1,089 research outputs found

    Narrating the past: virtual environments and narrative

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    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill

    'Breaking the glass': preserving social history in virtual environments

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    New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the ‘cabinets of curiosity’ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitor’s experience more than just an architectural walk through

    The Exhibition of Oceans A History of the ʻImmersive Exhibitionʌ at Public Aquariums from the 19th to the 21st Century

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    This paper aims to trace the history of the ‘immersive exhibition’ at public aquariums from the 19th to the 21st century, with reference to technological developments as well as the social and cultural background of these exhibits. We also take a look at what these kinds of exhibitions might look like in the near future.In this paper, we also consider the ‘reality’ presented by aquarium exhibitions. The simulated seascape cannot seem ‘realistic’ unless it meets visitors\u27 expectations. Therefore, aquarists have over time tried to reconstruct’ oceans’ so that visitors would feel as if the exhibition were ‘real’. The first section of this paper focuses on the features of early immersive exhibitions from the 19th to the beginning of the 20th century, comparing them with other visual cultural forms, such as the panorama. The second section treats aquariums from the 20th century to the beginning of the 21st century. We have selected here representative aquariums in Western and Eastern countries and analyse their exhibition styles. In the last section, which features the advent of new exhibitions that apply VR technology, we concisely discuss the exhibition that may appear in the near future

    Exploring the use of a commercial game engine for the development of educational software

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    Three-dimensional visualization and simulation environments are becoming increasingly important in both industrial and educational environments. However, developing these simulations can be a difficult and expensive task. Herein we explore the use of a commercial game engine to develop a 3-D, interactive computer game designed to teach players about the anatomy of a frog. The goal of this project is threefold: 1) to develop high-fidelity virtual reality educational software with a limited budget and limited personnel, 2) to define a software development process by which similar simulations can be developed, and 3) to explore the benefits that these simulations provide to secondary education. To this end, the Frog Explorer software development process will be reviewed, including discussion of the use of frog anatomy information, as well as the use of the Quake III game engine tools and features. Positive and negative results from two user-testing studies will be reported, with a focus on the game\u27s usability and utility as an educational tool --Abstract, page iii

    Assessing the Synthesis of BIM Technology and Irish Construction Sector Health and Safety: Using 3D Immersive Environments to Improve Awareness of Risks and Hazards on Building Sites

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    Ireland is currently on an upward slope in a boom period in the construction industry and it is inevitable that workforce numbers will increase. A n ew approach at engaging field workers in health & safety awareness is critical to maintaining the downward trajectory in fatality and accidents, as the numbers emplo yed in the construction industry increase. As modelling software use in design development and delivery becomes more prevalent , it enhances the designer’s ability to anticipate, spot and foresee hazards and risks in the design . The hypothesis of this paper is that the use of Building Information Modelling (BIM) can increase the awareness of construction workers to site risks and educate them on H ealth and Safety (H+ S). In creating an immersive 3d model experience with embedded or linked H+S regulatory information, codes of practice and general Health and Safety Authority (H SA guidance, it is purposed that individuals can engage with a virtual environment containing simulated hazards and guidance on the control or mitigation of these hazards. This 3d environment will be referred to as the H+S BIM Module (HSBIMM) in this document. The framework for implementation of the HSBIMM is founded upon the critical review of the standard theories and inherent assumptions contained within existing peer reviewed literature. This study is a step forward in linking BIM and Irish H+S standards. The mixed methodology used shows simplistic methods for dev elopment of a strategy for use in H+S that benefits greatly by BIM incorporation

    A framework study on the use of immersive XR technologies in the cultural heritage domain

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    Most cultural promotion and dissemination are nowadays performed through the digitization of heritage sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality and educational effect of these sites by stimulating users’ senses in a more natural and vivid way. In this respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a more immersive experience that engages the visitor both physically and emotionally. This study contributes to the development and incorporation of AR, MR, and VR applications in the cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems, such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to handheld devices. We propose a framework study to identify the key features of headset-based Extended Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence, and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to improve the guests’ experience and the appreciation of the cultural heritage. An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online Library databases was conducted, including papers published from January 2018 to September 2022. To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending on the study’s purpose: education, entertainment, edutainment, touristic guidance systems, accessibility, visitor profiling, and management. Immersive cultural heritage systems allow visitors to feel completely immersed and present in the virtual environment, providing a stimulating and educational cultural experience that can improve the quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural heritage domain

    I-Light Symposium 2005 Proceedings

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    I-Light was made possible by a special appropriation by the State of Indiana. The research described at the I-Light Symposium has been supported by numerous grants from several sources. Any opinions, findings and conclusions, or recommendations expressed in the 2005 I-Light Symposium Proceedings are those of the researchers and authors and do not necessarily reflect the views of the granting agencies.Indiana University Office of the Vice President for Research and Information Technology, Purdue University Office of the Vice President for Information Technology and CI

    Site-specific theatre and political engagement across space and time: The psychogeographic mapping of British Petroleum in Platform's And While London Burns

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    This essay focuses on Platform's audio-walk And While London Burns (2006), which generates a new map of London by means of the "carbon web," or the complex network of companies and supporting industries on which British Petroleum (BP) relies. The production - and its message about the urgency of halting climate change - has since accrued additional layers of meaning, given the disaster of the Deepwater Horizon oil-rig explosion and spill in the Gulf of Mexico. Addressing the shifting historical and political frame of reference that has surrounded the production at three different times, I analyze the production's use of psychogeography to render critical thinking into physicality through a self-motivated, multi-sensory engagement with the cityscape that generates a visceral response. And While London Burns deploys the paradox of forcing participants to perform changes and make their own decisions in spite of the potentially isolating and personal medium of the audio-walk

    Lighting at the end of the tunnel:the design of adaptive and intelligent lighting for an underground workspace

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    Abstract. Callio has been established to manage the rehabilitation of PyhÀsalmi Mine into a world-class business and research underground facility. The reuse of PyhÀsalmi Mine serves as a backdrop for studying the effects of artificial light in an underground workspace. This provides a rationale for a hypothesis respecting the lighting environment as affecting the physiological and psychological state of people working in environments with restricted exposure to natural light. Although the current lighting infrastructure may be sufficient for mining operations, it is questionable that the visual and non-visual lighting requirements of the future users of the deep underground facility can be fulfilled under the existent lighting conditions. The main research question that this thesis intends to study is the ways in which future users of the deep underground workspace may benefit from adaptive and intelligent lighting in their day-to-day work activities. Whether the influence of a workspace equipped with adaptive and intelligent lighting and designed through a set of architectural lighting principles may promote well-being of employees and guests. The first part of this thesis presents the theoretical background of the visual and non-visual effects of light and workspace architecture. The second part introduces the implementation of adaptive and intelligent technologies to architectural lighting design in the context of creating a new working environment in two underground spaces in Callio. Located on the main level, Retka restaurant will also operate as the new information centre. A few metres deeper, the Lab 2 will offer a new floor for research and business activities. Through a series of scenarios, the design implementation of adaptive and intelligent lighting aims to respond to the visual and non-visual requirements of light of the future users of the deep underground workspace. The production of detailed descriptions for each scenario provides a robust conceptual framework for the lighting design. It aims to unfold the most adequate lighting behaviour that suits the underground working environment. The implementation plan for the lighting designs form a basis for future lighting pilots whereby the effects of lighting in underground environments will be studied
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