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Scene editing session in Unity 3D.

Scene editing session in Unity 3D.

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Conference Paper
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In March 2011, California State Parks entered an agreement with University of California Merced (UCM) to create an interactive, learning game able to educate students, schools and visitors about Fort Ross: the “Fort Ross Virtual Warehouse Project” (FRVWP). It is a web-based 3D game platform developed in Unity 3D that currently supports single playe...

Citations

... The results studies of observation and trial transactions by applying the virtual warehouse concept, can produce a concept pattern that describes the role and position of the virtual warehouse in the marketplace application in the e-commerce business world (Forte et al., 2012;Hei, 2006). In the world of trading ecommerce, there are many marketplace applications as a one of which is a place to bring together sellers who want to sell goods with buyers who need goods or services, so the marketplace application is a tool for buying and selling transactions. ...
Article
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The advancement of e-commerce marketplace applications has made small and medium entrepreneurs (SMEs) in the e-commerce sector, grow rapidly in the current Era Industrial Revolution 4.0 Era. With limited capital, SMEs businesses must compete by increasing the inventory of various merchandise and large stocks, thus requiring an increase in warehouse capacity to become larger. There is a phenomenon related to the need for large warehouses and inventory for merchandise products of SMEs in the e-commerce sector, to e-commerce marketplace applications that have a virtual warehouse concept.The purpose of this study was to determine the concept of virtual warehouses, inventory management in virtual warehouses and the advantages of virtual warehouses, for SMEs in the E-commerce sector in the Industrial Revolution Era 4.0. This research method is descriptive qualitative. Informants in this study were determined purposively.The Virtual Warehouse is a virtual storage place to accommodate and store inventory data, it’s a product of a digital application system program that functions to accommodate, storage, and record inventory data stock. In the e-commerce marketplace application, the warehouse facility feature is provided virtually by the application system. It’s implementation greatly reduces costs and is very efficient compared to conventional physical warehouses. With mobile device or computer that can operating online and within internet signal range, operating of virtual warehouse can be carried out anytime and anywhere
... In the historical landscape topic, The Fort Ross Virtual Warehouse is a serious game that aims to transmit the cultural heritage of the region by immersing the player in a cultural virtual environment to promote the player's consciousness of the providing data (Lercari et al., 2015). This game was developed based on the agreement of the California State Parks and the University of California Merced to educate the visitors and the students about Fort Ross in March 2011 (Forte et al., 2012). A classic example of urban planning discipline is SimCity which allows players to design and develop a settlement by managing the city dynamics in terms of energy, waste, economy (Poplin, 2011). ...
Conference Paper
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Serious games with their educational or skill development purposes besides entertainment, have been used in various fields such as architecture, landscape architecture, urban planning, cultural heritage, and learning of language and culture, easing the data absorption process of the specific topic for the user. The use of serious games in the cultural heritage or cultural landscape, as a subtopic, can have a role in its preservation in addition to the information transition ability. Yedikule Bostans is a serious game designed for cultural heritage, its importance, and maintenance ways. The case study of this article is the İstanbul’s market gardens, existing plenty of them in İstanbul, which have remained since ancient times surviving despite the difficulties of urbanization. This research is focusing on the Yedikule Bostanları with their 1500-year history which are associated with the Theodosian Walls, registered in the list of historic areas of İstanbul in UNESCO. The serious game presented in this research with its immersive text-based time-traveling theme about these gardens aims to attract the public's attention to their perishing danger. Thanks to the abilities of the Twine software used in the game's development, we provide a charming journey to the users throughout the game to increase their awareness of the inherited farming culture and more comprehensively the cultural heritage and cultural landscape, meanwhile.
... Another game is the "Fort Ross Virtual Warehouse Project" (FRVWP) [21]. It is an initiative aimed to create an educational game for students, schools and visitors about Fort Ross. ...
