scholarly journals Walking among Mammoths. Remote Sensing and Virtual Reality Supporting the Study and Dissemination of Pleistocene Archaeological Sites: The Case of Fuente Nueva 3 in Orce, Spain

2020 ◽  
Vol 12 (11) ◽  
pp. 4785
Author(s):  
Juan Francisco Reinoso-Gordo ◽  
Deborah Barsky ◽  
Alexia Serrano-Ramos ◽  
José Antonio Solano-García ◽  
Carlos Alberto León-Robles ◽  
...  

Remote sensing is a useful tool for the documentation of archaeological sites. The products derived from a photogrammetric project applied to archaeology such as orthophotos and three-dimensional virtual reconstruction (3DVR), allow for detailed study of the Fuente Nueva 3 site in Orce. In our study of the Fuente Nueva 3 site in Orce, we used 3DVR intensively to map out the morphometric features of mammoth tusks exposed on the surface and a geological fault affecting the site’s deposits. To do so, we used imagery captured since 2017 in order to follow the evolution of ongoing excavations during each subsequent field season. We also integrated the 3DVR model in a videogame environment, to create a virtual reality (VR) that allows a VR navigation experience around the scenario using a head mounted display like Oculus Rift. The main features of this VR experience are: (1) It is ideal for the diffusion of archaeological contents since it permits an attractive presentation mode thanks to stereo visualization and realistic immersion sensations; (2) it provides a high level of detail all along the navigation experience, without incurring any damage to the archaeological remains; (3) it allows users to observe more details than they would in an in situ visit to the site; (4) it makes it possible to convert an archaeological site into portable heritage, opening up the possibility to extend visits to vulnerable groups: specifically those with reduced mobility. Our results show that using VR should permit enhancements to a visitor’s experience and contribute to the socio-economic development of the town of Orce, one of the Spanish municipalities with the lowest income.

2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


2009 ◽  
Vol 16 (1) ◽  
pp. 25-48
Author(s):  
Saruhan Mosler

Archaeological sites are composed of unique, complex landscape settings including architectural remains, visually and spatially interrelated spaces, and ecologies with topographical features and landforms framing them. Today, they are subject to many pressures caused by developmental changes as well as improper conservation and planning strategies. One reason is that heritage conservation is still heavily focused on architectural features and less on the landscape setting. Wider landscape components set an authentic backdrop for cultural heritage and make the setting vivid and legible. Concentrating on this trend, this article explores the visual values of archaeological sites from the tripartite conceptualization view of visual landscape integrity, namely considering the archaeological landscape setting as an artifact, three-dimensional space, and scenery. Using the archaeological site complex of Bergama in Western Turkey as a case study, I propose a visual landscape–oriented approach as a tool for the sustainable conservation and presentation of heritage sites in the process of cultural resource management.


2020 ◽  
pp. 104687812094456
Author(s):  
Panos Kostakos ◽  
Paula Alavesa ◽  
Mikko Korkiakoski ◽  
Mario Monteiro Marques ◽  
Victor Lobo ◽  
...  

Background Wayfinding has been adopted in several intense evacuation and navigation simulations; however, the use of biometric measurements for characterizing physiological outcomes has been somewhat overlooked and applied only under limited laboratory conditions. Methods Twenty-four participants took part in a virtual reality (VR) experiment using a wayfinding installation with the Oculus Rift S head-mounted display (HMD). They were immersed in a simulation of a burning underground parking lot and tasked to navigate to the exit. The purpose of this research was to investigate the high-level effect of wayfinding assistive lights on behavioral, physiological, and psychological outcomes. Participants were split into two groups: the control group was exposed to a scene without assistive lights, and the experimental group was exposed to the same scene with assistive lights. Results Results indicate there was no statistically significant difference between the groups in traveled distance, pauses, turns, or game completion time. Curiously, differences between the two groups in heart rate (HR) outcomes were found to be statistically significant, with subjects in the control group displaying an increasing HR trend during simulation. Conclusions This finding, in accordance with previous studies that have shown the efficacy of landmarks and wayfinding affordances in reducing cognitive demands, suggests that assistive lights might contribute to improved brain wiring connectivity during the game. We discuss these findings in the context of a rich wayfinding affordances literature.


2014 ◽  
Vol 7 (1) ◽  
Author(s):  
Claudio Pensieri ◽  
Maddalena Pennacchini

Background: Virtual Reality (VR) was defined as a collection of technological devices: “a computer capable of interactive 3D visualization, a head-mounted display and data gloves equipped with one or more position trackers”. Today, lots of scientists define VR as a simulation of the real world based on computer graphics, a three dimensional world in which communities of real people interact, create content, items and services, producing real economic value through e-Commerce.Objective: To report the results of a systematic review of articles and reviews published about the theme: “Virtual Reality in Medicine”.Methods: We used the search query string: “Virtual Reality”, “Metaverse”, “Second Life”, “Virtual World”, “Virtual Life” in order to find out how many articles were written about these themes. For the “Meta-review” we used only “Virtual Reality” AND “Review”. We searched the following databases: Psycinfo, Journal of Medical Internet Research, Isiknowledge till September 2011 and Pubmed till February 2012. We included any source published in either print format or on the Internet, available in all languages, and containing texts that define or attempt to define VR in explicit terms.Results: We retrieved 3,443 articles on Pubmed in 2012 and 8,237 on Isiknowledge in 2011. This large number of articles covered a wide range of themes, but showed no clear consensus about VR. We identified 4 general uses of VR in Medicine, and searched for the existing reviews about them. We found 364 reviews in 2011, although only 197 were pertinent to our aims: 1. Communication Interface (11 Reviews); 2. Medical Education (49 reviews); 3. Surgical Simulation (49 Reviews) and 4. Psychotherapy (88 Reviews).Conclusion: We found a large number of articles, but no clear consensus about the meaning of the term VR in Medicine. We found numerous articles published on these topics and many of them have been reviewed. We decided to group these reviews in 4 areas in order to provide a systematic overview of the subject matter, and to enable those interested to learn more about these particular topics.


