scholarly journals Time Travel as a Visitor Experience: A Virtual Reality Exhibit Template for Historical Exploration

Author(s):  
Catherine Anne Cassidy ◽  
Adeola Fabola ◽  
Iain Oliver ◽  
Alan Miller
2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


Leonardo ◽  
2021 ◽  
pp. 1-10
Author(s):  
Julia A Scott ◽  
Max Sims ◽  
Lee Harrold ◽  
Nicole Jacobus ◽  
Cecilia Avelar ◽  
...  

Abstract Technology can translocate traditional art into interactive, immersive experiences. At the Asian Art Museum of San Francisco, we transformed Tibetan Buddhist mandalas into a 3D virtual reality mandala installation. Further, we externalized an analog of the meditative experience by recording electroencephalograms that dynamically modulated the visual scene. Using neurofeedback, fluctuations in the alpha power drove the intensity of the fog obscuring the mandala. This creates the illusion of clearing the fog with one's mind in a meditation-like state. The collaboration demonstrated how technology intended for scientific use may be adapted to an artistic installation that enriches the visitor experience.


Author(s):  
Arlindo Oliveira

Some of the challenges and promises that would stem from the creation of digital minds are presented and discussed. In particular, this chapter addresses the possibility that, in the future, there may exist digital persons, digital minds that have personhood rights and duties. The non-obvious possibilities raised by the creation of digital minds are discussed in some detail, including the possibility of time-travel, eternal life, and unlimited duplication. Many of the questions raised by the existence of digital minds have no obvious solution in our current legal framework, and will need to be addressed in the coming decades. Digital minds may decide to live entirely in virtual reality, using technologies that are now under development. That would raise possibilities that are hard to phantom, given our present day knowledge.


Author(s):  
Maria Francisca Casado-Claro ◽  
Marina Mattera

This chapter proposes a comprehensive approach to understand not only how augmented reality and virtual reality operate within the tourism industry, but also how mixed reality can contribute to enhance the visitor experience and how tourism organizations can move beyond traditional communication and physical experiences into a new type of tourism approach that helps them stay relevant in the long term, as well as in the mid-term. Since the tourism industry is amongst the most affected by the COVID-19 pandemic, changes are essential to ensure an adequate adaptation to the ‘new normal'. Technology enables various tourist organizations to generate greater value creation and opens possibilities to be able to extend the visit beyond physical presence, to ensure the safety of workers and visitors, to improve processes, and to make them more competitive overall. If this is carried out in collaboration with all stakeholders, one destination can generate a solid network to promote itself and become competitive during travel restrictions and in preparation for a post-pandemic new normal.


1993 ◽  
Vol 96 (890) ◽  
pp. 21-24
Author(s):  
Mitsuhiro Takemura
Keyword(s):  

2017 ◽  
Vol 10 (2) ◽  
pp. 140-151 ◽  
Author(s):  
Timothy Hyungsoo Jung ◽  
M. Claudia tom Dieck

Purpose This paper aims to propose a value co-creation framework through examining the opportunities of implementing augmented reality, virtual reality and 3D printing into the visitor experience at cultural heritage places. Design/methodology/approach This study proposes the conceptual model of value co-creation using a case-study approach by presenting some cases of a cultural heritage place in the UK. Findings The findings of this study suggest that the effective use of multiple technologies in the context of cultural heritage places contributes to the co-creation of value for both cultural heritage organisations and also for visitors’ pre-visit, onsite and post-visit experience. Businesses can benefit from increased spending, intention to return and positive word-of-mouth, while visitors receive a personalised, educational, memorable and interactive experience. Practical implications Cultural heritage places have to find new ways to survive increasingly fierce competition. Using technology and the concept of value co-creation can prove to be a valuable concept in an attempt to attract new target markets, enhance visitors’ experience, create positive word-of-mouth and revisit intentions. Originality/value Recently, increased importance has been placed on the co-creation of value to account for consumers' interest in playing some part in the development of services and products. This study takes a holistic approach using augmented reality, virtual reality and 3D printing from a value co-creation perspective.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Swiss Surgery ◽  
2002 ◽  
Vol 8 (6) ◽  
pp. 250-254
Author(s):  
Vogelbach ◽  
Bogdan ◽  
Rosenthal ◽  
Pfefferkorn ◽  
Triponez

Fragestellung: Die dieser Untersuchung zugrunde liegende Frage war, ob das angewandte Ausbildungskonzept geeignet war, um am Beispiel der Einführung der laparoskopischen Cholezystektomie eine neue Operationsmethode in einer universitären Ausbildungsklinik mit einer grossen Anzahl Chirurgen zu etablieren. Patienten und Methodik: Seit Einführung der ersten laparoskopischen Cholezystektomie wurden alle Cholezystektomien während zwei Jahren (Mai 1990 bis Mai 1992) prospektiv erfasst. Ein Ausbildungskonzept wurde gewählt, bei dem jeweils ein Operateur durch einen Tutor geschult wurde und so 15 konsekutive Eingriffe durchführte, um dann die Technik einem weiteren auszubildenden Chirurgen zu instruieren. Resultate: In zwei Jahren wurden 355 Patienten cholezystektomiert. 60% der Operationen wurden laparoskopisch durchgeführt oder begonnen. 40% der Operationen wurden offen durchgeführt. In den ersten zwei Jahren konnten 13 Operateure (durchschnittlich 16 Operationen / Operateur , range 1 - 60) in die neue Technik eingeführt werden. Es traten keine schweren Komplikationen, insbesondere keine Gallenwegsverletzungen in dieser Einführungsphase auf. Diskussion: In der Literatur wird dieses Vorgehen bei der Einführungsphase seit 1992 wiederholt vorgestellt, diskutiert und empfohlen. Zwischenzeitlich gibt es Richtlinien von Fachgesellschaften und nationalen Institutionen, welche die Ausbildung zur Ausführung neuer chirurgischer Techniken reglementieren. In den letzten Jahren verlagern sich die ersten Ausbildungsschritte in Richtung Trainingskurse an skill-stations und virtual reality Trainer. Schlussfolgerung: Das beschriebene Ausbildungskonzept bewährte sich in der Einführungsphase der laparoskopischen Cholezystektomie zu Beginn der 90er-Jahre.


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