Budget Amount *help |
¥16,380,000 (Direct Cost: ¥12,600,000、Indirect Cost: ¥3,780,000)
Fiscal Year 2014: ¥2,990,000 (Direct Cost: ¥2,300,000、Indirect Cost: ¥690,000)
Fiscal Year 2013: ¥3,250,000 (Direct Cost: ¥2,500,000、Indirect Cost: ¥750,000)
Fiscal Year 2012: ¥2,860,000 (Direct Cost: ¥2,200,000、Indirect Cost: ¥660,000)
Fiscal Year 2011: ¥2,730,000 (Direct Cost: ¥2,100,000、Indirect Cost: ¥630,000)
Fiscal Year 2010: ¥4,550,000 (Direct Cost: ¥3,500,000、Indirect Cost: ¥1,050,000)
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Outline of Final Research Achievements |
This research aims at implementing an learning platform for Japanese traditional culture using SecondLife (SL), which is the most popular metaverse infrastructure. As a first step, we constructed 3D metaverse that includes virtual Kimono museums, virtual Noh theater, and virtual Shinto shrine, for exhibiting tangible Japanese cultural heritage. We also constructed a mechanism to experience intangible cultural heritage by applying motion capture technology to avatar-based animation on the virtual Noh theater. A serious game for learning manners and customs for worshiping at Shinto shrine were also implemented. As a second step, we conducted learning experiments among the international and Japanese students. The analytical results of these experiments suggest that the interaction and co-playing in 3D metaverse could provide participants embodied and effective situated learning about tangible and intangible Japanese cultural heritage.
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