「英文论文」基于我的世界Minecraft的文化传承和交流

发布时间:2021-08-10 03:44 阅读次数:
本文摘要:我的世界,Minecraft,又被戏称为“别人的世界”,我们总是赞叹于别人做的雄伟的修建,无论古典的写实的,还是虚幻的,令我们赞叹的主要是其规模之大、结构之庞大、还原度之传神,总是让我们叹息“太牛了!可是我做不来... 2019年的论文Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft*让我们一起探讨这个游戏在文化传承和文化遗产交流中的能力。

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我的世界,Minecraft,又被戏称为“别人的世界”,我们总是赞叹于别人做的雄伟的修建,无论古典的写实的,还是虚幻的,令我们赞叹的主要是其规模之大、结构之庞大、还原度之传神,总是让我们叹息“太牛了!可是我做不来..." 2019年的论文Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft*让我们一起探讨这个游戏在文化传承和文化遗产交流中的能力。Minecraft情况中的艺术品展示:Christopher Nevinson的“无魂之城的灵魂”Minecraft具备转达文化遗产价值的能力,从而提高了游戏的重播能力,并能够准确反映现实世界元素的庞大性和关系。这说明Minecraft具备作为解决文化遗产价值交流问题的最佳平台的潜力。Minecraft虽然简化并改变了情况的几何图形,但支配Minecraft世界的“自然”定律切合现实世界的庞大逻辑。

日/夜,重力,光互助用,质料的硬度等观点使玩家能够认识和使用Minecraft的功效特性,从而获得越发真实的游戏体验。Minecraft开发社区一直在努力开发新的方式来促进交流。最近,已经对几种VoIP协议举行了修改,以使其能够有效地嵌入Minecraft服务器中,玩家可以在玩游戏历程中举行语音交流。

早期的协作游戏由大学盘算机大型主机托管,而Minecraft不仅提供了自己的多人游戏平台(Minecraft Realms),而且还允许用户在自己的盘算机中托管和共享虚拟世界。自界说托管虚拟世界的能力,以及专用的替代通信平台(如WebForum和Chat频道)的支持,推动了虚拟世界和现实世界中Minecraft社区的建设。基于游戏偏好和配合文化利益的协会使这些社区有能力建设恒久的社会纽带。

*Garcia-Fernandez, Jorge; Medeiros, Leonor. 2019. "Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft" Heritage 2, no. 3: 2262-2274. https://doi.org/10.3390/heritage2030138论文部门内容翻译:使用模拟世界的电子游戏举行文化遗产交流为人们掩护文化资源提供了最大的时机之一。然而,并不是所有的模拟电子游戏都有能力有效地通报遗产价值。本文回首了文化遗产中严肃游戏和商业游戏的使用情况,并在文化交流的配景下确定了电子游戏的选择和评估的特征。基于对电子游戏激励、沉醉和体现现实的能力的分析,研究认为《我的世界》是到场文化修建情况的最佳解决方案之一。

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因此,作者在沉醉感、激励和模拟传神度简直定尺度方面评估了电子游戏《我的世界》在相同制作遗产情况方面的能力。The use of world-simulation videogames for cultural heritage (CH) communication presents one of the greatest opportunities for engaging people with the safeguarding of cultural resources. However, not all simulation videogames have the capacity to transmit heritage values efficiently. This article reviews the use of serious and commercial videogames in CH to frame and properly identify characteristics for the selection and assessment of videogames in the context of cultural communication. Based on the analysis of the capacities of videogames to motivate, immerse and represent reality, the videogame Minecraft is identified as one of the optimal solutions to represent and promote engagement with the cultural built environment. As such, the authors assessed the capacity of the videogame Minecraft to be used as an efficient tool to communicate built heritage environments, considering identified criteria on immersion, motivation, and fidelity on simulation.掩护我们的文化资源既是维护我们作为小我私家和社会群体价值观的基石,也能造就一种归属感。这些资源也是文化、经济和教育领域的重要资产,为许多重要的日常运动提供内容和配景。无论如何,它们在自然和人为因素的影响下,特别是现存的遗产,尤其那些较小的和不太被认可的遗产,如乡土修建或工业遗产,都市遭到破坏或猛烈的改变。

可是,在今天的社会中,预防性掩护修建遗产的交流受到数字遗产领域生长的支持,特别是文化遗产的3D信息生产和治理的生长让越来越多的人可以在网络平台上会见这些遗产。这有效地承载和促进了人们与世界各地的遗产之间的互动,无论它们位于那边,允许通过时间和空间建立“在线窗口”。在数字遗产领域内,模拟现实世界的电子游戏代表了一个强大的时机,让社区到场文化遗产资产的掩护和重新评估。

