Project Category: Virtual Reality

Case Study For Virtual Reality (VR) Application Of Gamified Restoration Of Archaeological Sites

Abstract Virtual Reality is a modern technology that is used widely lately. It has many uses in different situations. One of them is Cultural Heritage. Virtual Reality is proven to be beneficial for the preservation of Cultural Heritage through the applications that are using it, as it can attract a lot of people, even children. In most cases, Virtual Reality applications that are related to Cultural Heritage are about exploring a virtual museum or monument. But what if can be used to simulate a procedure that can be split in actions, in a gamified way? What if this procedure...

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The new permanent exhibition of the prehistory department of the Museum of Natural History in Vienna

Abstract The permanent exhibition of the prehistory department of the Museum of natural history in Vienna has been completely renewed constituting a wide range of new approaches of didactics by making use of new technologies and concepts. 7 Reasons has been contracted to challenge the integration of new media solutions resulting in 26 diffferent setups for hardware, models and contents. Keywords: Virtual Museum, Virtuality in Museums, Museum, Augmented Reality, VR, AR, XR, Projections, Display, Virtual Reconstructions Virtual Museum, Virtuality in Museums, Museum, Augmented Reality, VR, AR, XR, Projections, Display, Virtual Reconstructions The new permanent exhibition of the prehistory department of...

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Hauger, Haller, Hav The permanent exhibition of the Midgard Viking Center in Borre, Norway

Abstract 7Reasons together with the Ludwig Bolzmann Institute of Archaeological Prospection and Virtual Archaeology (LBI Arch Pro) has undertaken the production of the new permanent exhibition at Borre Historical Center and its Site which consisting of various Augmented Reality Stations, Large Scale Projections, and an Interactive Movie show as well as the necessary content production. Keywords Augmented Reality, Large Scale Projections, Replicas, 180° Projections, Virtual Environments Hauger, Haller, Hav The permanent exhibition of the Midgard Viking Center in Borre, Norway Vestfold hosts some of the most famous Viking Age sites like the well-known ship burials at Oseberg and Gokstad....

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An EEG-based Evaluation for Comparing the Sense of Presence between Virtual and Physical Environments

Abstract The current study concerns the identification of possible differences in perception between the virtual and the real world in terms of the effect on brain activity. Brain activity was captured, through an EEG device, in different brain areas during an exposure to different virtual and real environments. The first aim of the experiment is to investigate if exposure to a virtual environment can affect motor, cognitive or other function of the users, and the second aim is to test if the graphics content and nature of such an environment can influence the user experience. Our results indicated a...

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“We hunters” – interactive digital experience at the “abrics de l’ermita” center for the interpretation of rock art (Ulldecona, Catalonia)

Abstract This article presents the “We Hunters” interactive experience, which aims to disseminate the UNESCO World Heritage rock art of Ulldecona (Catalonia) in a playful way. The multi-user touch surface is displayed at the Center for the Interpretation of Rock Art “Abrics de l’Ermita” (CIAR) since 2008 and constitutes a pioneering example of interdisciplinary collaboration, viability of low-cost project, and institutional impact of digital technologies applied to Cultural Heritage. Keywords Rock Art, multi-user surfaces, impact assessment The Rock Art of the Mediterranean Basin on the Iberian Peninsula is considered the largest set of rock-art representation in Europe and was...

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