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dc.contributor.author | Juan-Vidal, Francisco | es_ES |
dc.contributor.author | Diaz-Maiquez, Jordi | es_ES |
dc.contributor.author | Bertacchi, Gianna | es_ES |
dc.contributor.author | Ibáñez Vila, Adolfo Bartolomé | es_ES |
dc.contributor.author | Beltrán-López, Gersón | es_ES |
dc.date.accessioned | 2024-11-15T19:16:09Z | |
dc.date.available | 2024-11-15T19:16:09Z | |
dc.date.issued | 2024-07 | es_ES |
dc.identifier.issn | 1828-5961 | es_ES |
dc.identifier.uri | http://hdl.handle.net/10251/211877 | |
dc.description.abstract | [EN] The article illustrates the methodology and the first experimentation of the "HERIVERSO project", which aims to create a gamification plat-form for the digitisation and representation of Intangible Cultural Heritage (ICH). The workflow used is defined by the study of the criteria for the conservation of intangible values. This method-ology was designed to be applicable to different examples of ICH, based on the experience of the pilot case. The project also aims to test a new way of managing tangible and intangible Cultural Heritage through blockchain technology, imple-menting a heritage management system that will work by tokenizing digital assets to enable their reinterpretation and sale. Underlying the project is therefore the question: how to digitise ICH and use it in gamification, without distorting its meaning or losing its values, but allowing a full fruition and accessibility? The methodology used to answer this question is described using the example of the chosen case study: the Corpus Christi celebration in Valencia (Spain). To achieve these objectives, an agnostic, scalable and flexible platform for the digitisation of spaces, artifacts and instruments has been de-veloped, composed of six technological modules. The contents must be introduced by the cultural agent and are based on two essential elements for the functioning of the system: the geolocation of ICH in the territory and the geolocation of digi-tal content and gamification dynamics within real environments. In addition, the use of NFTs ensure the authenticity of the intangible asset and facili-tating the generation of economic benefits for it | es_ES |
dc.description.sponsorship | [1] The HERIVERSO project is aimed at the "Development of an Innovative Platform for Digitising Intangible Heritage based on Video Game Technologies and Method-ology for Safeguarding Cultural Values". The project ic financed by the funding from the Centre for the Development of Industrial Technol-ogy (CDTI) , in the 2022 call Plan for the Promotion of the Audiovisual Sector Spain Audiovisual Hub of Europe, the "Espana Digital 2025" Agenda, Plan de Recuperacion, Transformacion y Resiliencia y el Plan Estatal de Investigacion Cientifica, Tecnica y de Innovacion 2021-2023/BOE-A-2022-6991. The HERIVERSO project is currently finalising the platform by incorpo-rating the materials collected dur-ing the 2023 and 2024 celebrations into it. The two applications cur-rently being created will be tested on users to analyse the results of the case study application. | es_ES |
dc.language | Inglés | es_ES |
dc.publisher | Università di Bologna | es_ES |
dc.relation.ispartof | DisegnareCon | es_ES |
dc.rights | Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) | es_ES |
dc.subject | Intangible Heritage | es_ES |
dc.subject | Gamification | es_ES |
dc.subject | Accessibility | es_ES |
dc.subject | Digitisation | es_ES |
dc.subject | HERIVERSO project | es_ES |
dc.subject.classification | EXPRESION GRAFICA ARQUITECTONICA | es_ES |
dc.title | The fruition of Intangible Heritage through gamification: accessibility, inclusiveness, and transmission of values in the HERIVERSO project | es_ES |
dc.type | Artículo | es_ES |
dc.identifier.doi | 10.20365/disegnarecon.32.2024.7 | es_ES |
dc.rights.accessRights | Abierto | es_ES |
dc.contributor.affiliation | Universitat Politècnica de València. Escuela Técnica Superior de Arquitectura - Escola Tècnica Superior d'Arquitectura | es_ES |
dc.description.bibliographicCitation | Juan-Vidal, F.; Diaz-Maiquez, J.; Bertacchi, G.; Ibáñez Vila, AB.; Beltrán-López, G. (2024). The fruition of Intangible Heritage through gamification: accessibility, inclusiveness, and transmission of values in the HERIVERSO project. DisegnareCon. 17(32). https://doi.org/10.20365/disegnarecon.32.2024.7 | es_ES |
dc.description.accrualMethod | S | es_ES |
dc.relation.publisherversion | https://doi.org/10.20365/disegnarecon.32.2024.7 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.description.volume | 17 | es_ES |
dc.description.issue | 32 | es_ES |
dc.relation.pasarela | S\531799 | es_ES |
dc.contributor.funder | PLAY AND GO EXPERIENCE, SL | es_ES |
dc.contributor.funder | Centro para el Desarrollo Tecnológico Industrial | es_ES |