scholarly journals DEVELOPMENT OF A VIRTUAL MUSEUM INCLUDING A 4D PRESENTATION OF BUILDING HISTORY IN VIRTUAL REALITY

Author(s):  
T. P. Kersten ◽  
F. Tschirschwitz ◽  
S. Deggim

In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.

Author(s):  
T. P. Kersten ◽  
G. Büyüksalih ◽  
F. Tschirschwitz ◽  
T. Kan ◽  
S. Deggim ◽  
...  

Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.


Author(s):  
Brian James ◽  
Doddy Yuono

The rapid development of technology created a huge gap in the previous generation. Marked by the existence of the internet that facilitates users to communicate with each other without limits. While communicating on the internet, someone who is more open to express himself without having to hit social norms is commonly found indirect interaction. This has a huge influence on the millennial generation which is characterized by the phenomenon of online disinhibition effects / online disinhibited effects, disinhibition is an absence of boundaries in conversations, where online users can access and use their emotions personally with newly recognized online users. According to Suler (2004), activities such as these are called benign or disinhibited disinhibitions that are harmless, making Millennials easily use harsh words, cruel, challenging, hateful, even opposing criticism. In addition, they are also added to those released from dangerous internet sites such as pornographic sites, crime or violence are activities that contain toxic or disinhibition that is dangerous (Suler, 2004). Increasing cyberbullying in the city has become a major factor for designers to progressively cyberbullying, as a new educational forum using Virtual Reality, as a form of simulation to counter cyberbullying in the hope of creating public interest and participation for teenagers and cyberbullying people, exchange ideas in the form of a Community Center. AbstrakPesatnya perkembangan teknologi, menciptakan gap yang sangat besar pada generasi sebelumnya. Ditandai dengan adanya internet yang memudahkan para pengguna dapat saling berinteraksi tanpa batas. Selama berinteraksi di internet, seseorang cenderung lebih terbuka untuk mengespresikan dirinya tanpa harus terbentur norma-norma sosial yang biasa ditemukan pada interaksi langsung. Hal ini membawa pengaruh yang sangat besar pada generasi milenial yang ditandai dengan munculnya fenomena  efek disinhibisi online/online disinhibition effects, disinhibisi merupakan suatu ketiadaan batas dalam berkomunikasi, dimana online user dapat lebih terbuka dan mengekspresikan emosinya secara personal dengan sesama online user yang baru dikenal. Menurut Suler (2004), aktivitas seperti ini disebut dengan benign disinhibition atau disinhibisi yang tidak berbahaya, membuat Generasi Millennial mudah menggunakan kata-kata kasar, kritik yang kejam, kemarahan, kebencian, bahkan ancaman terhadap orang lain. Selain itu ditambah juga mereka yang mengunjungi sisi gelap internet seperti website pornografi, kriminal atau kekerasan yaitu aktivitas yang merupakan sebagai toxic disinhibition atau disinhibisi yang berbahaya ( Suler, 2004). Meningkatnya tindakan cyberbullying di kota, menjadi faktor utama bagi perancang untuk merancang pusat pencegahan cyberbullying, sebagai wadah edukasi baru dengan penggunaan Virtual Reality, sebagai bentuk simulasi dampak cyberbullying dengan harapan terciptanya kesadaran dan partisipasi publik bagi para remaja dan orang dewasa atas bahaya Cyberbullying, untuk saling bertukar pikiran dalam bentuk Community Center.


Author(s):  
Patrick Lichty

Contemporary Technologies in art are available from the 1960’s. Virtual Fluxus is the result of more than a decade of digital practice events, which give a definition of the online world. This article on Virtual Fluxus discusses the paradoxes of the Virtual in Contemporary Art. It starts its discussion with a citation from Al Hansen, as: “Fluxus is a Virtual Reality system where the glove doesn’t work properly and the helmet doesn’t fit. Other things happen than what was intended”. In this paper, the author underlines that when Virtual Fluxus happened, the gloves and goggles began to work, and when inside, things were more gloriously broken than could have been imagined. In this paper, there are several examples of virtual artworks from different authors examined.


Author(s):  
Krzysztof Walczak

In this chapter, a virtual museum exhibition system, called ARCO, is presented. ARCO enables museum staff to create, manage and display virtual exhibitions of museum artifacts in rich 3D and multimedia forms. Such exhibitions can be accessed both internally within the museums and remotely over the Internet. Due to the use of a novel approach to building configurable virtual reality applications, called Flex-VR, virtual exhibitions in ARCO can be easily and quickly built by museum staff, even if they do not have experience in 3D design and programming. The chapter provides an overview of the ARCO system, a description of the virtual exhibition design process and examples of virtual exhibitions built with ARCO.


