine-readable; it makes possible to reason about content, e.g. to automatically sarch & retrieve the suitable content to be used in a certain application depending on several factors, e.g. the type of audience. Topic Related to SOA Google Glass HCI for personalized CH experience Description of Currently, apps for personal mobile devices are very popular for engaging trend (with visitors into cultural exhibitions. In this regard, we expect a big impact of references) Google Glass, as a lightweight wearable computer with an optical headmounted display (OHMD) that is being developed by Google with the mission of producing a mass-market ubiquitous computer. Google Glass is expected to augment the real experience in a non-invasive fashion and with natural interaction. Implications Topic Related to SOA Description of trend (with references) A lightweight device that allows interacting with the data sphere in a natural way (simply looking at things and speaking a command) without the need to be hand-held would open up lots of new possibilities, including personalised experiences. Maximize the engagement in cultural visits Given that cultural visits more and more rely on smartphone apps, the current trend to engage people in those apps is going social, that is introducing social mechanism where the visitor can share his experience with other visitors or with friends (see for instance the Tate Trumps5 game). Another trend is towards new paradigms of deployment that ensure the fidelity of visitors, the engagement in the real visit and the maximization of the cultural gain: one example is the online - on site - online deployment proposed by RevQuest – the Black Chambers6, a serious game by the Colonial Williamsbourg Foundation. The three stages are devoted to: i. raise interest (on-line, pre-visit) ii. engage in the visit (maximise the on site experience) iii. discover more information (online post-visit). Implications The above trends go towards increasing intrinsic motivation into cultural experiences in informal context (personal learning) Topic 5 http://hideandseek.net/projects/tate-trumps/ 6 http://research.history.org/DHC/Chambers.cfm Related to SOA Adoption of SGs in formal education Description of trend (with references) Implications 3) Vision and Gap For each identified topic in your SIG, please explain how this contribute to the GALA vision for the year 2020. Topic High quality and faithful reproduction of culturally significant artefacts in games Sub vision from your With reference to the GALA Vision for SGs in 2020, we expect on the one sig to the GALA Vision hand more and more technological solutions to cope with high resolution 2020 models in games; on the other hand, we envision large-scale access and fruition of digital cultural artefacts from online shared repositories and serious games to engage people with the vast amount of digitized resources available. Gap: SoA - Vision Topic Sub vision from your sig to the GALA Vision 2020 Technical feasibility of managing high resolution models, possibly enriched with further complex and heterogeneous data (see next point) in real-time IPR issues for the use of 3D models digitally acquired by specific institutions like museums, agencies, departments, etc. 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 (see previous topic), 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. At component level it would allow the user to appraise other images, videos or 3D models sharing the same decoration: the trident. See figure below: Even more challenging, we can imagine that future visitors can access to digital replicas of archaeological through special devices such glasses which enable visitors to experience an enhanced environment consisting of Gap: SoA - Vision Topic Sub vision from your sig to the GALA Vision 2020 Gap: SoA - Vision TC: neuroscience Topic Sub vision from your sig to the GALA Vision 2020 projected 3D media and the real world. Through such glasses visitors see a lot of cultural information on this piece of heritage, and get really affected by experiencing the past in such an immersive environment. While the problem of documenting images can be considered as state-ofthe-art, 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 [Catalano et al. 2011]. In the general framework of multimedia, these themes are on the research agenda of many initiatives (e.g., the recent [W3CIG] 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 [KFH09]. 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. HCI for personalized CH experience In 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 think of overcoming such constraints by finding new ways of personalizing a CH experience provided to a group of people contemporarily. 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. A challenge here is to move from a mass-oriented approach towards a personalized experience even within an application targeting a wide audience contemporarily. 