研究讲明,它有能力在高度到场的情况中流传文化价值并提高文化掩护意识。然而,在实践中,模拟游戏并不总是令人满足。

有许多对于遗产当初的修建情况的形状以及与周围情况的关系还原禁绝确,对于玩家和虚拟世界的交互和学习不够重视,缺少用户之间互助举行掩护遗产的机制,或者他们仅仅使用遗产作为一个游戏配景。The preservation of our cultural resources is a cornerstone in the safeguard of values that identify us as individuals and as social groups, while fostering a sense of belonging [1,2]. These resources are also a vital asset in cultural, economic, and educational areas, providing content and context to many key daily activities. Regardless, they suffer deterioration, destruction, or dramatic alterations, under natural and human factors, especially the built heritage and particularly the smaller and not-so-recognized heritage, such as vernacular architecture or industrial heritage. But, in today’s society, communication for the preventive preservation of built heritage is supported by the progress in the field of Digital Heritage (DH) [3], and especially by the development of the production and management of 3D information of cultural heritage (CH), increasingly accessible on online platforms. Its implementation has proficiently hosted and boosted interactions between people and CH sites around the world, regardless of their location, allowing the creation of “online windows” through time and space [4,5]. Within the field of DH, real world-simulation videogames represent a strong opportunity to engage communities with the protection and revalorization of cultural heritage assets. Studies such as [6–8], have demonstrated its capacity to transmit cultural values and raise awareness of cultural preservation in a highly engaging environment. However, in practice, simulation videogames do not always fit our requests in terms of cultural heritage communication—often they do not accurately represent the built environment geometrically or semantically, they do not promote interaction and learning between the virtual world and gamers, they do not include cooperation mechanics between users(interplayer cooperation) towards a preservation goal, or they use the heritage sites merely as a stage.为相识决这些问题,本文通过先容基于世界模拟视频游戏的遗产交流,从严肃游戏和商业视频游戏方面回首视频游戏在遗产交流的应用。然后,探讨了最新的商业模拟视频游戏在文化遗产中的应用能力。

凭据界说的要素,探索研究Minecraft作为有效地用于公共交流的模拟电子游戏的在遗产交流的应用。To address these questions, this paper begins with an introduction to heritage communication based on world-simulation videogames and a review of videogames in heritage communication, exploring the uses of both serious and commercial videogames. We then explored the state-of-the-art of commercial simulation videogames in terms of their capacity for use in cultural heritage. Based on these defined elements, to consider in the use of videogames in heritage communication, it is further examined the feasibility of Minecraft as an efficient simulation videogame for public communication purposes与西方传统叙事中赋予特权和专业知识势形成对比,我们认为修建遗产的交流支持遗产的多维度看法(规模涉及小我私家,地方和全球)以及它能够促进社区与文化之间的互动,而且能够推动其他类型的遗产和多种知识系统的开放实践。新世纪带来了新的交流需求和新工具,特别是数字技术的指数级生长及其带来的新的相同渠道,能够更广泛、更有效地促进这一交流。在文化遗产领域,交流具有“在学习中勉励更大水平的到场,创新和缔造力” ,甚至在减低文盲方面的潜力,尤其是通过Web 2.0带来的交互式和自主工具让用户在消费知识内容的同时也能够成为内容的缔造者。

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In contrast with the traditional postures that give privilege to monumentality and expertise within the western narrative of heritage [9,10], our premises on the communication of built heritage support the idea of multi-dimensionality in heritage (ranging from individual, local, and global) and its role in promoting the interactivity between communities and culture, opening the practice to other types of heritage, other voices, and multiple knowledge systems [11]. The new century has brought new communication needs and new tools to facilitate it widely and more efficiently, especially the exponential evolution of digital technology and the new communication channels it has facilitated. When referring to cultural heritage (CH), communication holds high potential for “encouraging greater participation, innovation, and creativity in learning” [12], and even in the mitigation of functional illiteracy [13], especially through the interactive and autonomous tools brought by web 2.0 that allow the user to also be a creator of content文化遗产中数字技术已为新型互动打开了大门,促进了基于对话模型的横向交流,并缩短了民众与遗产之间物理上和智力上的距离,同时降低了成本,因此改变了遗产信息的传输和吸收方式。“整体遗产”的观点不仅关注单独的遗址和独立的治理,更能够以系统的看法将工具,遗址,景观和非物质遗产联系在一起。从许多方面来说,建成的遗产和修建都是为生活而缔造的场所,可以成为毗连遗产其他维度的强大锚点,正如Minecraft这样的平台所显示的那样,建立场所是虚拟地展开的故事(或历史)的第一步。

