2010
DOI: 10.1007/s10055-010-0176-4
|View full text |Cite
|
Sign up to set email alerts
|

Abstract: The paper presents different issues dealing with both the preservation of cultural heritage using Virtual Reality (VR) and Augmented Reality (AR) technologies in a cultural context. While the VR/AR technologies are mentioned, the attention is paid to the 3D visualization and 3D interaction modalities illustrated through three different demonstrators: the VR demonstrators (Immersive and semi immersive) and the AR demonstrator including tangible user interfaces. To show the benefits of the VR and AR technologies… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
34
0
1

Year Published

2011
2011
2022
2022

Publication Types

Select...
7
3

Relationship

0
10

Authors

Journals

citations
Cited by 62 publications
(35 citation statements)
references
References 38 publications
0
34
0
1
Order By: Relevance
“…In this way, fragile CH environments such as rural and urban landscapes as well as architectural places can be virtually visited, studied and analysed without being damaged. Many applications have been already produced in the CH field for simulating archaeological sites in a shared virtual environment (Vote et al, 2002), for virtually accessing an underwater archaeological site (Haydar et al, 2011), or allowing different experts and scholars to interact with small CH elements or sub-elements in AR (Fernández-Palacios, et al, 2015).…”
Section: Devicesmentioning
confidence: 99%
“…In this way, fragile CH environments such as rural and urban landscapes as well as architectural places can be virtually visited, studied and analysed without being damaged. Many applications have been already produced in the CH field for simulating archaeological sites in a shared virtual environment (Vote et al, 2002), for virtually accessing an underwater archaeological site (Haydar et al, 2011), or allowing different experts and scholars to interact with small CH elements or sub-elements in AR (Fernández-Palacios, et al, 2015).…”
Section: Devicesmentioning
confidence: 99%
“…In the literature there are several examples for virtual underwater worlds designed for entertainment or education: Virtual Oceanarium [28], the SAP -Swimming Across the Pacific installation [17], the Virtual Exploration of Underwater Sites [16], [33] or the immersive virtual aquarium installation [40]. They all present a virtual underwater world that can be explored with typical VR interaction.…”
Section: Previous Work On Virtual or Augmented Underwater Worldsmentioning
confidence: 99%
“…There is paucity of literatures on AR application in heritage preservation. Reference [17] identified a few archaeological projects that have incorporated AR such as the Archeoguide project at Olympia, Greece; Vita project, Sicily; and their own VENUS project. According to them, AR is applied in two ways; "first and most obvious way is an "on-site" or outdoor augmentation performed on mobile devices as an ""augmented walkthrough"" (p. 314) [17]; "second way to apply AR to the archaeological field is an "off-site" or indoor augmentation" (p. 315) [17].…”
Section: Augmented Reality (Ar)mentioning
confidence: 99%