Authors
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Y. Tisserand |
N. Magnenat-Thalmann | |
L. Unzueta | |
M. T. Linaza | |
A. Ahmadi | |
N. E. O'Connor | |
N. Zioulis | |
D. Zarpalas | |
P. Daras | |
Year
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2016 |
Venue
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Mixed Reality and Gamification for Cultural Heritage, Springer-Nature, M Ioannides, N. Magnenat-Thalmann, G. Papagiannakis (Eds), ISBN 978-3-319-49607-8, DOI 10.1007/978-3-319-49607-8, 2016. |
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This chapter reviews an example of preservation and gamification sce-nario applied to traditional sports. In the first section we describe a preservation technique to capture intangible content. It includes character modelling, motion recording and animation processing. The second section is focused on the gamifi-cation aspect. It describes an interactive scenario integrated in a platform that in-cludes a multi-modal capturing system, a motion comparison and analysis as well as a semantic based feedback system. View