Article
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DIY (Do It Yourself) approaches have led the way for Learning things in a new and smart way. One way to learn things practically is to play computer or smartphone games. Gaming for learning has several uses, you master your skills in a fun way. Since the children most of the time these days are busy with playing games on smartphones, therefore, in this research we focus on how to use the modern 3D mobile games for teaching ethics and Islamic values. We have built two mobile apps for this purpose, Akhlaqee-1 and Akhlaqee-2, using the Unity 3D gaming engine. Akhlaqee-1 has been built with virtual reality applications i.e. Oculus Touch where the player can wear the Oculus headset and using an oculus rift can play the game. The other application Akhlaqee-2 has been built to be a heavy graphics-based computer virtual reality game. Additionally, the students used an olfactory display and a new mechanism for walking in virtual reality environments to increase the realism of the virtual environment. This research compares the effectiveness of both games from the development and user perspective. Experts evaluation (user experience) reveals that 73% of users like to play Akhlaqee-1, while 58% of them preferred the Akhalqee-2 to be suitable for teaching and its cost-effectiveness. In addition, Akhlaqee-1 was concluded by 82% of the users to be more expensive with the inclusion of VR features such as Oculus VR Headset and Oculus rift.
... In a number of applications, especially historical games, the characters included in the environment play a specific role, which may be part of a challenge. E.g. in the Fort Ross Virtual Warehouse project (Forte et al., 2012), the player has to complete some quests and to do so he needs to discuss and interact with digital characters. In these cases, the designer defines how the characters are introduced to the players and what types of interaction are supported. ...
... predefined Fort Ross Virtual Warehouse (Forte et al., 2012) behaviour is defined by the designer scripted Virtual Agora (Vosinakis et al., 2018) scripting language for programming agents' behaviour state machines ...
... E.g. The Fort Ross Virtual Warehouse project (Forte et al., 2012) is a game aiming to teach students about California history in an experiential way. The goal is to survive and prosper as a clerk at Fort Ross by learning and displaying historical, cultural and economic knowledge about the Fort. ...
Chapter
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Digital characters are software entities that look and act like real or imaginary creatures in a computer-generated environment. They are considered an important element of interactive digital heritage applications that can add significant value and increase user motivation and engagement. This chapter presents a review of the use of digital characters for communicating and disseminating cultural heritage. It explores the wide range of applications that make use of digital characters and attempts to identify how the characters are used, what are their main features, and how are they contributing to the overall cultural experience. The chapter includes an overview of current state of the art in digital character design and implementation approaches, a taxonomy about the usage of characters in cultural heritage applications, and a discussion about prospects and pitfalls of digital character technology for heritage dissemination.
... A área de jogos sérios, desde sua criação, concentrou esforços para identificação e resolução de diversas problemáticas, entre elas a inclusão de gêneros [12], bloqueios emocionais [8], combate à violência e preconceito [1], preservação cultural [2], [6], [10], auxílio na aprendizagem [4], [8], [12], [13], [15], entre outros. Além dos jogos sérios, é abrangente o número de ferramentas que se utilizam de gamificação para chamar a atenção dos usuários aos recursos da ferramenta, como, por exemplo, o Waypass [8] e o Fort Ross Virtual Warehouse Project [6]. ...
... A área de jogos sérios, desde sua criação, concentrou esforços para identificação e resolução de diversas problemáticas, entre elas a inclusão de gêneros [12], bloqueios emocionais [8], combate à violência e preconceito [1], preservação cultural [2], [6], [10], auxílio na aprendizagem [4], [8], [12], [13], [15], entre outros. Além dos jogos sérios, é abrangente o número de ferramentas que se utilizam de gamificação para chamar a atenção dos usuários aos recursos da ferramenta, como, por exemplo, o Waypass [8] e o Fort Ross Virtual Warehouse Project [6]. ...
... A equipe de Forte et al. (2012) [6] pretendia criar um jogo para auxiliar na experiência de todos os envolvidos durante o ELP (Environment Learning Process) sobre Fort Ross na Califórnia, evento onde estudantes, professores e pais fazem um estudo prévio sobre os acontecimentos do local datado no século 19, o de Fort Ross, onde devem encenar por um dia e uma noite fatos e pessoas da época. O projeto Fort Ross Virtual Warehouse, pretende criar uma modelagem 3D do Forte e reconstruir construções, pessoas e ferramentas da época e disponibilizar ao público via plataforma web, permitindo que pessoas joguem antes, durante e até mesmo após a visita. ...
