59,533 research outputs found

    Virtual Reality-Based Experiential Model for Lost Historic Buildings

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    Historic buildings have always been facing severe threats of destruction. Historic buildings are the physical links to our past, and help in forming and imprinting a cultural memory within us. However, when a building gets totally destroyed, the resources available to learn about the past are very limited. The archaeological relics, photographs, sketches, textural records, etc. fail to create a complete picture of the lost structure in our mind due to their unorganized nature and lack of possibility to explore in and around the building. Virtual reality (VR) is an interactive technology that allows people to virtually walk inside built environments using digital tools, and enables us to experience them on a human scale. Virtual heritage (VH) applications have been a popular research area among the Architects, Archaeologists and Historians for more than two decades. Virtual heritage projects, excluding projects developed in the entertainment industry, are predominantly developed by researchers and academicians. These virtual heritage projects mainly focus on either the ā€˜Processā€™ (3D reconstruction mechanism) or the ā€˜Productsā€™ (Virtual Reality systems) but do not consider the end-users, i.e. the ā€˜Peopleā€™ going to use the system. Humans are cultural organisms and their cultural and demographical aspects differ from each other and hence the cultural interpretation, perception and reaction are subjective. Different cultural environment poses different meanings to different people. Hence, it is crucial to identify what end-usersā€™ interests are in a virtual heritage environment in order to effectively educate about the past. This research attempts to investigate the experiences of users when a first-person Virtual Reality-based model of a lost building is presented to the visitors of the museum. the entertainment industry, are predominantly developed by researchers and academicians. These virtual heritage projects mainly focus on either the ā€˜Processā€™ (3D reconstruction mechanism) or the ā€˜Productsā€™ (Virtual Reality systems) but do not consider the end-users, i.e. the ā€˜Peopleā€™ going to use it. Humans are cultural organisms and their cultural and demographical aspects differ from each other and hence the cultural interpretation, perception and reaction are subjective. Different cultural environment poses different meanings to different people. Hence, it is crucial to identify what end-usersā€™ interests are in a virtual heritage environment in order to effectively educate about the past. This research attempts to investigate the experiences of users when a first-person Virtual Reality-based model of a lost building is presented to the visitors of the museum

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Academical and Research Wiimote Applications

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    IADIS MULTI CONFERENCE ON COMPUTER SCIENCE AND INFORMATION SYSTEMS 2008 Amsterdam, The Netherlands JULY 22 - 24, 2008This paper proposes the employment of the Wii Remote controller, better known as Wiimote, as an useful tool for educators and researchers. The quick development on fields such as Wireless Sensors and Actuators Networks or Hybrid Systems, and their applications, requires engineers with a solid knowledge in these areas. To achieve this goal the Wiimote becomes a great alternative to other options due to its great variety of analog and digital components, for a very low price, and the good documentation about it existing in Internet. As will be seen in this paper, the possible academical and research uses of the Wiimote are almost endless and cover many interesting problems in control engineering

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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