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]. Maximize the engagement in cultural visits In 2020 serious games will be interconnected with shared real geographic data and accessible everywhere in a pervasive fashion, during the daily activities. We can foresee new game mechanics and immersive storytelling to engage users in serious gaming while browsing a location on GoogleEarth to learn about foreign cultures and places of interest; it will be possible to virtually walk inside a museum and interact with high resolution digital artefacts; players will be able to create new custom adventures and upload and share them with other users. It will be possible to continue virtual challenges in the real world thanks to geo-referenced locations (in the game) and geo-localization of the player, and to the scalability of the content according to different devices. The majority of municipalities, museums and places of interest will offer games to engage with the cultural content: it will be possible everywhere, anytime to join other players in a pervasive MMORPG experience, also through more natural user interfaces rather than the mobile (e.g. the Google glasses). Municipalities, museums, places of interest, and service providers like Google could sponsor this vision, provided there is a return of investment. Gap: SoA - Vision Topic Sub vision from your sig to the GALA Vision 2020 Gap: SoA - Vision The barrier to this vision is mostly related to a wider adoption of educational games in public institutions. Realism of the environment, not just a few building/objects (see point 1); geo-reference of the game entities. New compelling game mechanics and storytelling, not just quizzes and treasure hunts Catalogue of serious games built on Google Earth (or another future system) which will act as the central hub for different applications based on the geo-referenced geometric/ geographic model, possibly enriched with hyperlinks among additional multimedia (see point 2) Interoperability issues business model: different teams should share their own apps without charge for the player. Adoption of SGs in formal education? We can envision SGs perfectly integrated in the national curricula to complete student education by traditional means, such as books and videos. SGs in formal disciplines will be a real and interactive support to the teacher, able to personalise his/her lesson according to the interests and the levels of the different students. Social mechanisms to help students to cooperate and enhance their learning will be fully implemented. New pedagogical strategies will be formalised to update the educational contents and their presentation to the students in such a way they are beneficial in a modern and digitalised learning environment. What is still missing is a formal evaluation of the impact on the learning impact of SGs with respect to (or coupled with) traditional means. In this way, it will be easy to introduce SGs in the national curricula. Some steps are needed to makes serious games a really useful teaching tool: Adaptation mechanisms to adapt the difficulty level to the learner capabilities; Evaluation of the learner performance both for tuning adaptation and for assessing student performance; Personalization of scenarios by the teacher; Policy to update national curricula with new technologies. 3) Challenges Which challenges do you identify in order to achieve the vision by 2020 Note A challenge can comprise different perspectives Topic Classif. Of Relation/int Priority challenge erdep to ( 1a-c, 2a-b, other chal. 3, 4a-e) 5) Action/Desiderata/Requirements What do you need in order to achieve the sub vision? It is also important to set a timeline for this, as well as the priority. Please indicate dependencies between topics. Please indicate the relevant TC for each of your topics. This will be matched with the contribution from the TC and their research questions Topic/action High quality and faithful R&D (please reproduction of culturally until refer to significant artefacts in games when challenge) 1.1 reach efficient management of 5y large-scale models, complex and heterogeneous data in real-time games (e.g. with new multiresolution, simplification or streaming techniques, hybrid modelling or thanks to increased computational power/bandwidth) 1.2 definition of shared IPR to access 5y and use models digitised by cultural institutions, museums, initiatives, etc adopt serious games to engage the 3y large public with the huge amount of digitised cultural heritage available 1.3 Link with Large scale testing Until when 7y Innovati on uptake Until when 10y Prior ity 3 Interdep end/ Relation to other topics none 7y 10y 5 none 5y 10y 5 Specific projects can use their own rules, but for general uptake this needs the definitio n of share d IPRs (previous point, 1.2) Large scale testing Until Innovati on uptake Until Prior ity Interdep end/ Relation to other TC on game engine TC on interoperability&semantics Topic/action Smart management (please cultural content refer to challenge) of digital R&D until when when 5y when 7y 4 topics none 2.1 For a complete documentation of 3y the 3D data and their acquisition and processing workflow, nongeometrical 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. 