Article
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Serious games have been widely widespread as a pedagogical tool in the teaching and learning process. However, there are barriers related to the lack of interest of the young public in this type of game. In this scenario, it is observed in the literature that applying Storytelling in serious games can engage teenagers at exploring this universe, especially in the educational field. Additionally, the resources provided by Virtual Reality can provide greater immersion, involvement and interaction of users. Therefore, this work presents a set of guidelines for designing serious games based on Virtual Reality and Storytelling resources with the purpose of motivating the young public in the use of serious games. As an initial methodology, an exploratory bibliographic review were adopted, including 15 articles in the final selection of the bibliographic research. From the results obtained, it was possible to identify relevant guidelines for the design of serious games, especially in the educational area, aimed at young audiences. Although the guidelines direct the design of serious games in the presented context, it is necessary to evaluate them beyond the theory, suggesting as future work of this research.
... In a number of applications, especially historical games, the characters included in the environment play a specific role, which may be part of a challenge. E.g. in the Fort Ross Virtual Warehouse project (Forte et al, 2012), the player has to complete some quests and to do so he needs to discuss and interact with digital characters. In these cases, the designer defines how the characters are introduced to the players and what types of interaction are supported. ...
... E.g. The Fort Ross Virtual Warehouse project (Forte et al., 2012) is a game aiming to teach students about California history in an experiential way. The goal is to survive and prosper as a clerk at Fort Ross by learning and displaying historical, cultural and economic knowledge about the Fort. ...
Article
Full-text available
Digital characters are software entities that look and act like real or imaginary creatures in a computer-generated environment. They are considered an important element of cultural heritage applications that can increase user motivation and engagement in various ways. This paper presents a review of the use of digital characters for communicating and disseminating cultural heritage. It explores the wide range of applications that make use of digital characters, and attempts to identify how the characters are used, what are their main features, and how are they contributing to the overall experience. The aim of this review is to inform about the range of possible features and use cases to consider, and to identify the positive aspects, drawbacks and critical issues of using digital characters. The paper presents an overview of current state of the art in digital character design and implementation approaches, the usage of characters in cultural heritage applications arranged in a set of dimensions, and a discussion about prospects and pitfalls of digital character technology.
... What are the features of a serious game that enhance cultural awareness and com- prehension? The opportunity to test SGs as learning tools regarding American history became an interest in March 2011 when California State Parks (CSP) and the University of California Merced (UCM) started a digital scholarship initiative-the Fort Ross Virtual Warehouse (FRVW) project-with the purpose of exploring novel ways for archiving, disseminating, and teaching cultural and historical information [3]. Role-play and the employment of multimedia products and SGs are not new practices to CSP. ...
Chapter
Full-text available
Between 1812 and 1841, Fort Ross was a Russian fur trading outpost and multi-cultural colony located in the Northern California coast. Current Fort Ross is a popular California State Historic Park visited every year by over 100,000 visitors from all over the world. In March 2011, California State Parks and the University of California Merced started the Fort Ross Virtual Warehouse project— a digital scholarship initiative aimed to enhance a pilot serious game on Fort Ross developed by California State Parks Staff in the early 2000s—with the goal to explore novel ways for archiving, disseminating, and teaching cultural and historical information. After twenty-four months of development, Fort Ross Virtual Warehouse serious game is ready to be tested in a user study with elementary school students. This paper exposes key features, design solutions and game mechanics of Fort Ross Virtual Warehouse along with preliminary assessments of the game performed as an expert evaluation by the leader of the Special Interest Group on “serious games for humanities and heritage” of the GALA Network of Excellence (www.galanoe.eu).
... What are the features of a serious game that enhance cultural awareness and comprehension? The opportunity to test SGs as learning tools regarding American history became an interest in March 2011 when California State Parks (CSP) and the University of California Merced (UCM) started a digital scholarship initiative—the Fort Ross Virtual Warehouse (FRVW) project—with the purpose of exploring novel ways for archiving, disseminating, and teaching cultural and historical information [3]. Role-play and the employment of multimedia products and SGs are not new practices to CSP. ...
