Augmenting Kashgar

Serdar Aydin, Marc Aurel Schnabel*

*Corresponding author for this work

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

7 Citations (Scopus)

Abstract

This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.

Original languageEnglish
Title of host publicationProceedings of the 2014 International Conference on Virtual Systems and Multimedia, VSMM 2014
EditorsSarah Kenderdine, Harold Thwaites, Jeffrey Shaw
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages12-15
Number of pages4
ISBN (Electronic)9781479972272
DOIs
Publication statusPublished - 9 Dec 2014
Externally publishedYes
Event20th International Conference on Virtual Systems and Multimedia, VSMM 2014 - Hong Kong, Hong Kong
Duration: 9 Dec 201412 Dec 2014

Publication series

NameProceedings of the 2014 International Conference on Virtual Systems and Multimedia, VSMM 2014

Conference

Conference20th International Conference on Virtual Systems and Multimedia, VSMM 2014
Country/TerritoryHong Kong
CityHong Kong
Period9/12/1412/12/14

Keywords

  • digital herritage
  • full-dome projection
  • gamification
  • Kashgar
  • shape grammars

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