810 research outputs found

    Virtual Exploration of Underwater Archaeological Sites : Visualization and Interaction in Mixed Reality Environments

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    This paper describes the ongoing developments in Photogrammetry and Mixed Reality for the Venus European project (Virtual ExploratioN of Underwater Sites, http://www.venus-project.eu). The main goal of the project is to provide archaeologists and the general public with virtual and augmented reality tools for exploring and studying deep underwater archaeological sites out of reach of divers. These sites have to be reconstructed in terms of environment (seabed) and content (artifacts) by performing bathymetric and photogrammetric surveys on the real site and matching points between geolocalized pictures. The base idea behind using Mixed Reality techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information. General public activities emphasize the visually and auditory realistic aspect of the reconstruction while archaeologists activities emphasize functional aspects focused on the cargo study rather than realism which leads to the development of two parallel VR demonstrators. This paper will focus on several key points developed for the reconstruction process as well as both VR demonstrators (archaeological and general public) issues. The ?rst developed key point concerns the densi?cation of seabed points obtained through photogrammetry in order to obtain high quality terrain reproduction. The second point concerns the development of the Virtual and Augmented Reality (VR/AR) demonstrators for archaeologists designed to exploit the results of the photogrammetric reconstruction. And the third point concerns the development of the VR demonstrator for general public aimed at creating awareness of both the artifacts that were found and of the process with which they were discovered by recreating the dive process from ship to seabed

    We All Live in a Virtual Submarine

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    Our seas and oceans hide a plethora of archaeological sites such as ancient shipwrecks that, over time, are being destroyed through activities such as deepwater trawling and treasure hunting. In 2006, a multidisciplinary team of 11 European institutions established the Venus (Virtual Exploration of Underwater Sites) consortium to make underwater sites more accessible by generating thorough, exhaustive 3D records for virtual exploration

    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

    3D virtualization of an underground semi-submerged cave system

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    Underwater caves represent the most challenging scenario for exploration, mapping and 3D modelling. In such complex environment, unsuitable to humans, highly specialized skills and expensive equipment are normally required. Technological progress and scientific innovation attempt, nowadays, to develop safer and more automatic approaches for the virtualization of these complex and not easily accessible environments, which constitute a unique natural, biological and cultural heritage. This paper presents a pilot study realised for the virtualization of 'Grotta Giusti' (Fig. 1), an underground semi-submerged cave system in central Italy. After an introduction on the virtualization process in the cultural heritage domain and a review of techniques and experiences for the virtualization of underground and submerged environments, the paper will focus on the employed virtualization techniques. In particular, the developed approach to simultaneously survey the semi-submersed areas of the cave relying on a stereo camera system and the virtualization of the virtual cave will be discussed

    Beacon Virtua: A Virtual Reality Simulation Detailing the Recent and Shipwreck History of Beacon Island, Western Australia

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    Beacon Virtua is a project to document and virtually preserve a historically significant offshore island as a virtual reality experience. In 1629, survivors of the wreck of VOC ship Batavia took refuge on Beacon Island, Western Australia, followed by a mutiny and massacre. In the 1950s the island became the base of a successful fishing industry, and in 1963 human remains from Batavia were located. The fishing community has recently been moved off the island to protect and preserve the site and allow a thorough archaeological investigation of the island. Beacon Virtua exposes users to the history of both the shipwreck survivors and the fishing community. The project uses the virtual environment development software Unity to present a simulation of the island, with 3D models of buildings and jetties, photogrammetric 3D reconstructions of graves and other features, 360° photographic panoramas, and information on the history of the island. The experience has been made available on a wide range of different platforms including via a web-page, as part of an exhibition, and on head mounted displays (VR headsets). This chapter discusses the features included in Beacon Virtua, the storytelling techniques used in the simulation, the challenges encountered and solutions used during the project

    From Physical to Digital, From Interactive to Immersive: Archaeological Uses of 3D, AR, VR, and More

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    The combination of improved methods and tools, widespread adoption, and continuously-falling barriers to entry has prompted the claim that we are currently living in a ‘golden age of digital archaeology’. This paper provides a background discussion of the use and evolution of digital methods and tools in archaeology, as well as a summary of the conference session “From Physical to Digital, from Interactive to Immersive: Uses of Three– Dimensional Representation, Mixed Reality, and More in the Sharing and Exploration of Archaeological Data,” held at the CAA 2017 conference in Atlanta