Conference Paper
Full-text available
Between 1812 and 1841, Fort Ross was a Russian fur trading outpost and multi-cultural colony located in the Northern California coast. Current Fort Ross is a popular California State Historic Park visited every year by over 100,000 visitors from all over the world. In March 2011, California State Parks and the University of California Merced started the Fort Ross Virtual Warehouse project— a digital scholarship initiative aimed to enhance a pilot serious game on Fort Ross developed by California State Parks Staff in the early 2000s— with the goal to explore novel ways for archiving, disseminating, and teaching cultural and historical information. After twenty-four months of development, Fort Ross Virtual Warehouse serious game is ready to be tested in a user study with elementary school students. This paper exposes key features, design solutions and game mechanics of Fort Ross Virtual Warehouse along with preliminary assessments of the game performed as an expert evaluation by the leader of the Special Interest Group on “serious games for humanities and heritage” of the GALA Network of Excellence (www. galanoe. eu).
... Fort Ross is situated on a small bluff between the thunderous surf of Northern California's scenic coast and the green rolling hills of California's Coastal Mountains. "Any attempt at recreating Fort Ross without including such prominent geological features would do a disservice not only in not showing why Fort Ross came to be picked as a site for permanent settlement, but also to the natural beauty of the forts setting" (Forte et al., 2012). In an attempt to include all elements that would have factored largely into the landscape we settled on a larger scale landscape of 1400 square meters or roughly .86 of a square mile, as the limits of the environment. ...
... In an attempt to include all elements that would have factored largely into the landscape we settled on a larger scale landscape of 1400 square meters or roughly .86 of a square mile, as the limits of the environment. "A landscape of this size would allow us to include the different microclimates that contributed to food production on the coastal bluffs, and the coniferous forests of the adjacent hills that served as a source of timber for ship construction at the ocean cove" (Forte et al., 2012). Part of our teams appeal was our strong background in remote sensing technologies like terrestrial laser scanning and multi-view 3d reconstruction. ...
Conference Paper
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This paper identifies the significance of cultural landscapes in serious games as conveyers of cultural heritage and values the scientific reconstruction of the environment in digital-based learning tools. In this article we propose an effective methodology for producing historically validated landscapes in serious games for heritage which we adopted in the implementation of Fort Ross Virtual Warehouse serious game developed in Unity 3D. Fort Ross historical landscape has been produced through a multimodal approach incorporating data originated from LiDAR, terrestrial laser scanning, image-based 3D reconstruction, and 3D models created from historical and iconographical sources. This article seeks to answer specific research questions that belong to the field of serious games: what is the role of landscape in a serious game for heritage? Which landscape should we consider for reconstruction purposes and how? Which data acquisition technologies are optimal for use in which particular environmental scenarios?
Article
Like many prehistoric monuments, the Neolithic Temples of Malta have been the subject of astronomical studies, aimed at identifying possible alignments with cosmological events. The orientations of several sites have been suggested as evidence of an interest in the movement of the sun, moon, and stars, and of the importance of certain days such as the equinoxes and solstices. However, while individual sites may seem to align to specific events, a wider study into patterns of orientation is needed to determine whether these are the result of human action or random chance. In this paper, alignments at extant sites are investigated through 3D simulation, providing new data and statistical evidence for (and against) previously identified alignments. The methodology proposed uses Raycasting in Unity3D to identify the accuracy of orientations throughout the Maltese Neolithic (3700-2400 BC) at 23 temples sites. The orientation is analysed in relation to plausible astronomical events, as suggested by material evidence. The data produced shows possible patterns of alignment, rejecting commonly accepted targets such as the sun, in favour of a cautious acceptance of an alignment with the constellation of Crux. This shift in focus alters heliocentric interpretations of Maltese temple culture, while also supporting a wider landscape cosmology. This study demonstrates the use of 3D simulations as a tool for investigation of archaeological queries. The research not only provides a new methodology for the automatic calculation of alignment patterns, but also establishes how 3D simulation can create new data which can impact current archaeological theories.