Merging Realities in Space and Time

L. Alboul, M. Beer, Louis Nisiotis
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引用次数: 6

Abstract

The rapid developments in online technology have provided young people with instant communication with each other and highly interactive and engaging visual game playing environments. The traditional ways of presenting museum and heritage assets no longer, therefore, hold their attention and provide them with an exciting and dynamic visitor experience. There is considerable interest in the use of augmented reality to allow visitors to explore worlds that are not immediately accessible to them and relating them to the real worlds around them. These are very effective in providing much needed contextual information, but appear rather static when compared with multi-player games environments where players interact with each other and robotic characters (non-player characters) in real time. By fusing these technologies, the authors postulate a new type of conceptually-led environment (cyber museum) that fuses real (physical), virtual worlds and cyber-social spaces into a single dynamic environment that provides a unique experience of exploring both worlds simultaneously.
在空间和时间中融合现实
网络技术的快速发展为年轻人提供了即时交流和高度互动和引人入胜的视觉游戏环境。因此,展示博物馆和遗产资产的传统方式不再吸引他们的注意力,并为他们提供令人兴奋和充满活力的游客体验。人们对使用增强现实技术来让游客探索他们无法立即进入的世界并将他们与周围的现实世界联系起来非常感兴趣。这在提供必要的上下文信息方面非常有效,但与玩家与其他玩家以及机器人角色(非玩家角色)实时互动的多人游戏环境相比,它们显得相当静态。通过融合这些技术,作者设想了一种以概念为主导的新型环境(网络博物馆),它将真实(物理)、虚拟世界和网络社会空间融合到一个单一的动态环境中,提供了同时探索这两个世界的独特体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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