In the context of Media Art, the notion of cultural heritage experiences a renewed interest with regards to accessibility, legacy and preservation. Contemporary media artists reimagine cultural heritage, not only finding inspiration in classic art forms, but contributing to a deeper perceptual understanding of historic context. Media Art and new technology help to provide new accessibility to heritage through a variety of strategies, but also present novel artistic readings of cultural contexts.
D. Anderson (2015) The digital dark age. Communications of the ACM 58(12), pp. 20–23. [Cross Ref]
E.F. Anderson, L. McLoughlin, F. Liarokapis, C. Peters, P. Petridis and S. de Freitas (2010) Developing serious games for cultural heritage: a state-of-the-art review. Virtual Reality 14(4), pp. 255–275. [Cross Ref]
E.F. Anderson (2013) Computer games technology and serious games for the preservation of cultural heritage. In: 3rd International Conference of Young Folklorists: vernacular expressions and analytic categories — Abstracts. University of Tartu, pp 11–12. URL: digar.ee/id/nlib-digar:131664
E.F. Anderson and S. Sloan (2020). Recreating Past and Present: An Exceptional Student-Created Virtual Heritage Experience. In: Eurographics 2020 — Education papers. [Cross Ref]
G.F. Araoz (2011) Preserving heritage places under a new paradigm. Journal of Cultural Heritage Management and Sustainable Development 1(1), pp. 55–60. [Cross Ref]
J. Blow (2004) Game Development: Harder Than You Think. ACM Queue 1(10), pp. 28–37. [Cross Ref]
E. Champion (2015) Critical Gaming: Interactive History and Virtual Heritage. Routledge. [Cross Ref]
DDCMS (2018) A connected society - a strategy for tackling loneliness. Laying the foundations for change. Department for Culture, Media and Sport. URL: gov.uk/government/publications/a-connected-society-a-strategy-for-tackling-loneliness
D Fancourt and T. Steptoe (2020) Covid Social Study. UCL London https://www.covidsocialstudy.org/
O. Emets Gingrich, E. Renaud, A. Negrao, D. (2018) KIMA: Noise: A visual sound installation on urban noise. In: J. Weinel, J.P. Bowen, G. Diprose, and N. Lambert (eds), EVA London 2019 (Electronic Visualisation and the Arts) 2019, pp.391–398. [Cross Ref]
O. Gingrich, U. Tymoszuk, E. Emets, A. Renaud and D. Negrao (2019) KIMA: The Voice - Participatory Art as Means for Social Connectedness. In: J. Weinel, J.P. Bowen, G. Diprose, and N. Lambert (eds), EVA London 2019 (Electronic Visualisation and the Arts) 2019, pp.182–189. [Cross Ref]
O. Gingrich, E. Emets, A. Renaud, S. Soraghan and D. Villanueva-Ablanedo (2020) KIMA: The Wheel— Voice Turned into Vision: A participatory, immersive visual soundscape installation. Leonardo 53(5), pp. 479-484. [Cross Ref]
H. M. Gladney (2006) Principles for digital preservation. Communications of the ACM 49(2), pp. 111–116. [Cross Ref]
C. Humphrey and D. Sneath (1999) The End of Nomadism? Society, State and the Environment in Inner Asia. Duke University Press.
Y. Kalay, T. Kvan and J. Affleck, eds. (2007) New Heritage: New Media and Cultural Heritage. Routledge. [Cross Ref]
T. Kuny (1997) A Digital Dark Ages? Challenges in the Preservation of Electronic Prevention Information. Proceedings of the 63rd IFLA (International Federation of Library Associations and Institutions) Council and General Conference. URL: archive.ifla.org/IV/ifla63/63cp.htm
B. Morschheuser, J. Hamari, K. Werder and J. Abe (2017). “How to Gamify? A Method For Designing Gamification”. Proceedings of HICSS 2017: the 50th Hawaii International Conference on System Sciences, pp. 1298-1307. [Cross Ref]
B. Sawyer (2002). Serious games: Improving public policy through game-based learning and simulation. Whitepaper for the Woodrow Wilson International Center for Scholars. URL: wilsoncenter.org/publication/executive-summary-serious-games-improving-public-policy-through-game-based-learning-and
N. Silberman (2007). Chasing the Unicorn?: The Quest for "Essence" in Digital Heritage. In: New Heritage: New Media and Cultural Heritage, Routledge, pp 81-91.
UNESCO (2009). Charter on the Preservation of the Digital Heritage. UNESDOC Digital Library. URL: unesdoc.unesco.org/ark:/48223/pf0000179529.page=2
UNESCO (2019) Concept of Digital Heritage. Information Preservation, UNESCO.org. URL: en.unesco.org/themes/information-preservation/digital-heritage/concept-digital-heritage
A.G. Warby, D. Garcia and A. Winn, eds. (2016) Inspiring Futures: Volunteering for Wellbeing. Final Report. Social Value UK. 2013-2016. URL: socialvalueuk.org/report/inspiring-futures-volunteering-wellbeing-final-report-2013-2016/
M. Zyda (2005) From visual simulation to virtual reality to games. In: IEEE Computer 38 (9), pp. 25-32. [Cross Ref]