COMPARING INNOVATIVE XR SYSTEMS IN CULTURAL HERITAGE. A CASE STUDY
Autor: | Mihai Duguleana, Răzvan Gabriel Boboc, Marcello Carrozzino, Gheorghe-Daniel Voinea, Massimo Bergamasco |
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Rok vydání: | 2019 |
Předmět: |
lcsh:Applied optics. Photonics
Interaction Computer science 02 engineering and technology Virtual reality lcsh:Technology Education law.invention Touchscreen Manipulability Human–computer interaction law 0502 economics and business 0202 electrical engineering electronic engineering information engineering Immersion (virtual reality) User Study Augmented Reality lcsh:T business.industry 05 social sciences Virtual Reality lcsh:TA1501-1820 Mixed Reality Usability Mixed reality Cultural heritage lcsh:TA1-2040 Information and Communications Technology 020201 artificial intelligence & image processing Augmented reality lcsh:Engineering (General). Civil engineering (General) business 050212 sport leisure & tourism |
Zdroj: | The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XLII-2-W11, Pp 373-378 (2019) |
ISSN: | 2194-9034 |
Popis: | The technological advances made in the recent years in the field of Information and Communication Technologies (ICT) have led to a revolution in many adjacent areas. One of these is Cultural Heritage (CH), as the new array of XR technologies (a concept integrating Augmented, Mixed and Virtual Reality) is offering new interaction possibilities. The purpose of this paper is to compare several such technologies at application level, and to classify them based on common features such as Interaction, Manipulability, Ease of Use and others. The study presented in this paper was carried out during the H2020 project eHERITAGE (‘Expanding the Research and Innovation Capacity in Cultural Heritage Virtual Reality Applications’). The action had as output multiple XR systems/applications. We compare 4 of them: a smartphone-based AR application, a digital book with 3D elements deployed on a large touchscreen, a large holographic display and a bow simulator built using a VR headset and a mechatronic system. We evaluate these innovative systems in the context of the 2 educational events, when over 4000 participants interacted with our team. Results show that systems with greater interaction and immersion features were preferred over the others. Furthermore, Mixed Reality was preferred over Virtual and Augmented Reality. |
Databáze: | OpenAIRE |
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