    Actors in VR storytelling

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    Virtual Reality (VR) storytelling enhances the immersion of users into virtual environments (VE). Its use in virtual cultural heritage presentations helps the revival of the genius loci (the spirit of the place) of cultural monuments. This paper aims to show that the use of actors in VR storytelling adds to the quality of user experience and improves the edutainment value of virtual cultural heritage applications. We will describe the Baiae dry visit application which takes us to a time travel in the city considered by the Roman elite as "Little Rome (Pusilla Roma)" and presently is only partially preserved under the sea.Comment: Pre-print versio

    Augmented virtual accessibility of CH: The web navigation model of inquisition prisons

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    The latest advances in the architectural survey and 3D reconstruction have produced new technologies and methodologies to enhance cultural assets and improve their accessibility. The possibility of virtually visiting a place of historical and cultural interest is often the only way to have access to it. This can happen for various reasons: users' disabilities, temporary site closure, assets located in remote and inaccessible places, and assets destined to disappear over time. Fortunately, new Geomatics and Computer Science technologies allow the virtual reconstruction of entire archaeological and monumental sites with high levels of accuracy. Considering the technologies related to VR, online virtual fruition techniques were recently adopted, using the open source WebGL JavaScript libraries. These libraries allow users to virtually explore the virtual model employing web browsers without installing any client-side applications. The work presented adopts these technologies. It falls within the VASARI project, whose goal is to create a single digital platform for the enhancement, use, and management of the Italian artistic heritage. In particular, the described work concerns the survey, 3D reconstruction, and web visualization of the archaeological site of the Inquisition Prisons located within the monumental complex of Palazzo Chiaramonte in Palermo, known as the "Steri" and today the headquarters of the Rectorate of the University of Palermo. The adopted workflow and encountered issues during implementation will be described

    Virtual reality tools for the West Digital Conservatory of Archaeological Heritage

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    International audienceIn the continuation of the 3D data production work made by the WDCAH, the use of virtual reality tools allows archaeologists to carry out analysis and understanding research about their sites. In this paper, we focus on the virtual reality services proposed to archaeologists in the WDCAH, through the example of two archaeological sites, the Temple de Mars in Corseul and the Cairn of Carn Island

    Imagining technology-enhanced learning with heritage artefacts: teacher-perceived potential of 2D and 3D heritage site visualisations

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    Background: There is much to be realised in the educational potential of national and world heritage sites. Such sites need to be supported in sharing their resources with a wide and international public, especially within formal education. Two-dimensional (2D) and three-dimensional (3D) heritage site visualisations could serve this need. Our study focuses on the teacher-perceived possibilities and benefits for education around such visualisations. Purpose: We describe how a group of UK teachers perceive the potential of cross-curricular learning that could arise from an Italian world heritage site. The teachers commented on 2D visualisations of artefacts from this site, as well as the design of a 3D immersive environment to serve educational purposes. We consider as follows: (1) how the cross-curricular teaching potential of such resources is perceived, and (2) what design features of a 3D immersive environment teachers suggest are needed for educational explorations. Sample: We recruited 10 teachers from the Midlands region of the UK and carried out semi-structured interviews. Methods: Interviews were transcribed and a thematic analysis applied to the conversations. Questioning was grounded in the examination of 2D and 3D visual resources. This provoked cross-curricular and educational design thinking. Results: Teacher responses highlighted a wide range of cross-curricular possibilities. However, they expressed a more ‘assimilative’ than ‘accommodative’ approach when relating resources to the curriculum. Such ‘assimilation’ involved seeing the site artefacts as raw material for more instrumental ‘curriculum activities’ (e.g. within art and design, geography, maths or literacy) rather than a more accommodative approach whereby curricular disciplines were exercised to make new meaning from the artefacts. In relation to 3D technology design, most teachers highlighted three technology features that would render it well matched to educational practice and three educational benefits over non-3D immersive environments. Conclusions: Teachers can easily imagine a rich range of opportunities to utilise 2D and 3D heritage site artefacts within the curriculum. However, the largely assimilative nature of this cross-curricular appropriation suggests the value of providing more guidance and support to teachers in the interpretation and application of artefacts. Their design suggestions can usefully inform construction of educational features within 3D immersive technologies that support heritage site experiences
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