3,907 research outputs found

    Lund University Humanities Lab Annual Report 2020

    Get PDF

    Effects of interactive digital media on architectural heritage learning

    Get PDF
    This study attempts to determine the effects of three modes of digital media (virtual reality, video, and Web) on architectural heritage learning.It also aims to determine the demographics' effects of museum visitors on learning using interactive digital media.The content of these media focuses on historical and architectural information of a cultural heritage monument at a UNESCO World Heritage Site.This study has employed quasi-experimental method with the use of designated tasks and retention test in real-world setting.It is found that there is a significant difference among these digital media on retention score.Further analysis reveals that virtual reality provides the lowest retention score and contributes to this significant difference when compared to video.There is no significant difference between gender and retention score.However, there is a significant difference among age and retention score. This study contributes towards empirical evidence on the significant use of interactive digital media on architectural heritage learning and provides insights about demographic effects of interactive digital media on architectural heritage learning

    The Industrial Track of EuroVR 2018:Proceedings of the 15th Annual EuroVR Conference

    Get PDF

    The Industrial Track of EuroVR 2018:Proceedings of the 15th Annual EuroVR Conference

    Get PDF

    Virtual Reality-Based Experiential Model for Lost Historic Buildings

    Get PDF
    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 ‘Process’ (3D reconstruction mechanism) or the ‘Products’ (Virtual Reality systems) but do not consider the end-users, i.e. the ‘People’ 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-users’ 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 ‘Process’ (3D reconstruction mechanism) or the ‘Products’ (Virtual Reality systems) but do not consider the end-users, i.e. the ‘People’ 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-users’ 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

    Optical Heritage Museum: An Interactive Touch

    Get PDF
    Optical Heritage Museum (OHM) was established in 1983 with the aim to preserve, promote and display historical artifacts of the optics industry and educate all of its vital role optics has played in societal development. Over the years, the museum has grown in its physical space along with exhibit development to engage audiences in innovative, effective methods. Clark University’s School of Professional Studies department and curator of Optical Heritage Museum, Mr. Whitney’s Whitney, have establish a collaboration that has spanned over two semesters with the goal to support and aid in improving OHM. Our capstone group was assigned the task of improving marketing strategies for OHM, which altered its focus on developing strategies and knowledge on improving the museum’s interactivity amongst its exhibits

    Challenges and Strategies for Educational Virtual Reality

    Get PDF
    Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse(LIB3DVR), funded by a grant from the Institute of Museum and Library Services. This qualitative study invited experts from a range of disciplines and sectors to identify common challenges in the visualization and analysis of 3D data, and the management of VR programs, for the purpose of developing a national library strategy

    Augmented Reality and Its Application

    Get PDF
    Augmented Reality (AR) is a discipline that includes the interactive experience of a real-world environment, in which real-world objects and elements are enhanced using computer perceptual information. It has many potential applications in education, medicine, and engineering, among other fields. This book explores these potential uses, presenting case studies and investigations of AR for vocational training, emergency response, interior design, architecture, and much more
    corecore