02105nas a2200445 4500000000100000008004100001260002300042653001000065653002500075653002000100653003400120653002900154653002200183653002300205653002800228653001400256653001900270653002400289653001100313653002000324653002500344653002200369653002000391100001600411700001700427700001900444700001600463700001700479700001500496700001600511700001300527700001400540700001300554700002200567245007500589856011800664300001200782520084000794020002501634 d bAshgate Publishing10aCosts10aDigital preservation10aDigital storage10aIntangible cultural heritages10aInteractive applications10aInteractive games10aInteractive gaming10aLow cost motion capture10aLow costs10aMotion capture10aMovement signatures10aSports10aVirtual reality10aDigital preservation10amotion comparison10aVirtual reality1 aN. O Connor1 aY. Tisserand1 aA. Chatzitofis1 aF. Destelle1 aJ. Goenetxea1 aL. Unzueta1 aD. Zarpalas1 aP. Daras1 aM. Linaza1 aK. Moran1 aMagnenat Thalmann00aInteractive games for preservation and promotion of sporting movements uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-84911917903&partnerID=40&md5=1b87f042cd5e4eb7e942781f3bf985e5 a351-3553 aIn this paper we describe two interactive applications for capturing the motion signatures associated with key skills of traditional sports and games. We first present the case for sport as an important example of intangible cultural heritage. We then explain that sport requires special consideration in terms of digitization for preservation as the key aspects to be digitized are the characteristic movement signatures of such sports. We explain that, given the nature of traditional sporting agencies, this requires low-cost motion capture technology. Furthermore we argue that in order to ensure ongoing preservation, this should be provided via fun interactive gaming scenarios that promote uptake of the sports, particularly among children. We then present two such games that we have developed and illustrate their performance. a9781409439073 (ISBN)