128 S. Sylaiou et al.Virtual Spaciality: Simulation of a 3D Reconstructed Museum Space. Since placeand space have been inseparable in our experience of the real world until now, whenwe experience the Web’s placeness, we assume that it must also have the usualattributes of spatiality [Weinberger 2002, p. 56 after 12]. In this type of online re-source allows ‘free’ and interactive real-time navigation in a 3D space that reproducesmore or less realistically the museum galleries. This kind of online resources usuallyseeks to reproduce as realistically as possible the experience of the visit, with theadded value of the multimedia information, the hypertext/spatial navigation, and thepossibility to manipulate (zooming, rotation) objects. The case selected for this study,labeled as M4, is the Van Gogh Virtual Museum (http://www.vangoghmuseum.nl/),which constitutes of a typical example of a 3D reconstruction of a museum settingusing computer-aided design tools and gaming technologies (figure 4). Fig. 4. Snapshot of the Van Gogh Virtual MuseumNarrative Videos. The last category corresponds to Virtual Museum websites containingnarrative embedded videos. The selected case for this study, labeled as M5, is the VirtualSilver Screen of the Library and Archives Canada (http://www.collectionscanada.ca/silverscreen/). The website uses Flash technologies to present different Canadian films ofthe early 20th century, which are perceived as historic documents organized by themesthat the user can select for visualization (Figure 5). Fig. 5. Snapshot of the Home page of the Virtual Screen Silver
Usability Evaluation of Virtual Museums’ Interfaces Visualization Technologies 1293 Usability EvaluationAccording to ISO-9241 describing the ‘Ergonomic requirements for office work withvisual display terminals’ (ISO, 1998) standard, usability of a system is defined as theability to function effectively and efficiently, while providing subjective satisfactionto its users. Usability of an interface is usually associated with five parameters (ISO,1998; Nielsen, 1993), derived directly from this definition: An interface (a) is easy tolearn, (b) is efficient to use, (c) is easy to remember, (d) produces few errors, (e) ispleasant to use. The QUIS (Questionnaire for User Interaction Satisfaction) questionnaire (Schnei-derman and Plaisant, 2005) assessed museum participants’ contentment, while inte-racting with the virtual museums. This questionnaire was used as the main instrumentrecording their subjective assessments. The QUIS questionnaire consists of 7 parts.Part 1 concerning the general experience with ICT (Information and CommunicationTechnologies) is often omitted. Part 2 assesses the overall user reactions as regards tothe evaluated system, Part 3 concerns the windows layout of the system, Part 4 theterminology used, Part 5 the learnability of the interface (how easy it is to learn) andPart 6 the system capabilities. For this research needs we have selected the parts ofthe questionnaire that concern the overall reaction to the website and the subjectivesatisfaction of the users.4 Materials and MethodsDue to technical restrictions not all Virtual Museum websites were able to run ontablets, smartphones and other portable media. Thus, the experiment have been con-ducted in a HP workstation with two 2.4GHz Xeon processors, 2048 MB memory and19’ inches screen to secure the same testing conditions for all.4.1 ParticipantsA total of one-hundred sixty-four (164) volunteers (males and females, aged 19-37),mainly undergraduate and postgraduate students from the Aristotle University ofThessaloniki, Greece, participated in the experiment. Virtual visits for academic orprofessional research are considered the most demanding kind of visits in a virtualmuseum because they are targeted, have defined learning requirements and time con-straints. Random or unintended visits could contribute less to this study. Also, return-ing (physical and virtual) visitors would have been inconsistent because of their pre-vious experience and knowledge. All participants reported to have at least basic knowledge of computers and goodknowledge of the English language. All students selected had never visited the virtualmuseum websites before. Participants in all conditions were naive as to the purpose ofthe experiment.
