2020
DOI: 10.14434/sdh.v4i1.26218
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Virtually Real or Really Virtual: Towards a Heritage Metaverse

Abstract: The hype surrounding the impending mainstreaming of Virtual Reality can seem to prioritize the digital above the critical. With the development of VR said to be at a pivotal point, there is an important opportunity to consider the emergence of virtual heritage and its potential futures. This paper argues that there is a disjunction between the present reality of virtual heritage and virtual reality, and discusses the twin challenges of presence and realism within virtual reality. In particular, it highlights a… Show more

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Cited by 63 publications
(44 citation statements)
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References 18 publications
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“…Huggett [49] a world where virtual worlds combine immersive VR with physical actors, objects, interfaces, and networks in a future form of the Internet; A social virtual world that parallels and replaces the real world Including immersive realism, ubiquity (university, availability, accessibility, interoperability) and scalability (number of users, scene complexity and interaction).…”
Section: ) Motion Input Devicementioning
confidence: 99%
See 1 more Smart Citation
“…Huggett [49] a world where virtual worlds combine immersive VR with physical actors, objects, interfaces, and networks in a future form of the Internet; A social virtual world that parallels and replaces the real world Including immersive realism, ubiquity (university, availability, accessibility, interoperability) and scalability (number of users, scene complexity and interaction).…”
Section: ) Motion Input Devicementioning
confidence: 99%
“…The domains where Metaverse is popularly serviced are games and some office applications. Huggett [49] argued that there is a separation between the present reality and virtual reality of virtual heritage and conducted a study of existence and realism within virtual reality. Skarbez [203] introduced mixed reality, real-world modeling, and real-world modeling.…”
Section: Metaverse Applicationsmentioning
confidence: 99%
“…Sanal gerçeklik, uzun bir zaman almış olan gelişen bir teknolojidir. 1950'lerde film endüstrisinde geniş ekran resimlerinde, üç boyutlu ses ve 3D resimlerdeki gelişmeler boyunca duyusal deneyimlerin oluşumunu aktif olarak takip etmiştir (Huggett, 2020). Sanal gerçeklik tamamen sentetik görüşlerin önemli bir özelliğine sahip olmaktadır.…”
Section: Sanal Gerçeklikunclassified
“…Bu bağlamda, kullanıcılar tamamen sanal ortamlarda konumlanmakta ve kullanıcı etkileşim teknikleri yoluyla sanal nesnelerle etkileşim kurulmaktadır (Lee vd., 2021). 1970 ve 1980'lerde ABD Hava Kuvvetleri ve NASA sanal gerçekliğin gelişimini keşfetmeye devam etmiştir ve 1985'te NASA; başa takılı gösterge, kafa izleyici, konuşma tanımlama, veri eldiveni ve 3D sesleri birleştiren Sanal Ortam İstasyonu geliştirmiştir (Huggett, 2020). 21.yy'ın başında sanal gerçeklik teknolojisinin ve bilgisayar grafiklerinin hızlı gelişimi metaverse teknolojisinin gelişimi için teknik bir temel oluşturmuştur.…”
Section: Sanal Gerçeklikunclassified
“…Virtually real, or really virtual? (Huggett, 2019). As Breasted surmised nearly 100 years ago, Epigraphic Survey Assistant Director Brett McClain (2020) states categorically today: there is no substitute for taking the time to make multiple examinations of the wall, with multiple collations of the copy against the original.…”
Section: Introductionmentioning
confidence: 99%