
Treasures FP7-ICT-2011-9-600676-i-Treasures). It is 
an Integrated Project (IP) of the European Union's 7th 
Framework Programme 'ICT for  Access  to  Cultural 
Resources. 
REFERENCES 
A Jaumard-Hakoun, et al., 2013. Capturing, Analyzing, and 
Transmitting Intangible Cultural Heritage with the i-
Treasures Project. Edinburgh, UK, s.n. 
Al  Kork,  S.  K.  et  al.,  2014.  A Multi-Sensor Helmet to 
Capture Rare Singing, An Intangible Cultural Heritage 
Study. Cologne, Germany, s.n. 
Bellotti, F. et al., 2012. Designing a course for stimulating 
Entrepreneurship in  higher  education  through  Serious 
Games.  Procedia Computer Science, Volume 15, pp. 
174-186. 
Breuer,  J.  &  Bente,  G.,  2010.  Why  so  serious?  On  the 
Relation of Serious Games and  Learning  -  Eludamos. 
Journal for Computer Game Culture,, 4(1), pp. 7-24. 
Charlier, N.,  Ott,  M.,  Remmele, B.  &  Whitton, N., 2012. 
Not Just for Children: Game-Based Learning for Older 
Adults.  Cork,Ireland,  In  6th  European  Conference  on 
Games Based Learning,, pp. 102-108. 
Chatam, R., 2009. The 20th-century revolution in military 
training.  In:  E.  K,  ed.  Development of professional 
expertise. Toward measurement of expert performance 
and design of optimal learning environements. New 
York: Cambridge University Press, pp. 27-60. 
Chawah, P. et al., 2014. An educational platform to capture, 
visualize and analyze rare singing. Singapore, s.n. 
Garris, R., Ahlers, R. & Driskell, J. E., 2002. Games, 
motivation,  and  learning:  A  research  and  practice 
model. Simulation & Gaming, 33(4), pp. 441-467. 
Graafland, M., Schraagen, J. M. & Schijven, M. P., 2012. 
Systematic  review  of  serious  games  for  medical 
education and surgical skills training.. British Journal 
of Surgery, Volume 99, p. 1322–1330. 
i-Treasures,  2013.  The i-Treasures project. (Online)  
Available at: www.i-treasures.eu/ 
J. E. Lloyd, Stavness, I. & S. Fels, 2012. “ArtiSynth: A fast 
interactive biomechanical modeling toolkit combining 
multibody and finite element simulation. Springer,, pp. 
344-394. 
Joshi,  P.,  2005.  Learning controls for blend shape based 
realistic facial animation. s.l., ACM SIGGRAPH 2005 
Courses. 
Kele Xu, et al., 2014. 3D tongue motion visualization based 
on ultrasound image sequences. Singapore, s.n. 
Martínez-Durá, M. et al., 2001. Serious Games for Health 
and Safety Training. In: M. Prensky, ed. Digital game-
based learning. New York: Mc Graw-Hill. 
Mortara,  M.  et  al.,  2014.  Learning  Cultural  Heritage  by 
serious games. Journal of Cultural Heritage, 15(3), pp. 
318-325. 
Ott,  M.  &  Pozzi,  F.,  2008.  ICT  and  Cultural  Heritage 
Education: Which  Added  Value?.  In:  M.  e.  a. Lytras, 
ed.  Emerging Technologies and Information Systems 
for the Knowledge Society - Lecture Notes in Computer 
Science. Berlin: Springer , pp. 131-138. 
S.A.-RTMaps, I., 2012. Intempora S.A.-RTMaps. (Online)  
Available at: http://www.intempora.com/ 
Susi,  T.,  Johanesson,  M.  &  Backlund,  P.,  2007.  Serious 
Games - An Overview, Skövde, Sweden: University of 
Skövde. 
Tsalakanidou, F. & Malassiotis, S., 2010. Real-time 2D+3D 
Facial  Action  and  Expression  Recognition.  Pattern 
Recognition, 43(5), pp. 1763-1775. 
UNESCO,  2012.  UNESCO.  (Online)  
Available  at:  http://www.unesco.org/culture/ich/en/ 
convention. 
Zap, N. & Code, J., 2009. Self-Regulated Learning in Video 
Game  Environments.  In:  R.  Ferdig,  ed.  Handbook of 
Research on Effective Electronic Gaming in Education. 
s.l.:Hershey, pp. 738-756. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
VISAPP2015-InternationalConferenceonComputerVisionTheoryandApplications
650