2018
DOI: 10.5194/isprs-archives-xlii-2-251-2018
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Interactive Immersive Virtualmuseum: Digital Documentation for Virtual Interaction

Abstract: Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the poss… Show more

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Cited by 27 publications
(17 citation statements)
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References 9 publications
(7 reference statements)
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“…Therefore, mesh optimization is closely related to texture optimization. The most commonly used approach to reduce the polygon count without losing the visual quality of the 3D reconstructed model generally follows the three-step pipeline [19,21,33,34]:…”
Section: Mesh Optimization and Texture Mappingmentioning
confidence: 99%
See 3 more Smart Citations
“…Therefore, mesh optimization is closely related to texture optimization. The most commonly used approach to reduce the polygon count without losing the visual quality of the 3D reconstructed model generally follows the three-step pipeline [19,21,33,34]:…”
Section: Mesh Optimization and Texture Mappingmentioning
confidence: 99%
“…When it comes to creating a VR experience, several different game engines can be employed. The two most popular, however, are Unity [20,22,23,28,33] and Unreal Engine [19,21,24,26,34]. Authors that selected the Unreal Engine [21,24,26,34], pointed out its intuitive use mode, based on the Blueprint Visual Scripting system, as the major characteristic.…”
Section: Virtual Realitymentioning
confidence: 99%
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“…In the recent years the market sector related with spherical images and videos was subjected to a rapid growth; spherical images are commonly known as panoramas (Luhmann, 2004) and apart from their use for documentation, visualization and sharing purposes (Clini et al, 2018;Kwiatek, 2012), like 360° videos, AR/VR applications, etc., these products may offer some interesting advantages from the photogrammetric point of view, not fully explored yet. The first researches on the approaches connected with the photogrammetric use of these kinds of images can be traced back in 2007 (Fangi, 2007), and were connected with the generation of spherical images through the stitching of different images acquired around a nodal point from the same camera, following the Computer Vision approach developed by Szeliski and Shum at the end of the '90 (Szeliski & Shum, 1997).…”
Section: Use Of 360° Cameras For Metric Purposes: State Of the Artmentioning
confidence: 99%