DIGITAL LIBRARY
THE CONCEPT OF A 3D BOARD GAME TO RECOGNISE ARCHITECTURAL MONUMENTS
1 Lublin University of Technology (POLAND)
2 Lublin University of Technology (KAZAKHSTAN)
About this paper:
Appears in: INTED2017 Proceedings
Publication year: 2017
Pages: 8665-8674
ISBN: 978-84-617-8491-2
ISSN: 2340-1079
doi: 10.21125/inted.2017.2055
Conference name: 11th International Technology, Education and Development Conference
Dates: 6-8 March, 2017
Location: Valencia, Spain
Abstract:
Advanced 3D graphics technologies in the field of cultural heritage are now widely recognised as part of the activities carried out, regardless of the direction: scientific research, archiving or popularising. There is also no limit to the size of archaeological objects: from small objects to architectural complexes. 3D technology is used mainly for acquisition and presentation of museum objects in digital form, rarely dealing with creating physical copies. The process uses the main groups of 3D technology: hardware and software for 3D digitalisation, software for modelling and creating photorealistic visualisations and devices for 3D replication.

The paper presents the concept and construction of an educational board game in the area of cultural heritage, the making of which was served by the above technologies. The game consists of an interactive chart showing the historical pattern of streets in the old town of Lublin, and a series of three-dimensional models of buildings, acquired by the methods mentioned. The models present the architectural form of individual buildings, corresponding to the epoch in which the game takes place. The board has a number of interactive sites on which to put the correct model available for the player. Recognition of the correct positioning of the model is done automatically through the use of RFID technology and the course of the game is controlled by the software installed on a tablet built into the board. The tablet screen also serves as an interface to communicate with the players. The player is to earn points by correctly placing the selected object on the board and answer a question related to the object. There are different versions of the competition available, taking into account, for example, interception of the questions answered incorrectly. The basic aim of the game is to beat the opponent by getting more points at a certain time. This requires obtaining and memorizing historical knowledge of the city area covered by the game, which are implemented on the principles of gamification. In addition, during the game, participants will learn about both the history of the city and its multicultural and multifaith profile. As elements of the game, objects with defensive, secular and sacred (interdenominational) aspects were chosen.

The article describes the concept of the game as well as discusses the selection of tools and programs to prepare the selected 3D models of real objects from historic buildings. Their destiny as physical elements of the game was to ensure a balance between maintaining the necessary detail and simplification imposed by the printing technology and the need to survive intact for many games.
Keywords:
Computer technology in modeling 3D, education in cultural heritage, gamification.