Abstract. In the context of this paper, a virtual reality application that allows each user to perform basic topographic processes on an already created 3D model inside a virtual environment was developed. Specifically, it is an application that allows the user to perform measurements of distances between two points in three-dimensional space and measurement and extraction of the three-dimensional coordinates of any point inside the virtual reality environment. Furthermore, the created application was evaluated in terms of its functionality, its usability and metric accuracy. Before the developing stage a research was done in order to determine which virtual reality system and which game engine is most suitable to use and finally the HTC Vive® virtual reality system and the Unreal Engine 4 game engine were used. Before all that, the concept of the virtual reality science was defined and also the virtual reality technologies in today's world were analyzed.
Abstract. Virtual Reality technology has already matured and is capable of offering impressive immersive experiences. AT the same time head mounted devices (HMD) are also offering many possibilities along with the game engine environments. So far, all these impressive technologies have been implemented to increase the popularity of on-line visits and serious games development, as far as their application in the domain of Cultural Heritage is concerned. In this paper we present the development of a set of VR tools, which enable the user to perform accurate measurements within the immersive environment. In this way we believe that these tools will be very helpful and appeal to experts in need of these measurements, as they can perform them in the laboratory instead of visiting the object itself. This toolbox includes measuring the coordinates of single points in 3D space, measuring three-dimensional distances and performing horizontal or vertical cross sections. The first two have been already presented previously (Kontos & Georgopoulos 2020) and this paper focuses on the evaluation of the performance of the toolbox in determining cross sections. The development of the tool is explained in detail and the resulting cross sections of the 3D model of the Holy Aedicule are compared to real measurements performed geodetically. The promising results are discussed and evaluated.
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