Author(s):  
Dorota Kaniewska

Everyone feels the need to have both a specific identity: the ability to identify with a given country and have a piece of land that one can call his home, a place on earth where one can pursue his life plans. The development of modern technologies brought about the occurrence of the more and more frequent phenomenon of „escape into virtual reality”, characteristic of modern people. The Internet is becoming a tool that, to some extent, allows us to fulfil a vision of creating a state that would function in a manner that meets our expectations. The development of modern technology has made these utopian visions possible. The article attempts to construct a definition of micronations, considering as many aspects of their functioning as possible. The author analyses the triad of state components: population – territory – power to answer the question posed in the introduction: can micronations be called states? In conclusion, the author analyzes the problem of whether micronations meet (or may soon meet) the criteria for being called subjects of international law.


2012 ◽  
Vol 3 (7) ◽  
pp. 31
Author(s):  
Jon Arambarri Basáñez ◽  
Unai Baeza Santamaría

<p>In the last decades, there has been an intensive work to promote and add value to cultural heritage, with the main aim of getting closer to the citizens. Within these tools, Virtual Reality is an exceptional instrument for archaeological and cultural sites managers. The article aims at showing a recent real case in Spain, already accessible on the Internet. The Ministry of Culture and the Arqva (National Museum of Underwater Archaeology) Virtual Museum work together to turn cultural tourism into something completely new: a participatory tourism in which the visitors have the leading role, know the area and plan their visit.</p>


2013 ◽  
Vol 2013 ◽  
pp. 1-8 ◽  
Author(s):  
Panagiotis Petridis ◽  
Ian Dunwell ◽  
Fotis Liarokapis ◽  
George Constantinou ◽  
Sylvester Arnab ◽  
...  

In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.


Author(s):  
Colin Macpherson ◽  
Mike Keppell

<p><span>The term 'virtual reality' (VR) is currently used to describe a range of computer-based systems in which a user can explore a hardware and software generated 'microworld' that bears some resemblance to reality. An early application of such systems was the flight simulator used to train pilots. However, it is in the area of hi-tech games that many of the more recent developments in this field have occurred. Typically, a user will wear a helmet containing either a small video screen positioned in front of each eye, or a device that projects images directly onto the user's retinas. She might also wear an elaborately wired glove that provides tactile feedback as she attempts to physically interact with the computer-generated visual environment. It was on devices and systems of this nature that our proposed investigation was to concentrate. Although this has remained the case, we have expanded our work to also include VR that mainly uses screen-based graphics - thus reflecting the expanded definition of VR (more of which later).</span></p><p><span>Our overall aim was to determine the nature and capabilities of VR devices and systems that have already been developed, and of those that are under development; and to investigate the educational and instructional uses to which these devices and systems are already being put and to which they may be put in the near future. In this regard it was not our intention to argue the case for VR in education - indeed, in some cases we would do quite the contrary - but to provide relevant information, and what we hoped would be enlightened discussion, so that educators in different situations could make up their own minds on the issues.</span></p>


2021 ◽  
Author(s):  
Sergio Orlando Antoun Netto ◽  
Lucas Pires Chagas Ferreira de Carvalho ◽  
Ana Waldila de Queiroz Ramiro Reis ◽  
Leonardo Vieira Barbalho ◽  
Lucas de Campos Rodrigues

Abstract Laser scanning enhances classic field surveys. The terrestrial laser scanner is a versatile device with applications in various areas of knowledge, which uses remote sensing fundamentals to determine point coordinates. It is a remote, active, noninvasive, nondestructive and high-precision technique to capture reality that records from thousands to millions of points per second in a detailed representation of the situation called a point cloud. The surveys are performed along the object of interest in a process called scanning, which has as its gross product a dense cloud of three-dimensional points of the scanned object. This point cloud stores information about the object’s geometry, return pulse intensity, and point color data. As a way of extending the uses of terrestrial laser scanning, this work studies the application of this method in civil engineering, through the identification of pathologies in reinforced concrete structures, aiming to show how geoinformation can be employed in this area. To this end, a case study of the São Cristóvão Viaduct was conducted in the city of Rio de Janeiro. This study included definition of the site of analysis; planning and execution of the field survey to collect raw data; processing of the point cloud; and generation of a three-dimensional surface for global visualization of the structure and identification of pathological manifestations and the regions where they were observed. Concrete structures in general are affected by various external factors, such as weather and anthropogenic actions, which contribute to their wear.


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