Contextualization of Archaeological Findings Using Virtual Worlds. Issues on Design and Implementation of a Multiuser Enabled Virtual Museum

Author(s):  
Luis Antonio Hernández Ibáñez ◽  
Viviana Barneche Naya
Author(s):  
Giuliana Geronimo ◽  
Salvatore Giannella

3D real time game technologies create an opportunity to design interactive immersive experiences developing affordable, easy-to-use, and incredible virtual worlds for Museums. This chapter presents the potential of these technologies for the development of edutainment content for their visitors at MAIO - Museum of Art Taken Hostage in Cassina de' Pecchi (Milan). The Museum presents the story of 1,623 masterpieces such as Michelangelo, Tiziano, Raffaello, and Canaletto that were stolen in Italy during World War II and never found again. Visitors can explore the artworks through 2 installations: MAIO Virtual Museum, through VR inside an oniric 3D environment, and MAIO Play, a multiplayer video game.


Author(s):  
Andrew Cram ◽  
John G. Hedberg

The virtual world provides a useful experimental space in which learners can experience the design parameters of a real world task. The importance of the simulated space is that it enables the learner to explore their solution to a design task. This chapter explores some educational opportunities offered by virtual world simulations, and presents a conceptual framework to guide their design and implementation. The framework is illustrated by exploring three contrasting simulation examples. In particular, the examples explain how simulations within virtual worlds can be linked to real world performances and provide an efficient way of developing difficult concepts. The examples outline different types of simulations: an exploratory simulation for learning socio-scientific inquiry; a role play simulation involving an ethically toned situation; and a design simulation in which learners test and refine their ideas for subsequent creation using concrete materials.


2020 ◽  
Vol 12 (2) ◽  
pp. 645 ◽  
Author(s):  
Louis Nisiotis ◽  
Lyuba Alboul ◽  
Martin Beer

With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this paper aims to create a new type of conceptually led environment, a kind of Cyber–Physical–Social Eco-Society (CPSeS) system that would seamlessly blend the real with virtual worlds interactively using Virtual Reality, Robots, and Social Networking technologies, engendered by humans’ interactions and intentions. The project seeks to develop new methods of engaging the current generation of museum visitors, who are influenced by their exposure to modern technology such as social media, smart phones, Internet of Things, smart devices, and visual games, by providing a unique experience of exploring and interacting with real and virtual worlds simultaneously. The research envisions a system that connects visitors to events and/or objects separated either in time or in space, or both, providing social meeting points between them. To demonstrate the attributes of the proposed system, a Virtual Museum scenario has been chosen. The following pages will describe the RoboSHU: Virtual Museum prototype, its capabilities and features, and present a generic development framework that will also be applicable to other contexts and sociospatial domains.


2012 ◽  
Vol 11 (3) ◽  
pp. 49-52
Author(s):  
Hong Peng ◽  
Mingmin Zhang

Xinjiang carpet design is the art treasure among the treasure house of Chinese culture. Virtual museum is the function carrier which collects and promotes the national culture. Through the analysis of the virtual experience interactive technical characteristic, the paper proposed "the scene roaming: interactive control operation: interactive content show" design method. And realized the interactive experience technology based on the users and the products through the unity3D, and also enriched the display mode of virtual Xinjiang carpet design museum.


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