130 S. Sylaiou et al.4.2 Experimental ProcedureThe premise of the proposed research is that different visualisation methods -withtheir specific associated capacities- serve different aims, connected with usability,presence, motivation and learning outcomes. The evaluation methodology proposedis based on questionnaires assessing such aspects of the virtual museum experience,administered after navigating the selected virtual museums presented in Section 3.The results will be used for a comparable evaluation of various approaches regardingthe presentation and interaction methods used for museum artefacts. The evaluationand the interviews took place at the laboratory of Photogrammetry and Remote Sens-ing of the Aristotle University of Thessaloniki, Greece. The interviews have takenplace in laboratory-like conditions, where no visitors were allowed, so as the userscan be concentrated to the completion of the questionnaires. The evaluation involvedonly one participant at a time and assistants instructed the end-users if they neededhelp. Tracking of user errors while navigating as well as the time needed to completethe tasks were not recorded, because it was not our intention to test the users’ perfor-mance, but the websites’ performance. The evaluation used cued testing, which in-volves explaining to the users the purpose of the project and asking them to performspecific tasks or to answer questions. Four steps were undertaken:1. Goal setting: users start with a plan of the tasks to be accomplished.2. Exploration: users explore the interface and discover useful actions.3. Selection: users select the most appropriate actions for accomplishing their task.4. Assessment: users interpret the system’s responses and assess its progression).The participants were allowed to select the virtual exhibitions and exhibits they pre-ferred in order to feel they had the control over their own learning. The same proce-dure was repeated for each of the five museums with only one participant at a time.Each participant experienced all websites and the order of the websites was estab-lished randomly. The questionnaires were completed directly after the exploration ofthe Virtual Museums websites.4.3 Statistical AnalysisThe questions administered were subsequently subject to statistical analysis, whichwas divided in two parts. An initial prediction stipulated that the Virtual Museum M4would be the most suitable for learning. According to previously aforementionedresearches on constructivistic learning/serious games, the reason would be that it si-mulates a real visit (emotional component) and allows self-controlled navigation in areconstructed space as well as interaction with objects. The first part of the analysissought to verify whether the Virtual Museum (M4) provided the most efficient andengaging experience. The answers to the virtual museum questions were tested fornormality before performing the analyses using the Shapiro-Wilk test and the one-sample Kolmogorov–Smirnov test. We proceed with non parametric test Kruskal-Wallis for each question to reject the null hypothesis that all scores are similar for allmuseums. The hypothesis is rejected on sig. (P)<0.05.
Games and Entertainment
Serious Games as Positive Technologies Luca Argenton, Esther Schek, and Fabrizia Mantovani Centre for Studies in Communication Sciences – CESCOM, University of Milan-Bicocca, Building U16, Via Giolli, angolo Via Thomas Mann, 20162, Milan, Italy {l.argenton,e.schek}@campus.unimib.it, [email protected] Abstract. Serious games are emerging as innovative tools to promote opportu- nities for human psychological growth and well-being. The aim of the present paper is to introduce them as Positive Technologies. Positive Technology is an emergent field based on both theoretical and applied research, whose goal is to investigate how Information and Communication Technologies (ICTs) can be used to empower the quality of personal experience at three levels: hedonic well-being, eudaimonic well-being and social well-being. As Positive Tech- nologies, serious games can influence both individual and interpersonal experi- ences by nurturing positive emotions, promoting engagement, as well as enhancing social integration and connectedness. An in-depth analysis of each of these aspects will be presented in the chapter, with the support of concrete examples. Keywords: Positive psychology, positive technology, serious games, well- being.1 IntroductionSerious applications for computer game technologies have become important re-sources for the actual knowledge society. Their use and effectiveness have beenbroadly acknowledged in different sectors, such as education, health, and business [1].By fostering continuous learning experiences blended with entertaining affordances,serious games have the potential to shape new opportunities for human psychologicaldevelopment and growth. They have in fact supported the creation of socio-technicalenvironments [2], where the interconnection between humans and technology encou-rages the emergence of innovative ways of thinking, creative practices, and network-ing opportunities. Further, serious games have been capable of supporting wellnessand promoting happiness. That is why they can be considered as “positive technolo-gies”. Based on the Positive Psychology [3] theoretical framework, the Positive Tech-nology approach claims that technology can increase emotional, psychological andsocial well-being [4]. Seligman and Csikszentmihalyi identified Positive Psychology as the scientificstudy of \"positive personal experience, positive individual traits, and positive institu-tions\" [5,6]. By focusing on human strengths, healthy processes, and fulfillment,Positive Psychology aims to improve the quality of life, as well as to increase well-ness, and resilience in individuals, organizations, and societies.R. Shumaker and S. Lackey (Eds.): VAMR 2014, Part II, LNCS 8526, pp. 169–177, 2014.© Springer International Publishing Switzerland 2014
