Educational virtual reality visualisations of heritage sites
Authors: John, D., Shaw, L., Cheetham, P., Manley, H., Stone, A.A., Blakeburn, M. and Gosling, K.
Journal: GCH 2017 - Eurographics Workshop on Graphics and Cultural Heritage
Pages: 189-193
DOI: 10.2312/gch.20171313
Abstract:This paper discusses the use of games engines to create virtual heritage applications. The use of 3D software for cultural or heritage applications is discussed with reference to the capabilities and potential of games engines. The contribution of students from Bournemouth University to the New Forest Heritage Mapping project through the creation of interactive virtual reality visualisations of historic landscapes is described. The creation and evaluation of three different applications representing three alternative interaction styles are discussed. The first does not indicate where information can be found, the second uses visible cues and the third implements an objective marker system.
https://eprints.bournemouth.ac.uk/29940/
Source: Scopus
Educational Virtual Reality Visualisations of Heritage Sites
Authors: John, D., Shaw, L., Cheetham, P. and Manley, H.
Editors: Schreck, T., Weyrich, T., Sablatnig, R. and Stular, B.
Conference: EUROGRAPHICS Workshop on Graphics and Cultural Heritage (GCH 2017)
Dates: 27-29 September 2017
Journal: Educational Virtual Reality Visualisations of Heritage Sites
Pages: 189-193
Publisher: The Eurographics Association
Place of Publication: Geneva, Switzerland
ISBN: 978-3-03868-037-6
ISSN: 2312-6124
DOI: 10.2312/gch.20171313
Abstract:This paper discusses the use of games engines to create virtual heritage applications. The use of 3D software for cultural or heritage applications is discussed with reference to the capabilities and potential of games engines. The contribution of students from Bournemouth University to the New Forest Heritage Mapping project through the creation of interactive virtual reality visualisations of historic landscapes is described. The creation and evaluation of three different applications representing three alternative interaction styles are discussed. The first does not indicate where information can be found, the second uses visible cues and the third implements an objective marker system.
https://eprints.bournemouth.ac.uk/29940/
Source: Manual
Educational Virtual Reality Visualisations of Heritage Sites.
Authors: John, D., Shaw, L., Cheetham, P., Manley, H., Stone, A.A., Blakeburn, M. and Gosling, K.
Editors: Schreck, T., Weyrich, T., Sablatnig, R. and Stular, B.
Conference: EUROGRAPHICS Workshop on Graphics and Cultural Heritage (GCH 2017)
Pages: 189-193
Publisher: The Eurographics Association
ISBN: 9783038680376
ISSN: 2312-6124
Abstract:This paper discusses the use of games engines to create virtual heritage applications. The use of 3D software for cultural or heritage applications is discussed with reference to the capabilities and potential of games engines. The contribution of students from Bournemouth University to the New Forest Heritage Mapping project through the creation of interactive virtual reality visualisations of historic landscapes is described. The creation and evaluation of three different applications representing three alternative interaction styles are discussed. The first does not indicate where information can be found, the second uses visible cues and the third implements an objective marker system.
https://eprints.bournemouth.ac.uk/29940/
Source: BURO EPrints