2.2 the annotation process should be 3y 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). 5y 7y 4 none 2.3 Another aspect to take into 3y consideration is that annotation should be able to integrate different resources related to the same artefacts, i.e., text, 2D and 3D, and support both a semanticbased and geometry-based classification according to the given application. 5y 7y 5 Previous 2 points (2.1 and 2.2) 2.4 In parallel, a standardisation and 5y interoperability issue on how to create and manage very large digital repositories arises. The approach should involve the different countries, build upon existing resources and advance sustainable strategies and solutions that preserve and enhance heterogeneous digital resources. Web browsers are getting ready to 3y bring the interactive 3D content 7y 10y 5 Relation with 1.2 5y 7y 5 Depende ncy with 2.5 Link with 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. Interoperability and semantics Topic/action HCI for (please experience refer to challenge) 3.1 3.2 3.3 personalized CH R&D until when No idea!!! The Mixed realities (Virtual and 3y Augmented) can be a compromise between mass oriented exhibitions and personalized experience such as the web 2.0 paradigm. 2.2 and 2.3 to fully employ the potential of the semantic web Large scale testing Until when Innovati on uptake Until when Prior ity Interdep end/ Relation to other topics 5y 7y 4 5y 7y 3 None in principle, but depends on 2.2, 2.3 and 2.5 to fully exploit the potential none User modelling, psychology AR future Serious Games will have 3y to be designed, taking into account human factors and ergonomics criteria: for instance, it could deal with efficiency related 3.4 Link with to the weight of smartphones or tablets and what occurs after an extended use of such devices. Furthermore, AR SG design will 3y 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. TC on HCI TC on psychology Topic/action Maximizing the engagement in R&D (please cultural visits until refer to when challenge) 5y 7y 5 none Large scale testing Until when 3y Innovati on uptake Until when 5y Prior ity 4 Interdep end/ Relation to other topics none 4.1 Catalogue of SGs integrated with 2y Google Earth, already the playing arena for lots of games 4.2 Development and wide adoption of 2y natural user interfaces for AR (like Google Glass) Demonstrate the educational and 3y engagement power of SGs New business models for tourism 3y games / pervasive games 4y 6y 4 none 5y 7y 5 none 5y 7y 4 4.5 Large scale adoption of SGs by 5y public institutions, municipalities, places of interest, etc. 7y 10y 5 4.6 Interoperability achieved among 5y shared virtual visit / augmented visit / pervasive applications HCI Interoperability and semantics WP4 7y 10y 4 None? (maybe in WP4, WP7?) Dep on 4.3, 2.4 (Others maybe from WP6?) 2.5 Large scale Innovati on Prior ity Interdep end/ 4.3 4.4 Link with Topic/action Adoption of (please education SGs in formal R&D until refer to challenge) 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Link with when Compliance with established curricula, Updating national curricula to include new digital technologies supporting education; New pedagogical methodologies able to update the learning content to the capabilities of the new didactical technologies; Adaptation of the content to the student profile, so that the teacher is able to create personalised scenarios for each student; 3y Flexibility of the game with respect to the topic and the learning style; Evaluation of learning in order to assess student performance and to adapt automatically the content to the student level; Feedback mechanisms to support the student during the game, that is during the learning phase, and improve his/her performance; Multiplayer facilities either to learn collaboratively or to create engaging competitions among students. 3y Pedagogy 3y 5y testing Until when 5y uptake Until when 7y 5 Relation to other topics none 5y 7y 4 none 7y 10y 4 none 5y 3y 7y 5 10y on 2 for semantic search and automati c adaptati on and re-use of content 5y 7y 4 5y 7y 5 same as 5.4 none 3y 5y 7y 5 Depends on 5.6 1y 2y 3y 3 none 6) open Issuses Please add any open issue you have Topic References [DCCCS10] Dellepiane M., Callieri M., Corsini M., Cignoni P., Scopigno R. 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