170 L. Argenton, E. Schek, and F. Mantovani The link with accurate and scientific methodological practices [7] has become theengine of interventions to study and promote the optimal expression of thought, emo-tions and behaviors. In particular, Keyes and Lopez [8] argued that positive function-ing is a combination of three types of well-being: (i) high emotional well-being(hedonic level), (ii) high psychological well-being (eudaimonic level), and (iii)high social well-being (social level). This means that Positive Psychology identifiesthree characteristics of our personal experience – affective quality, engagement/actualization, and connectedness – that serve to promote personal well-being. Similarly, the Positive Technology approach claims that technology can influenceboth individual and interpersonal experiences by fostering positive emotions, promot-ing engagement, and enhancing social integration and connectedness. PositiveTechnology is an emergent field based on both theoretical and applied research,whose goal is to investigate how Information and Communication Technologies(ICTs) can be used to empower the quality of personal experience. Starting from an introductory analysis of the concept of well-being as it has beenframed by Positive Psychology research, this paper will reflect on the nature and therole of serious games as positive technologies. In particular, it will discuss how theycan support, and train the optimal functioning of both individuals and groups, by con-tributing to their well-being.2 Fostering Emotional Well-Being: The Hedonic PerspectiveKahneman, Diener, & Shwarz [9] conceptualized the idea of emotional well-beingwithin the hedonic perspective. They in fact defined hedonic psychology as the studyof \"what makes the experience pleasant or unpleasant\". Among the different ways toevaluate pleasure in human life, a large number of studies have focused on the con-cept of subjective well-being (SWB), \"a person’s cognitive and affective evaluation ofhis or her life as a whole\" [10,11]. At the cognitive level, opinions expressed by indi-viduals about their life as a whole, and the level of satisfaction with specific life-domains, such as family or work, becomes fundamental. At the emotional level,SWB is indeed related to the presence of positive emotional states and the absence ofnegative moods. This point is of particular interest to the hedonic perspective. Unlike negative emo-tions, that are essential to provide a rapid response to perceived threats, positive emo-tions can expand cognitive-behavioral repertoires and help to build resources thatcontribute to future success [12,13].2.1 How Can Technology and Serious Game Foster Hedonic Well-Being?The hedonic side of Positive Technology analyzes the ways technologies can be usedto produce positive emotional states. For example, Riva and colleagues tested thepotentiality of Virtual Reality (VR) in inducing specific emotional responses, includ-ing positive moods [16] and relaxing states [17,18]. More recently, other studiesexplored the potentiality of emerging mobile devices to exploit the potential of posi-tive emotions.
Serious Games as Positive Technologies 171 Serious Games and games in general are strictly connected to positive emotions,and to a wide variety of pleasant situational responses that make gameplay the directemotional opposite of depression [19]. At first, serious games can evoke a sensorial pleasure throughout graphics, usabil-ity, game aesthetic, visual and narrative stimuli. This point has been analyzed byemerging trends, such as engineering aesthetics 2.0 [20] and hedonic computing [21],whose results will be able to significantly influence game design. Secondly, serious games foster an epistemophilic pleasure by bridging curiositywith the desire of novelty within a protected environment where individuals can ex-perience the complexity of their self, and developing mastery and control. Empow-ered by new media affordances and possibilities, serious games can promote a dy-namic equilibrium between excitement and security. Thirdly, serious games promote the pleasure for victory and, by supporting virtualinteractions with real people, they nurture a social pleasure, promoting collaborativeand competitive dynamics, communication and sharing opportunities, even outsidethe context of the game [22]. Games have also been traditionally recognized as marked by a cathartic pleasureas they represent a relief valve for emotional tensions, anger and aggressiveness. Finally, pleasure has a neural counterpart. An interesting example is that of dopa-mine, a neurotransmitter that affects the flow of information in the brain and that isoften involved in pleasant experiences, as well as in different forms of addiction andlearning. In a classic study made by Koepp and colleagues to monitor the effects ofvideo games on brain activity, a significant increase of dopamine (found in a quantitycomparable only to that determined by taking amphetamines) was measured [23]. Good examples of Serious Games explicitly designed to foster positive emotion areThe Journey to Wild Divine\" (http://www.shokos.com/The_Journey_to_Wild_Divine.html) and Eye Spy: the Matrix, Wham!, and Grow your Chi!,developed in Dr Baldwin's Lab at McGill University (http://selfesteemgames.mcgill.ca). In The Journey to Wild Divine the integration between usable bio-feedback sensors and a computer software allows individuals to enhance their subjec-tive wellbeing throughout a 3D graphic adventure. Here, wise mentors teach the skillsto reduce stress, and increase physical and mental health. Eye Spy: the Matrix, Wham!, and Grow your Chi! are indeed projects whose goal isto empower people with low self-esteem respectively by working on ignoring rejec-tion information, throughout positive conditioning, or by focusing on positive socialconnections [24,25].3 Promoting Psychological Well-Being: The Eudaimonic PerspectiveThis perspective is associated with the possibility to fully realize human potentialthrough the exercise of personal virtues in pursuit of goals that are meaningful tothe individual and society [4,9]. In this case, happiness no longer coincides with a
