2011
DOI: 10.14236/ewic/eva2011.60
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Evaluating ‘Tangible Pasts’: A Mixed Reality Application for Cultural Heritage.

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Cited by 2 publications
(2 citation statements)
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“…Such characteristic is viable, especially when physical access to artifacts is limited. In addition to increasing accessibility, immersive reality technologies can enhance cultural learning and enable visitors to have their own interpretation of cultural assets (Dow et al, 2005 ; Chrysanthi et al, 2012 ; Baldissini and Gaiani, 2014 ; Bustillo et al, 2015 ; Chang et al, 2015 ). In line with the potential and demonstrated capability of immersive reality to enhance learning in virtual environments, our paper attempted to compare current immersive reality technologies aiming at making suggestions as to which technologies can benefit VH applications.…”
Section: Comparing Immersive Realities and Interaction Interfacesmentioning
confidence: 99%
“…Such characteristic is viable, especially when physical access to artifacts is limited. In addition to increasing accessibility, immersive reality technologies can enhance cultural learning and enable visitors to have their own interpretation of cultural assets (Dow et al, 2005 ; Chrysanthi et al, 2012 ; Baldissini and Gaiani, 2014 ; Bustillo et al, 2015 ; Chang et al, 2015 ). In line with the potential and demonstrated capability of immersive reality to enhance learning in virtual environments, our paper attempted to compare current immersive reality technologies aiming at making suggestions as to which technologies can benefit VH applications.…”
Section: Comparing Immersive Realities and Interaction Interfacesmentioning
confidence: 99%
“…In this paper, we explore digital archaeology as a physical prosthetic that provides ‘strands of research, knowledge and perception’ (Chrysanthi et al 2012, 9) and focus on applications that, despite their vision-centred basis, have the potential to advance the discussion on sensoriality by foregrounding three-dimensional properties and evoking corporeal, multisensorial and kinaesthetic, affective experiences (for a recent discussion on sensory engagements in archaeological/artistic practice, see Gant & Reilly 2017). However, we do not intend to refer to prosthetics that attempt to simulate isolated senses, such as the virtual cocoon (Chalmers & Zányi 2009), a virtual-reality helmet that stimulated senses by using devices that could generate sound, smell, taste, various temperatures and so on, or the Dead Man's Nose (Eve 2017a), a prototype that emits different smells according to the location of the user.…”
Section: Towards Sensorial Digital Archaeologiesmentioning
confidence: 99%