19 research outputs found
DEVELOPMENT OF A VIRTUAL MUSEUM INCLUDING A 4D PRESENTATION OF BUILDING HISTORY IN VIRTUAL REALITY
In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s
available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition
using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to
additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum
should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning
of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic
town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg,
Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect
information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System
Chiral molybdenum(0) and tungsten(0) carbonyl diimine complexes
The chiral diimine ligand C5H4N-2-C(C6H5)=N{(1S,2S)-C5H8-2-OCH2C6H5)} (1) was prepared via the reaction of 2-benzoyl pyridine and (1S,2S)-(+)-2-benzyloxycyclopentylamine. 1 (=L) reacts with M(CO)(6) in toluene to give the respective metal(0) complexes [M(CO)(4)(L-kappa N,N')] (M = Mo (2) and W(3)). 1-3 were fully characterized by elemental analyses, 1R, multinuclear NMR spectroscopy and MS. The complexes 2 and 3 are isostructural and crystallize in the chiral hexagonal space group P3(1) with three molecules in the unit cell. (C) 2008 Elsevier Ltd. All rights reserved
SEGEBERG 1600 – RECONSTRUCTING A HISTORIC TOWN FOR VIRTUAL REALITY VISUALISATION AS AN IMMERSIVE EXPERIENCE
The 3D reconstruction of historic buildings and cities offers an opportunity to experience the history of relevant objects and their
development over the centuries. Digital visualisations of such historic objects allow for a more natural view of history as well as
showing information that is not possible in a real world setting. New presentation forms, such as the virtual reality (VR) system HTC
Vive, can be used to disseminate information in another dimension and simplify the access by changing the user’s viewpoint from a
listener and viewer into being an integrated part of an interactive situation. In general, this approach is a combination of education and
entertainment, also known as “edutainment” or “gamification”, a term used in the education sector as describing where motivation to
learn is encouraged through adding a competitive element. It is thus a step away from simple consumption of information towards
experiencing information and a more literal interpretation of “living history”.
In this contribution, we present the development of a 3D reconstruction of the two towns Segeberg and Gieschenhagen (today: Bad
Segeberg) in Schleswig-Holstein, Germany in the Early Modern Age around 1600. The historic landscape and its conversion from a
reconstructed virtual town model into an interactive VR application is also described. The reconstruction is based on a recent digital
terrain model as well as survey data of surviving buildings, historic visual information based on historic drawings and written accounts
from that era. All datasets are combined to a single walkable virtual world that spans approximately 3 km²