scholarly journals Evaluation of Adaptive Interaction Systems for Virtual Museum Development

2021 ◽  
Vol 18 (24) ◽  
pp. 1405
Author(s):  
Chaowanan Khundam ◽  
Frédéric Nöel

Virtual Museum (VM) is an application of Virtual Reality (VR) technology generating realistic visualization and sensation to convince museum visitors to interact with digital content. There are many immersive VR devices that support interactive VM applications. We investigate appropriate devices for interaction within VM. We proposed a Storytelling platform to achieve device organization without modification, the story and interaction were self-adapted to the selected device. Three types of interactive content were designed on our Storytelling platform to be applied on different interaction systems: a 2D standard display, a 3D stereoscopic display and a full immersive CAVE. The results showed different performances of each system supporting VM developers to select an appropriate interaction system. The evaluation contributes to the design of content and interaction of VM development with more efficiency based on user requirements. HIGHLIGHTS Three types of interactive content were designed on our Storytelling platform to be applied on different interaction systems: A 2D standard display, a 3D stereoscopic display, and a full immersive CAVE The 2D Powerwall system with a wide range of views provides immersion. However, with two-dimensional displays, users lack depth perception Users spent more time in selection and manipulation in the 3D stereoscopic system because depth perception is added The CAVE system has user attraction or holding power, users spent more interacting time GRAPHICAL ABSTRACT

Via Latgalica ◽  
2014 ◽  
pp. 209
Author(s):  
Ineta Atpile-Jugane

This article is result of project “The Virtual Past is a Keystone for the Future of Museums”(LLB-2-269). Latgale Culture and History Museum (LCHM) plays an important role in preservation and promotion of ceramics of Latgale (LCHM has had one of the largest and most purposefully developed collections of ceramics of Latgale in the museums of Latvia since 1960) and in the development of the collection of Latgale ceramics by researching and exhibiting collections of ceramic items, recording potters’ biographies, documenting pottery inheritance and processes of creating ceramics in many Latgalian ceramic masters’ workshops. A part of Latgalian ceramic collection items are exhibited in the regular exhibition of Latgalian ceramics “The wonder created by clay and fire transformations”, but the other part is available in a virtual museum (www.futureofmuseums.eu), where the gallery is represented by 500 objects of LCHM collection of Latgalian ceramics. It includes a relatively wide range of works and types of dishes, created by ceramic masters of Latgale (vases, jugs, whistles, plates, money-boxes etc.). Alongside the works, created by Latgale ceramic classics, there can be viewed experiments developed by contemporary ceramists of Latgale, which reveal the search for a new path that allows people to discern the development of ceramics of Latgale. To increase the interest in ceramics of Latgale and to get acquainted with the traditions, the virtual museum visitors are offered to participate in a creative educational game “Clay transformations”, during which anyone can be a virtual potter – a clay master, by experiencing clay transformation path from its preparation till the burned piece of art. Everyone may optionally either only create pottery, or parallel to the creation of the dish can learn many interesting facts about the potter’s work and its specifics. Virtual museum is still one of the options to ensure availability of collections to society and tell a wider audience (especially to young people) about the museum, its work, Latgale ceramics and traditions in a modern and interactive way.


1989 ◽  
Vol 41 (1) ◽  
pp. 183-198 ◽  
Author(s):  
George Mather

It has been known for over 30 years that motion information alone is sufficient to yield a vivid impression of three-dimensional object structure. For example, a computer simulation of a transparent sphere, the surface of which is randomly speckled with dots, gives no impression of depth when presented as a stationary pattern on a visual display. As soon as the sphere is made to rotate in a series of discrete steps or frames, its 3-D structure becomes apparent. Three experiments are described which use this stimulus, and find that depth perception in these conditions depends crucially on the spatial and temporal properties of the display: 1. Depth is seen reliably only for between-frame rotations of less than 15°, using two-frame and four-frame sequences. 2. Parametric observations using a wide range of frame durations and inter-frame intervals reveal that depth is seen only for inter-frame intervals below 80 msec and is optimal when the stimulus can be sampled at intervals of about 40–60 msec. 3. Monoptic presentation of two frames of the stimulus is sufficient to yield depth, but the impression is destroyed by dichoptic presentation. These data are in close agreement with the observed limits of direction perception in experiments using “short-range” stimuli. It is concluded that depth perception in the motion display used in these experiments depends on the outputs of low-level or “short-range” motion detectors.


2021 ◽  
Vol 14 (2) ◽  
pp. 114-127
Author(s):  
Tiffany Rhoades Isselhardt

Where are the girls who made history? What evidence have they left behind? Are there places and spaces that bear witness to their memory? Girl Museum was founded in 2009 to address these questions, among many others. Established by art historian Ashley E. Remer, whose work revealed that most, if not all, museums never explicitly discuss or center girls and girlhood, Girl Museum was envisioned as a virtual space dedicated to researching, analyzing, and interpreting girl culture across time and space. Over its first ten years, we produced a wide range of art in historical and cultural exhibitions that explored conceptions of girlhood and the direct experiences of girls in the past and present. Led by an Advisory Board of scholars and entirely reliant on volunteers and donations, we grew from a small website into a complex virtual museum of exhibitions, projects, and programs that welcomes an average 50,000 visitors per year from around the world.


