The ITTT—Intelligent Touch, Talk, Teach: Smart Sculpture for Gamifying Heritage

Over the centuries, mankind has created and utilized many values. It is the task of subsequent generations to preserve and protect these values and pass them on to future generations. These values vary in size, from very small to gigantic. The question naturally arises as to how this cultural heritage can not only be protected but also made accessible to a wider audience. In this study, new technologies, especially from the field of information technology, are used to enable a playful approach to cultural heritage. Technologies such as 3D printing, 3D scanning are used to print a three-dimensional sculpture which, with gamification approaches, becomes an intelligent tool. With the help of this intelligent sculpture, which enables an interaction through touch and voice, access to the history and background of the artefact is made possible in a playful way. The interaction with the sculpture is presented to different user groups and experiences and expectations are analyzed. Although this work is mainly focused on the gamification of cultural heritage, the approach can be extended and applied to many different areas of learning and teaching.

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Publication Details

Journal
IEEE Access
Published
2025-01-01
DOI
https://doi.org/10.1109/access.2025.3589666
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.00

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article

The ITTT—Intelligent Touch, Talk, Teach: Smart Sculpture for Gamifying Heritage

Samsun Mustafa Başarıcı, Célio Gonçalo Marques, Ahmet Çağdaş Seçkin, Tatiana Barradas
IEEE Access
Augmented Reality Applications
article

The ITTT—Intelligent Touch, Talk, Teach: Smart Sculpture for Gamifying Heritage

Samsun Mustafa Başarıcı, Célio Gonçalo Marques, Ahmet Çağdaş Seçkin, Tatiana Barradas
article en

Abstract

Over the centuries, mankind has created and utilized many values. It is the task of subsequent generations to preserve and protect these values and pass them on to future generations. These values vary in size, from very small to gigantic. The question naturally arises as to how this cultural heritage can not only be protected but also made accessible to a wider audience. In this study, new technologies, especially from the field of information technology, are used to enable a playful approach to cultural heritage. Technologies such as 3D printing, 3D scanning are used to print a three-dimensional sculpture which, with gamification approaches, becomes an intelligent tool. With the help of this intelligent sculpture, which enables an interaction through touch and voice, access to the history and background of the artefact is made possible in a playful way. The interaction with the sculpture is presented to different user groups and experiences and expectations are analyzed. Although this work is mainly focused on the gamification of cultural heritage, the approach can be extended and applied to many different areas of learning and teaching.

IEEE AccessVol. 13
Instituto Politécnico de Tomar (PT), Adnan Menderes University (TR)
Foundation for Science and Technology
Sustainable cities and communities
Openalex Percentile: Top 83%
Augmented Reality Applications
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