2023
DOI: 10.5194/isprs-archives-xlviii-m-2-2023-669-2023
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Creating Virtual Reality Using a Social Virtual Environment: Phygital Exhibition at the Museum Passion in Sordevolo

Abstract: Abstract. The paper addresses the digital curation of immersive and virtual spaces for the cultural heritage sector. One of the research objectives is to define a methodological and operational workflow for developing a virtual environment designed using a social virtual environment. The use of social worlds in virtual reality (VR) is one of the possible entry points to the metaverse, understood as a way of experiencing digital reality. The possibility of creating a digital space that replicates real space off… Show more

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Cited by 3 publications
(1 citation statement)
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“…Tangible cultural assets typically benefit from VR visual and spatial capabilities, which allow users to immerse themselves in detailed replicas of historical sites or artifacts. The current literature presents several examples of 3D reconstructions of lost, inaccessible, or protected heritage sites using digital technologies [10][11][12][21][22][23][24], as well as digital replicas of museum halls and artifacts [25][26][27], becoming multi-user environments in which exploration and learning become a social experience.…”
Section: Introductionmentioning
confidence: 99%
“…Tangible cultural assets typically benefit from VR visual and spatial capabilities, which allow users to immerse themselves in detailed replicas of historical sites or artifacts. The current literature presents several examples of 3D reconstructions of lost, inaccessible, or protected heritage sites using digital technologies [10][11][12][21][22][23][24], as well as digital replicas of museum halls and artifacts [25][26][27], becoming multi-user environments in which exploration and learning become a social experience.…”
Section: Introductionmentioning
confidence: 99%