Digital Technologies in CH have opened the door for new types of interactions, promoting horizontal communication based on a dialogical model, and shortening the distance (physically and intellectually) between the public and heritage assets, while lowering associated costs [14], therefore reconfiguring the ways transmission and reception of information about heritage is achieved. This has been supporting the idea of “integral heritage”, which sees not just the sites isolated and managed independently, but which connects objects, sites, landscapes, and intangible heritage in a systemic view. In many ways, the built heritage and the architecture, as a place created for life to unfold, can be a powerful anchor to connect other dimensions of heritage, and, as platforms like Minecraft show, the creation of a place is a first step for a story (or history) to unfold virtually.文化遗产信息学已被赋予了处置惩罚整体文化现实,毗连遗产的差别维度以及使用种种数字技术的工具的能力,从用于生成数据的遥感技术到社交媒体。使用互联网和社交网络在数字遗产交流方面取得的希望增强了互联性的思想,移动和桌面处置惩罚能力使内容的会见和个性化处置惩罚获得了进一步的提升。这些希望能够提供强化的交互作用、更深的沉醉感以及受众举行个性化体验和定制化学习的可能性。

在这些新的在线平台上,文化遗产的有效交流让我们可以虚拟地体验偏远地域的历史内容,无法经常到达的地理情况(包罗战争现场,如Palmyra*),甚至穿越时空回到16世纪的爱丁堡。此外,如今的数字平台与互动和缔造的能力密切相关,能够使民众在其文化资源交流中发挥向导作用。对遗产的被动流传已经让位于基于配合缔造的主动交流,支持有效地与遗产掩护相关的任务,例如定制文化学习,决议以及计划和设计,固然前提是遗产治理者在遗产治理方面完全接受这种新模式。

*Palmyra,帕尔米拉,是在叙利亚中部的一个重要的古代都会,位于大马士革东北215公里,幼发拉底河西南120公里处。是商队穿越叙利亚沙漠的重要中转站,也是重要的商业中心。

巴尔米拉是该城的希腊语名字,泉源于它最初的亚拉姆语名字“塔德莫”(Tadmor),意为“棕榈树”。Cultural heritage informatics has been empowered with the tools to handle an integral cultural reality, connect different dimensions of heritage, and make use of a complex range of digital technologies, from remote sensing technologies for as-built data creation to social media for reaching several new audiences [15]. Progresses on digital heritage communication, taking advantage of the internet and social networks reinforce the idea of interconnectivity, and mobile and desktop processing capacities have taken access to content and personalized handling further [16,17]. These lead to enhanced interaction, deeper immersion and the possibility of personalization by different audiences and different individuals, allowing for personalized experiences and customized learning. The effective communication of CH in these new online platforms allows us to virtually experience the historic contents of remote places, in geographies often inaccessible (including war areas like Palmyra), and even travel through time, like going back to 16th century Edinburgh. Moreover, in close relation with the capacities of interactivity and creation, digital platforms are nowadays able to empower the public with a leading role in their communication of cultural resources [18,19]. The passive dissemination of heritage has given way to active communication based on co-creation, supporting effective preservation-related tasks—such as custom cultural learning, decision-making, and planning and design—if they are fully accepted by heritage managers in the transition to new models of site management.盘算机游戏已成为数字交流中最受接待的,不仅广受儿童和年轻人的接待(其中70%以上的玩盘算机游戏),而且也收到成年人的接待,其中近40%的成年人玩电子游戏。

作为娱乐性之外电子游戏的用途获得越来越多的研究。最近的研究讲明,电子游戏具有影响幸福感和认知进步的能力。因此,遗产交流中模拟视频游戏的作用将越来越重要。

Computer gaming has become one of the most popular streams in digital communication, broadly used not only by children and youths (over 70% of which play computer games) but by the adult population as well [20], of whom almost 40% play videogames [21]. The usefulness of videogames beyond entertainment has been increasingly examined. Recent studies have demonstrated the ability of videogames to influence both well-being and cognitive progresses [22]. References [23,24] have proposed videogames as a channel of mood management (emotional regulation) through entertainment, explained through the theory of excitatory homeostasis. References [25,26] demonstrated videogame capacity to satisfy basic psychological needs through immersive–motivational processes. As such, exploring the use of simulation videogames for heritage communication is increasingly relevant.。


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