Author(s):  
Robert Patterson ◽  
Wayne L. Martin

This paper reviews much of the basic literature on stereopsis for the purpose of providing information about the ability of humans to utilize stereoscopic information under operational conditions. This review is organized around five functional topics that may be important for the design of many stereoscopic display systems: geometry of stereoscopic depth perception, visual persistence, perceptual interaction among stereoscopic stimuli, neurophysiology of stereopsis, and theoretical considerations. The paper concludes with the presentation of several basic ideas related to the design of stereoscopic displays.


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Tracy L Mitzner ◽  
Jon A Sanford ◽  
Wendy A Rogers

Abstract There is a critical need to develop supports for older adults who have a wide range of abilities, including those aging with long-term impairments. Without appropriate support, many individuals will be functioning below optimal levels and will face participation barriers. Technology holds great promise to provide individualized support for a wide range of abilities and for a variety of domains. To ensure technology interventions are designed well and meet research-documented user requirements, we need more specific, actionable models to provide guidance for those developing and designing interventions. In this paper, we present the TechSAge Aging and Disability Model to bridge models from the aging and disability literatures and to disambiguate the population of individuals aging into disability from those aging with disability (i.e., pre-existing impairments). We also present the TechSAge Technology Intervention Model to support aging with pre-existing impairments, which provides direction and touch points for technology interventions. These models reflect the complex and dynamic interaction between age-related changes and an individual’s prior capabilities and limitations. We describe the need for these models with respect to filling a gap in the disability and aging literature by highlighting the importance of differentiating between age-related changes and long-term impairments when designing interventions. We also show the need for quantitative and qualitative data to refine the models given complexities of the current state of the literature and survey data. The TechSAge Technology Intervention Model can be used to drive and inform technology redesign and development.


Author(s):  
Liping Lin ◽  
Pingdong Wu ◽  
Jie Huang ◽  
Jian Li

Author(s):  
Chaowanan Khundam

Virtual Reality (VR) generates realistic visualization and sensation applied to various practises. Virtual Museum (VM) is a use case where VR may be applied to convince museum visitors to participate with a story told through digital content. Recently, immersive VR technologies are intensively developed providing a lot of devices which support interactive VM application. In a development of interactive VM, interaction is always depending on the selected device. Then content is tuned to fit specific device capacity; major development must be addressed again whenever the virtual environment is adapted to a new device. This paper proposed a storytelling platform to assist interactive content design which is device independent. Our framework provides high-level abstraction of story and interaction which is then translated to any low-level device. Storytelling model and interaction model are introduced to create a common language for story making. It works with a viewer, an asset manager, an event editor and a timeline to achieve virtual environments organization and interaction assignment. An example of interactive content design on our platform is presented to demonstrate the development process which can be applied to collaborative interactive content designing in the future work.


1996 ◽  
Vol 50 (9) ◽  
pp. 1256-1267
Author(s):  
Yasuo Ishigure ◽  
Sakuichi Ohtsuka ◽  
Yasuaki Kanatsugu ◽  
Tatsuo Yoshida ◽  
Shiro Usui

2016 ◽  
Vol 1 (1) ◽  
pp. 79
Author(s):  
Ricardo G. Martini ◽  
Cristiana Araújo ◽  
Pedro Rangel Henriques

In this article we describe the use of the international standard for museum ontologies, CIDOC-CRM, to build a concrete ontology for ME, a virtual museum for the Emigration phenomena. Although the digital document repository is a conventional relational database, more abstract data models should be used to enable conceptual navigation over the information to help end-users (the museum visitors) to extract knowledge from the navigation (the visit). Thus, we will emphasize the design of a Reduced CRM-compatible form to describe the objects of our assets (people that emigrate in some moment to some other country), and the relations holding among them that better express the emigration movements. We also discuss the choice of RDF to expose the ontology triples via Apache Jena Fuseki server, a SPARQL end-point accessible over HTTP, and an engine (Jena ARQ) to query the RDF data. Finally, it was possible to transform these data into RDF and apply SPARQL queries, returning the desired results.


2018 ◽  
Vol 8 (1) ◽  
pp. 109-117
Author(s):  
R.R. Mussabayev ◽  
M.N. Kalimoldayev ◽  
Ye.N. Amirgaliyev ◽  
A.T. Tairova ◽  
T.R. Mussabayev

Abstract The solution of three-dimensional (3D) coordinate calculation task for a material point is considered. Two flat images (a stereopair) which correspond to the left and to the right viewpoints of a 3D scene are used for this purpose. The stereopair is obtained using two cameras with parallel optical axes. The analytical formulas for calculating 3D coordinates of a material point in the scene were obtained on the basis of analysis of the stereoscopic system optical and geometrical schemes. The detailed presentation of the algorithmic and hardware realization of the given method was discussed with the the practical. The practical module was recommended for the determination of the optical system unknown parameters. The series of experimental investigations were conducted for verification of theoretical results. During these experiments the minor inaccuracies were occurred by space distortions in the optical system and by it discrecity. While using the high quality stereoscopic system, the existing calculation inaccuracy enables to apply the given method for the wide range of practical tasks.


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