172 L. Argenton, E. Schek, and F. Mantovanisubjective form of well-being, but with a psychological one. Psychological well-beingis based on 6 elements [26]: self-acceptance, positive relationships with others,autonomy, environmental mastery, purpose in life, and personal growth. An authorthat has fully interpreted the complexity of the eudaimonic perspective is MihalyCsikszentmihalyi who formalized the concept of flow [27,28], a positive, complexand highly structured state of deep involvement, absorption, and enjoyment [28]. Thebasic feature of this experience is a dynamic equilibrium perceived between highenvironmental action opportunities (challenges) and adequate personal resources infacing them (skills). Additional characteristics are deep concentration, clear rules andunambiguous feedback from the task at hand, loss of reflective self-consciousness,control of one’s actions and environment, alteration of temporal experience, and in-trinsic motivation.3.1 How Can Technology and Serious Game Promote Eudaimonic Well- Being?Scholars in the field of human–computer interaction are starting to recognize andaddress the eudaimonic challenge. For example, Rogers calls for a shift from ‘‘proac-tive computing’’ to ‘‘proactive people,’’ where ‘‘technologies are designed not to dothings for people but to engage them more actively in what they currently do’’[29]. Further, the theory of flow has been extensively used to study user experience withInformation and Communication Technologies. It is the case of internet [30], virtualreality [31,32] social networks [33], video-games [34], and serious games [35]. Bergeron [35] defined serious games as interactive computer applications, with orwithout a significant hardware component, that (i) have challenging goals, (ii) are funto play with and/or engaging, (iii) incorporate some concepts of scoring, (iv) impart tothe user skills, knowledge, or attitude that can be applied in the real world. Interestingly, all of these aspects can be easily overlapped to Csikszentmihalyi'stheory of flow. Games are in fact \"flow activities\" [27, 28] as they are intrinsicallyable to provide enjoyable experiences [22], creating rules that require the learning ofskills, defining goals, giving feedback, making control possible, and fostering a senseof curiosity and discovery. In addition, the intrinsic potential of flow that characterizes serious games can beeven empowered by (i) identifying an information-rich environment that containsfunctional real world demands; (ii) using the technology to enhance the level of pres-ence of subjects in the environment, and (iii) allowing the cultivation, by linking thisoptimal experience to the actual experience of the subject [3]. To achieve the first twosteps, it is fundamental to look at the following game design elements [36]:• Concentration. Serious games should stimulate a mental focus on in-game dy- namics, by providing a set of engaging, differentiated and worth-attending stimuli that limit the influence of external variables. Along with other aspects, concentra- tion can result in hyperlearning processes that consist of the mental ability to to- tally focus on the task by using effective strategies aligned with personal traits [50];
Serious Games as Positive Technologies 173• Challenge. As noted by Gee [37], who claims that the game experience should be \"pleasantly frustrating\", challenges have to match players’ skills/level and to sup- port their improvement throughout the game. During specific stages of the game, \"Fish tanks\" (stripped down versions of the real game, where gameplay mecha- nisms are simplified) and \"Sand boxes\" (versions of the game where there is less likelihood for things to go wrong) can support this dynamism;• Player Skills. Games must support player skills and mastery throughout game usability, and specific support systems and rewards;• Control. It is fundamental for players to experience a sense of control over what they are doing, as well as over the game interface, and input devices;• Clear goals. Games should provide players with specific, measurable, achiev- able, responsible and time-bounded goals;• Feedback. Players have to be supported by feedback on the progress they are making, on their action, and the ongoing situations represented in the virtual en- vironment;• Immersion. Players should become less aware of their surroundings and emotion- ally involved in the game dynamics;• Social Interaction. Games should create opportunities for social interaction by supporting competition, collaboration, and sharing among players. An interesting example of an eudaimonic serious game is Superbetter, developedby Jane McGonigal (https://www.superbetter.com/). SuperBetter helpspeople their life goals by working on personal resilience. The application of theaforementioned elements supports people being curious, optimistic and motivated andpromotes high levels of user engagement.4 Working on Social Well-Being: The Social PerspectiveSocial well-being indicates the extent to which individuals are functioning well intheir social system and it is defined on five dimensions [39]:• Social integration, conceptualized as the evaluation of the quality of personal relationships with a community or a society;• Social contribution, evidenced by the perception of having something important to offer to society and the world at large;• Social coherence, determined by the meaning given to the quality, organization, and operations that make up the social sphere;• Social acceptance, based on the belief that people proactivity and agency can foster the development of societies and culture;• Social actualization, determined by the evaluation of the potential and the trajec- tory of society.
