Tag: Cases and Examples
Today’s latest game engines and virtual reality devices make it possible to recreate ancient worlds and build experiences with a new aim in mind, not just to see the buildings in an ancient town, but feel as if you were back then.
During the last two years we have been working to process the archaeological information of the Iberian ancient town of Ullastret to a complete 3D model of the city that can be experienced in Virtual Reality.
A team of archaeologists, designers and programmers has translated all that data to a 3D complete model built with Unreal Engine, a videogame creation software that allows new immersive outputs like 360º videos and VR environments.
The script contains key elements from the Iberian culture: their totemic animals, the social prevalence of warriors… The users are immersed in the dream of a member of the Iberian elite, who returns to the town and remembers the first time he saw the great walls, the children playing in the streets, the courtyard where he learned to fight…
The HTC Vive kit allow us to literally teleport the visitors to those town of 2200 years ago. They can physically move in a 3x3m area, where they can wander by the streets, enter a room and take a close look to the amphoras… The project can be seen too in an immersive room suited for little groups in the archaeological site where they are sorrounded by screens showing the same story but adapted to this media.Read More
“What Shakespeare is tapping into is some of the latest cutting-edge technology in 1610 and referencing that in his work. I am absolutely sure that if Shakespeare was alive today he’d be going, ‘Give me some...Read More
ITN-DCH FINAL CONFERENCE is an international event for the professionals working in the Digital Cultural Heritage domain. The aim of the conference is to bring together experts and leaders from the cultural heritage domain and,...Read More
This paper presents a multi-user virtual heritage application that allows children to experience and learn the hunting strategies depicted in a cave painting from 6000 BC. The application is based on a multi-touch vertical screen that allows for full-body interaction through carefully defined gestures that search to provide sufficient ecological naturalness and experimentation freedom to the users. This paper gives a detailed account on the experience and interaction design, agent programming and multi-touch technology. It also presents an experimental set-up, especially designed to assess the impact of the installation in the educational goal, the usability of the experience and the results obtained.
Keywords: children, interaction, education, interactive communication, multitouch, HCI, museography, virtual heritage, cave paintings, full-body interactionRead More
Virtual Museums, a history – Part 1: the originsA brief history of virtual museums. Part 1:...Read More