Eleftherios Anastasovitis, D. Ververidis, S. Nikolopoulos, Y. Kompatsiaris
{"title":"数码艺术:建立新的3D文化遗产世界","authors":"Eleftherios Anastasovitis, D. Ververidis, S. Nikolopoulos, Y. Kompatsiaris","doi":"10.1109/3DTV.2017.8280406","DOIUrl":null,"url":null,"abstract":"The use of serious game (SG) for learning is now further extended in cultural heritage (CH). SGs simulate the real world through the application of 3D models that initiates interaction, imagination and trigger the immersion of the user. The design and development of three SGs that gamify three case studies of european CH are presented, in the context of Digiart European Union funded project. The first case study concerns the Scladina cave in Belgium. The second SG simulates an anthropology virtual museum for Liverpool John Moores University in United Kingdom. The third case study communicates with the public, the Palace of Aigai in Greece. Pioneering techniques have been used for generating accurate 3D models such as archaeological sites and artifacts. The embodiment of these assets into an interactive and fully immersive virtual environment of a game engine is the subject of this report.","PeriodicalId":279013,"journal":{"name":"2017 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Digiart: Building new 3D cultural heritage worlds\",\"authors\":\"Eleftherios Anastasovitis, D. Ververidis, S. Nikolopoulos, Y. Kompatsiaris\",\"doi\":\"10.1109/3DTV.2017.8280406\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of serious game (SG) for learning is now further extended in cultural heritage (CH). SGs simulate the real world through the application of 3D models that initiates interaction, imagination and trigger the immersion of the user. The design and development of three SGs that gamify three case studies of european CH are presented, in the context of Digiart European Union funded project. The first case study concerns the Scladina cave in Belgium. The second SG simulates an anthropology virtual museum for Liverpool John Moores University in United Kingdom. The third case study communicates with the public, the Palace of Aigai in Greece. Pioneering techniques have been used for generating accurate 3D models such as archaeological sites and artifacts. The embodiment of these assets into an interactive and fully immersive virtual environment of a game engine is the subject of this report.\",\"PeriodicalId\":279013,\"journal\":{\"name\":\"2017 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)\",\"volume\":\"17 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-06-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/3DTV.2017.8280406\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/3DTV.2017.8280406","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The use of serious game (SG) for learning is now further extended in cultural heritage (CH). SGs simulate the real world through the application of 3D models that initiates interaction, imagination and trigger the immersion of the user. The design and development of three SGs that gamify three case studies of european CH are presented, in the context of Digiart European Union funded project. The first case study concerns the Scladina cave in Belgium. The second SG simulates an anthropology virtual museum for Liverpool John Moores University in United Kingdom. The third case study communicates with the public, the Palace of Aigai in Greece. Pioneering techniques have been used for generating accurate 3D models such as archaeological sites and artifacts. The embodiment of these assets into an interactive and fully immersive virtual environment of a game engine is the subject of this report.