{"title":"探索数字手段吸引游客与罗马文化:虚拟现实vs有形互动。","authors":"Daniela Petrelli, Andrew J. Roberts","doi":"10.1145/3625367","DOIUrl":null,"url":null,"abstract":"To effectively communicate the archaeological remains of the distant past is a challenge: little may be left to see, and the culture may be very different to comprehend. This paper compares two technological approaches to communicating Roman archaeology in museums: virtual reality and tangible interaction. Although very different in rationale, design, and implementation, the two explorative studies have the same aim of engaging visitors with important exhibits. The challenge is to effectively communicate the exhibit's original and cultural context. In ‘Views of the Past’ virtual reality was used to support an environmental narrative experience where fragments of history are found scattered in the 3D reconstructed forum of Augustus in Rome. In ‘My Roman Pantheon’, a tangible interactive installation, visitors act as Romans living along Hadrian's Wall making offering to the deities of the Roman pantheon in order to secure their protection. In both explorative studies the combination of the features (virtual reality + narratives, tangible + acting) make visitors feel ‘cultural presence’ where the perception of a place is combined with the awareness of the culture and an understanding of the past. Although they work on very different sensorial reaction (sight for virtual reality, touch for tangible interaction), both are promising mechanisms to design effective visitor's experiences for challenging cultural heritage settings.","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"57 1","pages":"0"},"PeriodicalIF":2.1000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Exploring digital means to engage visitors with Roman culture: Virtual Reality vs. Tangible Interaction.\",\"authors\":\"Daniela Petrelli, Andrew J. Roberts\",\"doi\":\"10.1145/3625367\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"To effectively communicate the archaeological remains of the distant past is a challenge: little may be left to see, and the culture may be very different to comprehend. This paper compares two technological approaches to communicating Roman archaeology in museums: virtual reality and tangible interaction. Although very different in rationale, design, and implementation, the two explorative studies have the same aim of engaging visitors with important exhibits. The challenge is to effectively communicate the exhibit's original and cultural context. In ‘Views of the Past’ virtual reality was used to support an environmental narrative experience where fragments of history are found scattered in the 3D reconstructed forum of Augustus in Rome. In ‘My Roman Pantheon’, a tangible interactive installation, visitors act as Romans living along Hadrian's Wall making offering to the deities of the Roman pantheon in order to secure their protection. In both explorative studies the combination of the features (virtual reality + narratives, tangible + acting) make visitors feel ‘cultural presence’ where the perception of a place is combined with the awareness of the culture and an understanding of the past. Although they work on very different sensorial reaction (sight for virtual reality, touch for tangible interaction), both are promising mechanisms to design effective visitor's experiences for challenging cultural heritage settings.\",\"PeriodicalId\":54310,\"journal\":{\"name\":\"ACM Journal on Computing and Cultural Heritage\",\"volume\":\"57 1\",\"pages\":\"0\"},\"PeriodicalIF\":2.1000,\"publicationDate\":\"2023-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Journal on Computing and Cultural Heritage\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3625367\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Journal on Computing and Cultural Heritage","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3625367","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
Exploring digital means to engage visitors with Roman culture: Virtual Reality vs. Tangible Interaction.
To effectively communicate the archaeological remains of the distant past is a challenge: little may be left to see, and the culture may be very different to comprehend. This paper compares two technological approaches to communicating Roman archaeology in museums: virtual reality and tangible interaction. Although very different in rationale, design, and implementation, the two explorative studies have the same aim of engaging visitors with important exhibits. The challenge is to effectively communicate the exhibit's original and cultural context. In ‘Views of the Past’ virtual reality was used to support an environmental narrative experience where fragments of history are found scattered in the 3D reconstructed forum of Augustus in Rome. In ‘My Roman Pantheon’, a tangible interactive installation, visitors act as Romans living along Hadrian's Wall making offering to the deities of the Roman pantheon in order to secure their protection. In both explorative studies the combination of the features (virtual reality + narratives, tangible + acting) make visitors feel ‘cultural presence’ where the perception of a place is combined with the awareness of the culture and an understanding of the past. Although they work on very different sensorial reaction (sight for virtual reality, touch for tangible interaction), both are promising mechanisms to design effective visitor's experiences for challenging cultural heritage settings.
期刊介绍:
ACM Journal on Computing and Cultural Heritage (JOCCH) publishes papers of significant and lasting value in all areas relating to the use of information and communication technologies (ICT) in support of Cultural Heritage. The journal encourages the submission of manuscripts that demonstrate innovative use of technology for the discovery, analysis, interpretation and presentation of cultural material, as well as manuscripts that illustrate applications in the Cultural Heritage sector that challenge the computational technologies and suggest new research opportunities in computer science.