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