TY - CPAPER KW - Costs KW - Digital preservation KW - Digital storage KW - Intangible cultural heritages KW - Interactive applications KW - Interactive games KW - Interactive gaming KW - Low cost motion capture KW - Low costs KW - Motion capture KW - Movement signatures KW - Sports KW - Virtual reality KW - Digital preservation KW - motion comparison KW - Virtual reality AU - N. O Connor AU - Y. Tisserand AU - A. Chatzitofis AU - F. Destelle AU - J. Goenetxea AU - L. Unzueta AU - D. Zarpalas AU - P. Daras AU - M. Linaza AU - K. Moran AU - Magnenat Thalmann AB - In 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. C2 - European Signal Proces. Conf. N1 - Journal Abbreviation: Music as Intangible Cultural Herit.: Policy, Ideology, and Practice in the Preservation of East Asian Traditions N2 - In 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. PB - Ashgate Publishing SN - 9781409439073 (ISBN) SP - 351 EP - 355 TI - Interactive games for preservation and promotion of sporting movements UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-84911917903&partnerID=40&md5=1b87f042cd5e4eb7e942781f3bf985e5 ER -