Design and implementation of an interactive virtual library based on its physical counterpart

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Christina-Georgia Serghides, George Christoforides, Nikolas Iakovides, Andreas Aristidou
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Abstract

The rapid technological advancements and the widespread adoption of the internet have diminished the role of the physical library as a main information resource. As the Metaverse is evolving, a revolutionary change is anticipated in how social relationships are perceived, within an educational context. It is therefore necessary for libraries to upgrade the services they provide to keep in line with the technological trends and be a part of this virtual revolution. It is believed that the design and development of a Virtual Reality (VR) library can be the community and knowledge hub the society needs. In this paper, the process of creating a partially digital replica of the Limassol Municipal University Library, a landmark for the city of Limassol, is examined by using photogrammetry and 3D modelling. A 3D platform was developed, where users have the perception that they are experiencing the actual library. To that end, a perceptual study was conducted, to understand the current usage of physical libraries, examine the users’ experience in VR, and identify the requirements and expectations in the development of a virtual library counterpart. Following the suggestions and observations from the perceptual study, five key scenarios were implemented that demonstrate the potential use of a virtual library. This work incorporates the fundamental VR attributes, such as immersiveness, realism, user interactivity and feedback as well as other features, such as animated NPCs, 3D audio, ray-casting and GUIs, that significantly augment the overall VR library user experience, presence as well as navigation autonomy. The main effort of this project was to produce a VR representation of an existing physical library, integrated with its key services, as a proof-of-concept, with emphasis on easy 24/7 access, functionality, and interactivity. The above attributes differentiate this work from existing studies. A detailed user evaluation study was conducted upon completion of the final VR library implementation, which firmly confirmed all its key attributes and future viability.

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设计和实施基于实体图书馆的交互式虚拟图书馆
技术的飞速发展和互联网的广泛应用削弱了实体图书馆作为主要信息资源的作用。随着 "元宇宙"(Metaverse)的不断发展,人们对教育背景下的社会关系的看法也将发生革命性的变化。因此,图书馆有必要升级其提供的服务,以跟上技术发展趋势,并成为这场虚拟革命的一部分。我们相信,虚拟现实(VR)图书馆的设计和开发可以成为社会所需的社区和知识中心。本文利用摄影测量和三维建模技术,研究了利马索尔市的地标性建筑--利马索尔市立大学图书馆的部分数字化复制品的创建过程。开发了一个三维平台,让用户感觉自己正在体验真实的图书馆。为此,我们开展了一项感知研究,以了解当前实体图书馆的使用情况,考察用户在 VR 中的体验,并确定开发虚拟图书馆的要求和期望。根据感知研究提出的建议和观察结果,实施了五个关键场景,展示了虚拟图书馆的潜在用途。这项工作结合了虚拟现实的基本属性,如沉浸感、逼真度、用户交互性和反馈,以及其他功能,如动画 NPC、3D 音频、光线铸造和图形用户界面,这些都极大地增强了整个虚拟现实图书馆的用户体验、存在感和导航自主性。本项目的主要工作是制作现有实体图书馆的 VR 演示,并集成其主要服务,作为概念验证,重点是全天候轻松访问、功能性和互动性。上述特性使本项目有别于现有研究。在完成最终的 VR 图书馆实施后,还进行了详细的用户评估研究,这坚定地证实了其所有关键属性和未来的可行性。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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