174 L. Argenton, E. Schek, and F. Mantovani4.1 How Can Technology and Serious Game Promote Social Well-Being?At this level, the challenge for Positive Technology is concerned with the use of newmedia to support and improve the connectedness between individuals, groups, andorganizations, and to create a mutual sense of awareness. This is essential to the feel-ing that other participants are there, and to create a strong sense of community at adistance. Short and colleagues [40] introduce the term \"social presence\" to indicate the de-gree of salience of the other person in a mediated environment and the consequentsalience of their interpersonal interaction. On this point, Riva and colleagues [41]argued that an individual is present within a group if he/she is able to put his/her ownintentions (presence) into practice and to understand the intentions of the other groupmembers (social presence). Nowadays, social presence has been empowered by ad-vanced ICT systems. All these technologies can promote the development of a peakcollaborative state experienced by the group as a whole and known as “networkedflow” [42]. Sawyer [43,44], who referred to this state with the term of \"group flow\",identified several conditions that facilitate its occurrence: the presence of a commongoal, close listening, complete concentration, control, blending egos, equal participa-tion, familiarity, communication and the potential for failure. As noted by Gaggioliand colleagues [42], networked flow occurs when high levels of presence and socialpresence are matched with a state of \"liminality\". In particular, three pre-conditionshave to be satisfied:• group members share common goals and emotional experiences so that individ- ual intentionality becomes a we-intention [45] able to inspire and guide the whole group;• group members experience a state liminality, a state of \"being about\" that breaks the homeostatic equilibrium previously defined;• group members identify in the ongoing activity the best affordances to overcome the situation of liminality. Social presence and networked flow can be fostered by serious games as well. Aninteresting study realized by Cantamesse, Galimberti, & Giacoma [46], for example,examined the effect of playing the online game World of Warcraft (WoW), both onadolescents’ social interaction and on the competence they developed on it. The in-game interactions, and in particular conversational exchanges, turn out to be a col-laborative path of the joint definition of identities and social ties, with reflection onin-game processes and out-game relationships. Another interesting example isMind the Game, developed by our research group [47] to enhance the optimalfunctioning of groups. The serious game does not only promote cooperationand competitive processes, but also stimulates a proactive co-construction of know-ledge that foster the emergence of we intentions, networking opportunities and in-group dynamics.
