Museums are no longer only a "repository of artifacts" in today's society. It is important to think about how to interact with the users in their preferred location and consider their new needs and respond with new methods and technologies. This might be done in two ways. Either by delivering them the museums’ material and activities wherever the audiences want, or by providing a fantastic wonder, something just what many of us need at the moment. Metaverse Platforms become more and more prevalent for collaboration in virtual environments. Metaverse platforms, as opposed to Virtual Reality, Augmented Reality, and Mixed Reality, expand with more significant social meanings within virtual worlds. And have the potential to host emerging edutainment games. The Golestan Palace translated as the Rose Garden Palace from Persian language, was built in the 16th century, renovated in the 18th century and finally rebuilt in 1865. It is the former official royal Qajar complex in Tehran and on 23 June 2013, it was proclaimed as a world heritage site during the UNESCO meeting in Phnom Penh. The Golestan Palace belongs to a group of royal buildings that were once enclosed within the mud-thatched walls of Tehran's Arg ("Citadel"). It consists of gardens, royal buildings, and collections of Iranian crafts and European presents from the 18th and 19th centuries, which is initially in this research analyzed from the point of view of Local, Spatial, Historical and Interrelated richness. In the following by a comparative study, this thesis analyzes the evolution process of gamification and serious educational games in the field of Cultural Heritage, furthermore, categorizes many different serious games in this field in Chapter 2. Chapter 3 intends to introduce a Multimodal Metaverse Platform for providing visitors and all those involved in the field of cultural heritage and game industries with highly immersive and interactive different experiences by presenting related serious games also tokenization of the edifices and valuable objects and using them for the creation of the metaverse platform 3D model reconstruction, furthermore, launching a virtual NFT market place where is for presenting, preserving, and trading non-fungible tokens to empower the platform. Finally, This platform helps to visualize the cultural heritage, simulate real-life experiences with intuitive manners of interaction, and motivate visitors’ interest in traditional culture. In the next Chapters (4 & 5), the Methodology of the research and the outcomes are presented.
I musei non sono più solo un "deposito di manufatti" nella società odierna. È importante pensare a come interagire con gli utenti nella loro posizione preferita e considerare le loro nuove esigenze e rispondere con nuovi metodi e tecnologie. Questo potrebbe essere fatto in due modi. O consegnando loro il materiale e le attività dei musei ovunque voglia il pubblico, o fornendo una meraviglia fantastica, qualcosa proprio di cui molti di noi hanno bisogno in questo momento. Le piattaforme Metaverse diventano sempre più prevalenti per la collaborazione in ambienti virtuali. Le piattaforme del metaverso, al contrario di realtà virtuale, realtà aumentata e realtà mista, si espandono con significati sociali più significativi all'interno dei mondi virtuali. E hanno il potenziale per ospitare giochi di edutainment emergenti. Il Golestan Palace tradotto come il Rose Garden Palace dalla lingua persiana, fu costruito nel XVI secolo, ristrutturato nel XVIII secolo e infine ricostruito nel 1865. È l'ex complesso reale Qajar ufficiale a Teheran e il 23 giugno 2013 è stato proclamato come sito del patrimonio mondiale durante la riunione dell'UNESCO a Phnom Penh. Il Golestan Palace appartiene a un gruppo di edifici reali che un tempo erano racchiusi all'interno delle mura ricoperte di fango dell'Arg ("Cittadella" di Teheran). Si compone di giardini, edifici reali e collezioni di artigianato iraniano e regali europei del XVIII e XIX secolo, che vengono inizialmente analizzati in questa ricerca dal punto di vista della ricchezza locale, spaziale, storica e correlata. In seguito a uno studio comparativo, questa tesi analizza il processo di evoluzione della ludicizzazione e dei giochi educativi seri nel campo dei Beni Culturali, inoltre, classifica molti diversi giochi seri in questo campo nel Capitolo 2. Il capitolo 3 intende introdurre una piattaforma metaverso multimodale per fornire ai visitatori e a tutti coloro che sono coinvolti nel campo del patrimonio culturale e delle industrie dei giochi esperienze diverse altamente coinvolgenti e interattive presentando i giochi seri correlati anche la tokenizzazione degli edifici e degli oggetti di valore e utilizzandoli per il creazione della piattaforma metaverse ricostruzione del modello 3D, inoltre, lancio di un mercato NFT virtuale dove è per presentare, conservare e scambiare token non fungibili per potenziare la piattaforma. Infine, questa piattaforma aiuta a visualizzare il patrimonio culturale, simulare esperienze di vita reale con modalità di interazione intuitive e motivare l'interesse dei visitatori per la cultura tradizionale. Nei capitoli successivi (4 e 5) vengono presentati la metodologia della ricerca ei risultati della ricerca.
An immersive solution to increase interactivity and enthusiasm while preserving cultural heritage sector : case study Golestan Palace Complex, Tehran, Iran
Hakakzadeh, Ehsan
2021/2022
Abstract
Museums are no longer only a "repository of artifacts" in today's society. It is important to think about how to interact with the users in their preferred location and consider their new needs and respond with new methods and technologies. This might be done in two ways. Either by delivering them the museums’ material and activities wherever the audiences want, or by providing a fantastic wonder, something just what many of us need at the moment. Metaverse Platforms become more and more prevalent for collaboration in virtual environments. Metaverse platforms, as opposed to Virtual Reality, Augmented Reality, and Mixed Reality, expand with more significant social meanings within virtual worlds. And have the potential to host emerging edutainment games. The Golestan Palace translated as the Rose Garden Palace from Persian language, was built in the 16th century, renovated in the 18th century and finally rebuilt in 1865. It is the former official royal Qajar complex in Tehran and on 23 June 2013, it was proclaimed as a world heritage site during the UNESCO meeting in Phnom Penh. The Golestan Palace belongs to a group of royal buildings that were once enclosed within the mud-thatched walls of Tehran's Arg ("Citadel"). It consists of gardens, royal buildings, and collections of Iranian crafts and European presents from the 18th and 19th centuries, which is initially in this research analyzed from the point of view of Local, Spatial, Historical and Interrelated richness. In the following by a comparative study, this thesis analyzes the evolution process of gamification and serious educational games in the field of Cultural Heritage, furthermore, categorizes many different serious games in this field in Chapter 2. Chapter 3 intends to introduce a Multimodal Metaverse Platform for providing visitors and all those involved in the field of cultural heritage and game industries with highly immersive and interactive different experiences by presenting related serious games also tokenization of the edifices and valuable objects and using them for the creation of the metaverse platform 3D model reconstruction, furthermore, launching a virtual NFT market place where is for presenting, preserving, and trading non-fungible tokens to empower the platform. Finally, This platform helps to visualize the cultural heritage, simulate real-life experiences with intuitive manners of interaction, and motivate visitors’ interest in traditional culture. In the next Chapters (4 & 5), the Methodology of the research and the outcomes are presented.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/196822