1992 ◽  
Vol 1 (1) ◽  
pp. 45-62 ◽  
Author(s):  
Warren Robinett ◽  
Jannick P. Rolland

For stereoscopic photography or telepresence, orthostereoscopy occurs when the perceived size, shape, and relative position of objects in the three-dimensional scene being viewed match those of the physical objects in front of the camera. In virtual reality, the simulated scene has no physical counterpart, so orthostereoscopy must be defined in this case as constancy, as the head moves around, of the perceived size, shape, and relative positions of the simulated objects. Achieving this constancy requires that the computational model used to generate the graphics matches the physical geometry of the head-mounted display being used. This geometry includes the optics used to image the displays and the placement of the displays with respect to the eyes. The model may fail to match the geometry because model parameters are difficult to measure accurately, or because the model itself is in error. Two common modeling errors are ignoring the distortion caused by the optics and ignoring the variation in interpupillary distance across different users. A computational model for the geometry of a head-mounted display is presented, and the parameters of this model for the VPL EyePhone are calculated.


2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


2022 ◽  
Vol 27 ◽  
pp. 48-69
Author(s):  
Sahar Y. Ghanem

As the industry transitions towards incorporating BIM in construction projects, adequately qualified students and specialists are essential to this transition. It became apparent that construction management programs required integrating Building Information Modeling (BIM) into the curriculum. By bringing Virtual Reality (VR) technology to BIM, VR-BIM would transform the architectural, engineering, and construction (AEC) industry, and three-dimensional (3D) immersive learning can be a valuable platform to enhance students' ability to recognize a variety of building principles. The study carries out a methodology for implementing the VR-BIM in the construction management undergraduate program. Based on the previous literature review, in-depth analysis of the program, and accreditation requirements, VR-BIM will be implemented throughout the curriculum by combining stand-alone class and integration in the existing courses method. The challenges that may face the program planning to implement VR-BIM are discussed, and few solutions are proposed. The lab classroom layout appropriate for the applications is designed to be adjusted for several layouts to accommodate all learning styles and objectives. A comparison between different Head-Mounted Display (HMD) headsets is carried out to choose the appropriate equipment for the lab.


Author(s):  
Vishant J. Shahnawaz ◽  
Judy M. Vance ◽  
Sasikumar V. Kutti

Abstract This paper discusses the development of a virtual reality (VR) interface for the visualization of Computational Fluid Dynamics (CFD) data. The application, VR-CFD, provides an immersive and interactive graphical environment in which users can examine the analysis results from a CFD analysis of a flow field in three-dimensional space. It has been tested and implemented with virtual reality devices such as the C2, head mounted display (HMD) and desktop VR. The application is designed to read PLOT3D structured grid data and to display the flow field parameters using features such as streamlines, cutting planes, iso-surfaces, rakes, vector fields and scalar fields. Visualization Toolkit (VTK), a data visualization library, is used along with OpenGL arid the C2 VR interface libraries, to develop the application. Analysts and designers have used VR-CFD to visualize and understand complex three-dimensional fluid flow phenomena. The combination of three-dimensional interaction capability and the C2 virtual reality environment has been shown to facilitate collaborative discussions between analysts and engineers concerning the appropriateness of the CFD model and the characteristics of the fluid flow.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Alexander J. Kent ◽  
Łukasz Halik

<p><strong>Abstract.</strong> Virtual reality (VR) is a display and control technology that provides an interactive computer-generated three-dimensional environment to a user, often via a Head Mounted Display (HMD). VR delivers an immediate and immersive sensory experience of simulated worlds (which may or may not resemble reality), particularly of environments that might otherwise be physically inaccessible to the user due to their location, scale, time or danger. Although the first VR systems began to emerge in the 1960s, their relevance to cartographic applications has only recently become an explicit focus of research. Moreover, the potential of VR technology to visualize topographic databases has yet to be explored by cartographers.</p><p>In this experiment, we designed a VR application of a fictitious city derived from state 1&amp;thinsp;:&amp;thinsp;10,000 topographic data (Polish Database of Topographic Objects BDOT10k) to test user preferences for 2D or 3D urban geovisualizations. The app allows the user to switch between 2D and 3D representations of buildings in the simulation using a remote controller. This functionality enabled participants of the experiment to freely select 2D or 3D mode and for their preferences to be recorded and measured.</p><p>Our experiment involved two groups, one based in Poland and one in the UK, each comprising 30 participants (students enrolled on a Geography undergraduate course at each author’s institution). Participants performed spatial ability tests to help ensure consistency in the sample and each group was divided into two sub-groups. Participants in the first sub-group were each given a navigation task that required their movement across the simulated city from point A to point B in the shortest possible time. Those in the second sub-group were given the freedom to explore the simulated city without being given a specific navigational task. We then interviewed participants in order to understand their own perception of their experiences in using the app.</p><p>The results indicate the preferences of the two groups and sub-groups of participants. In particular, we establish whether users preferred the 2D mode for the navigational task and the 3D mode for free exploration. The findings suggest how producers of topographic datasets might develop the functionality of their products using VR.</p>


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