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Exploring Cultural Heritage Using Virtual Reality

机译:利用虚拟现实探索文化遗产

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Virtual modelling featuring realistic, constructed environments has progressed significantly over the last decade and is largely used for scientific, educational and recreational purposes. Helped by gaming industry advances, 3D engines are continuously pushing the technological frontiers by providing more and more realistic environments, which allows increased interactions with users. In this context, a head-mounted display, such as Oculus Rift, facilitates interactivity allowing more realism in an immersive experience. This paper presents an innovative use of Oculus Rift, without any other connected device, in order to allow virtual mobility without constrained navigation. It also meant that visual item selection or information requests in a 3D scene could be done using a virtual pointer. This innovation brings an added value to the existing virtual reality experience by making it possible to streamline the interaction between the user and the model while valuing the intuitiveness and spontaneity of actions. The system might therefore be easy to handle even for a non 3D expert user. The main square of the city of Mons (Belgium), European Capital of Culture in 2015, was chosen as a case study to put the project into practice. The historical centre of the city has many architectural heritage buildings from the gothic and classical periods which constitute an ideal heritage site to work on. The virtual model was built with Rhino software and later imported into the Unity 3D real time engine to perform the animations and enable the 3D environment to interact with the Oculus Rift. The project proposes a virtual tour of the historical town centre where each building is described through audio storytelling. Each audio description informs the user about the cultural heritage value of the building under scope. The gaming experience has been tested by a group of children aged between 9 and 12. Although free to take a virtual walk around the main square, each user has to follow audio instructions and listen to indications in order to make the visit in a particular order. The assessment of the virtual tour through the learning outcome of the users is evaluated and discussed in this paper.
机译:在过去的十年中,具有逼真的构建环境的虚拟建模已经取得了长足的进步,并且已广泛用于科学,教育和娱乐目的。随着游戏行业的发展,3D引擎通过提供越来越逼真的环境来不断推动技术前沿,从而增加了与用户的互动。在这种情况下,诸如Oculus Rift的头戴式显示器可促进交互性,从而在沉浸式体验中提供更多真实感。本文介绍了Oculus Rift在没有任何其他连接设备的情况下的创新用法,以实现虚拟移动而不受导航限制。这也意味着可以使用虚拟指针完成3D场景中的可视项选择或信息请求。这项创新可以简化用户与模型之间的交互,同时评估动作的直观性和自发性,从而为现有的虚拟现实体验带来附加值。因此,即使对于非3D专家用户,该系统也可能易于操作。 2015年,欧洲文化之都蒙斯(比利时)的主要广场被选为案例研究,以便将该项目付诸实践。这座城市的历史中心有许多哥特式和古典时期的建筑遗产建筑,构成了理想的遗产遗址。使用Rhino软件构建虚拟模型,然后将其导入Unity 3D实时引擎中以执行动画,并使3D环境与Oculus Rift进行交互。该项目提议对历史悠久的市中心进行虚拟游览,其中通过语音讲故事对每座建筑物进行描述。每个音频描述都会告知用户该建筑物在范围内的文化遗产价值。游戏体验已由9岁至12岁的一组儿童进行测试。尽管可以自由走动在主要广场周围进行虚拟散步,但每个用户都必须听从音频说明并听取指示,以便按照特定顺序进行访问。本文通过用户的学习成果对虚拟之旅的评估进行了评估和讨论。

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