Abstract

Abstract. Virtual Reality (VR) has established itself in recent years in the geosciences through its application in the immersive visualization of spatial data. In particular, VR offers new possibilities for the user to acquire knowledge through playful interaction within a virtual environment. This paper details the development and implementation of a new form of knowledge transfer, based on interactivity within a VR system. The particular use-case discussed is a VR application focusing on the four-masted barque Peking. From 2023 on, the restored ship will form an important exhibit in the future German Hafenmuseum in Hamburg. The new VR application offers users the possibility to enter and explore a virtual model of the Peking and find out more information at three separate points of interaction (3D object models, sails and ship flags). These interaction points provide a timely opportunity to examine several of the theoretical aspects of knowledge transfer through interactivity and integrate them in the development of the VR application. Above all, the VR application should be an important part of the learning process for the user. There remains still much potential for further research into more advanced approaches such as support for user-input questions and tailored content.

Highlights

  • In the early days of Virtual Reality (VR), there were limited applications outside of larger research laboratories and military facilities (Dörner 2013)

  • To create the virtual ship Peking (Figure 1 right), 3D models and plans were acquired from sources in the shipping industry, and information on the ship and the ship's inventory recorded by geodetic methods (photogrammetry and terrestrial laser scanning (TLS))

  • It could be shown that Virtual Reality is capable of enabling a new form of knowledge transfer

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Summary

Introduction

In the early days of VR, there were limited applications outside of larger research laboratories and military facilities (Dörner 2013). Thanks to the advent of low-cost virtual reality systems in the mid-2010s (Oculus Rift, HTC Vive) and improved availability and licensing possibilities of game engines, this technology is available to a wider public and is expected to make an important contribution to the future media landscape. More and more VR experiences deal with areas or objects that are no longer in existence, such as historical cities or cultural sites (Deggim et al 2017; Tschirschwitz et al 2019; Walmsley, Kersten 2019). The full potential of these generated virtual environments using specific game engines offers more than static visualisation and presentation of cultural assets to the user. The implementation of dynamic elements offers an enhancement of the immersive experience for the viewer

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