Abstract

In recent years, immersive VR had a great boost in terms of adoption and research perspectives, especially those regarding the serious gaming universe. Within the cultural heritage field, virtual re-contextualization of items is a crucial task to be accomplished by individuals to understand a 3D reconstructed environment as a whole and to assign a meaning and a value to a specific cultural object. Immersive VR and consumer HMDs still present several issues related to motion sickness and locomotion: the interest in real-walking techniques outperforming other locomotion methods is growing year by year, although limited by physical constraints, higher costs, or current technology. In this work, we propose a novel game model (μVR) that combines real-walking techniques and an adaptive, game-driven, multi-scale progression to craft immersive re-contextualization applications. The presented model aims to minimize motion sickness while fully exploiting the physical tracked area and augmenting the understanding of what the user is experiencing at different world scales. We define and formalize the μVR model and its components mathematically for the sake of reproducibility, then we present results from a pilot test planned to validate the model on real users. Results assure the usability and effectiveness of VR model even if further implementation needs to be done.

Highlights

  • Our perception of the world is formed in the first phase of our growth, in our childhood, by means of experiences primarily done within the family and within the surrounding community [1]

  • The development of 3D modeling and virtual reality (VR) opened boundless possibility in the field of computer graphics applied to cultural heritage and museum exhibits [10]

  • In recent years immersive VR had a great boost in terms of adoption and research perspectives, especially those regarding the serious gaming universe

Read more

Summary

Introduction

Our perception of the world is formed in the first phase of our growth, in our childhood, by means of experiences primarily done within the family and within the surrounding community [1]. This usually happens when we face something new or far from our daily life, that is not easy to comprehend for our mind and, difficult to include into our matrix of life’s connections [2,3] In this scenario, the role of digital technologies can be extremely important: they can accompany users in the process of meaning-making, with a pluralism of communication strategies and cognitive. The fruition of the past can be really enhanced and supported by digital technologies so to provide a reliable and tangible experience The latter emerges from the integration of various aspects that connote an individual: a person’s primitive senses, the ability of perceiving the world around him, the actions asked to be performed in a specific environment, the motivations that lead him to understand what to perform, and the cognition processes involved (influenced by feelings and relations). The Conclusion will close the contribution together with further developments on this research line

Re-Contextualization in Cultural Heritage Domain
Immersive VR: A Matter of Space
Within
Multimodal
Global
Global Unsolved
Volume
Global Unsolved Volume
Reachability
At any given
Unsolved
Reachability and be Solvability and noticed
PilotRegarding
Reachability andpitch
Method and Tools
Logistics and Deployment
Results
Reachability and Solvability if its target location
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call