Abstract
Virtual heritage projects are all around us, but appear to be becoming synonymous with stilted walkthroughs of sterile environments. For the technology’s applications to heritage to become a viable industry sector, a combination of technological, economic and creative challenges must be overcome. This chapter therefore reviews the necessary preconditions for economic viability and uses this to set targets for researchers.The arguments are backed up by views of trends in UK and European tourism, and in component technologies which must be in place to meet the needs for sustainable edutainment industry based on cultural heritage. Finally, it is argued that the component technologies, whilst necessary, are not sufficient, and that a great deal of creative energy needs to be put into experimentation in applying the palette of tools to the creation of engaging experiences in a novel genre.
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