数码艺术:建立新的3D文化遗产世界

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}
引用次数: 11

摘要

如今,在文化遗产领域,严肃游戏在学习中的应用得到了进一步扩展。SGs通过应用3D模型模拟现实世界,激发交互、想象和触发用户的沉浸感。在Digiart欧盟资助项目的背景下,介绍了三个SGs的设计和开发,这些SGs将欧洲CH的三个案例研究游戏化。第一个案例研究涉及比利时的斯克拉迪纳洞穴。第二个SG为英国利物浦约翰摩尔斯大学模拟了一个人类学虚拟博物馆。第三个案例研究与公众交流,希腊的Aigai宫。开创性的技术已用于生成精确的3D模型,如考古遗址和文物。将这些资产体现到游戏引擎的交互式和完全沉浸式虚拟环境中是本报告的主题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digiart: Building new 3D cultural heritage worlds
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信