Serious Games as Positive Technologies 1755 ConclusionIn this paper we discussed the role of serious games as positive technologies. Accord-ing to Positive Psychology theoretical framework and Positive Technology approach,we demonstrated that these applications are able to promote hedonic well-being, eu-daimonic well-being and social well-being, First of all, serious games can foster positive emotional states by enhancing the dif-ferent forms of pleasure they are intrinsically made of. In particular, we discussed theimportance of sensorial, epistemophilic, social, cathartic and neural pleasure. Secondly, serious applications for computer game technologies can be associatedwith flow experiences and, thus, with psychological well-being. Throughout highlevel of presence and flow, technologies can, in fact, promote optimal experiencesmarked by absorption, engagement, and enjoyment. Finally, serious games are able to increase connectedness and integration. Toachieve such a complex goal they have to work on a mutual sense of awareness, aswell as social presence and situations of liminality. In this way, groups can accesspeak creative states, known as networked flow optimal experiences, that are based onshared goals and emotions, collective intentions, and proactive behaviours.References 1. Fisher, G., Giaccardi, E., Eden, H., Sugimoto, M., Ye, Y.: Beyond binary choices: Inte- grating individual and social creativity. International Journal of Human-Computer Studies 12, 428–512 (2005) 2. Botella, C., Riva, G., Gaggioli, A., Wiederhold, B.K., Alcaniz, M., Banos, R.M.: The present and future of positive technologies. Cyberpsychology, Behavior and Social Net- working 15, 78–84 (2012) 3. Riva, G., Banos, R.M., Botella, C., Wiederhold, B.K., Gaggioli, A.: Positive technology: Using interactive technologies to promote positive functioning. Cyberpsychology, Beha- vior and Social Networking 15, 69–77 (2012) 4. Serino, S., Cipresso, P., Gaggioli, A., Riva, G.: The potential of pervasive sensors and computing for Positive Technology. In: Mukhopadhyay, S.C., Postolache, O.A. (eds.) Pervasive and Mobile Sensing and Omputing for Healthcare, Smart Sensors, Measurement and Instrumentation. Springer, New York (2013) 5. Seligman, M.E.P.: Positive Psychology: Fundamental Assumptions. The Psychologist 16, 26–27 (2003) 6. Seligman, M.E.P., Csikszentmihalyi, M.: Positive psychology: An introduction. The American Psychologist 55, 5–14 (2000) 7. Seligman, M.E.P., Steen, T.A., Park, N., Peterson, C.: Positive psychology progress: Em- pirical validation of interventions. The American Psychologist 60, 410–421 (2005) 8. Keyes, C.L.M., Lopez, S.J.: Toward a science of mental health: Positive direction in diag- nosis and interventions. In: Snyder, C.R., Lopez, S.J. (eds.) Handbook of Positive Psy- chology. Oxford University Press, New York (2002) 9. Kahneman, D., Diener, E., Schwarz, N.: Well-Being: The Foundations of Hedonic Psychology. Sage, New York (2004)
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An Experience-Based Chinese Opera Using Live Video Mapping Xiang-Dan Huang1, Byung-Gook Lee1, Hyung-Woo Kim2, and Joon-Jae Lee3 1 Department of Visual Contents, Dongseo University, Busan, South Korea 2 Department of Design, Dongseo University, Busan, South Korea 3 Department of Game Mobil Contents, Keimyung University, Daegu, South Korea {eileen0801me,leebyunggook,multikimmail}@gmail.com, [email protected] Abstract. In this work, we choose Chinese Opera as research material, hoping to increase people’s acceptance and intimate to the performance. The theme is \"Havoc the Dragon Palace\", one chapter of the sixteenth century Chinese novel “Journey to the West” by Wu Cheng’en. We developed the rendering technique and named “Live Video Mapping”. It focuses on both the movement of human detection and the interaction with background video real-time. The virtual im- ages on the stage not only generate good of view but also make audience expe- rience the illusion of space in which the space is expanding and enhancing. Taking into account the above factors, this study explore the possibility of in- teractive video mapping, as well as understanding and increasing the affinity of Chinese Opera to promote the value of the Chinese Opera. Keywords: Journey to the West, Chinese Opera, real-time interactive expe- rience, live video mapping.1 IntroductionThe new experimental interactive art has been integrated with various fields of artssuch as digital art, sound, lighting, photo, game, virtual reality. Work of art has re-mained in molting from the fact that obtains the life force while vibration. Since thedigital age beginning, the heart of the media area has broken away from the fixed,deny the remained, influx the new in the works. The principle of new art creation isthe participation of the audience as this work is completed through the audiences”active participation. It is also the new standard of art and fundamental principle of thestructure of the media artwork [1]. If you briefly analysis form from the viewpoint ofvisual media, the trend from static media through dynamic media to experiential me-dia. From that standpoint, there are various types of art in video mapping such asmedia facade, stage of performance art, object mapping in the exhibition and others.Therefore, it is considered to be a proper subject for this paper. With the spreadingand effective using of video mapping and the video media, we believe it is necessaryto figure out the current condition of the usage in the area of performing arts. In this work, we choose the Chinese Opera as research material to recommend anexperience-based culture content by “Live video mapping”. Chinese Opera is one ofR. Shumaker and S. Lackey (Eds.): VAMR 2014, Part II, LNCS 8526, pp. 178–189, 2014.© Springer International Publishing Switzerland 2014
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