Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Dong Liu , NengLun Chen , Xu Lang , ZhiGeng Pan , Hongyi Ren , SiYuan Lin , MingMin Zhang , HuaBiao Li , QianWei Huang
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引用次数: 0

Abstract

The distilled liquor brewing technique is one of China’s national-level intangible cultural heritages, and it has a rich history. In order to enhance public awareness and understanding of this technique, previous researchers have utilized digital technologies such as virtual reality to create virtual museums for disseminating and showcasing its cultural significance. However, existing virtual museums often employ passive roaming displays, lacking interactivity, immersion, and engagement, which makes it challenging to attract the younger generation. This paper introduces a multimodal interactive virtual liquor culture museum system. By incorporating sensory feedback such as visual, auditory, tactile, and temperature cues, participants can learn about and experience the art of distilled liquor brewing. Within the museum, three virtual avatars (visitor, guide, poet) are implemented and powered by advanced language models, enabling continuous dialogue and interactive gameplay with participants and enhancing immersion and interest. The study, validated through evaluations involving 30 participants, demonstrates the usability and effectiveness of the System.
探索蒸馏酒酿造:在VR酒文化博物馆中利用多模式交互和智能虚拟化身
白酒酿造技术是中国国家级非物质文化遗产之一,有着悠久的历史。为了提高公众对这一技术的认识和理解,以前的研究者利用虚拟现实等数字技术创建了虚拟博物馆,以传播和展示其文化意义。然而,现有的虚拟博物馆往往采用被动漫游展示,缺乏互动性、沉浸感和参与性,难以吸引年轻一代。本文介绍了一种多模式交互式虚拟白酒文化博物馆系统。通过结合视觉、听觉、触觉和温度等感官反馈,参与者可以了解和体验蒸馏酒酿造的艺术。在博物馆内,三个虚拟化身(游客、导游、诗人)由先进的语言模型实现和驱动,可以与参与者进行持续的对话和互动游戏,增强沉浸感和兴趣。这项研究经过30名参与者的评价,证明了该系统的可用性和有效性。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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