PL EN


Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników
Tytuł artykułu

Acceptation of the Developed Mobile Virtual Reality Visualisations of 3D Objects from the Area of the Silk Road

Treść / Zawartość
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
The paper presents a process of testing a created virtual reality application for displaying the "Hujra", a room for students of the 17th century madrassa in the area of the Silk Road, together with interactive objects. The designed 3D objects had sufficiently small file sizes to be introduced into virtual reality, and the fully mobile application worked effectively using smartphones within the price group available to the average user. The application was presented to a group of students and researchers from Kyrgyzstan. In addition, objects not belonging to the Islamic culture were introduced into the students' room. Pilot tests confirmed the usefulness of the proposed solution of 3D modelling. Interviews with the participants of the experiment and the results of a survey showed that the virtual reality application was a very attractive form of presentation, especially for people belonging to Generation Z. The combination of the complexity of the project and its high availability via smartphones was considered a successful solution by those questioned.
Twórcy
  • Department of Computer Science, Lublin University of Technology, Nadbystrzycka 36B, 20-618 Lublin, Poland
  • Department of Computer Science, Lublin University of Technology, Nadbystrzycka 36B, 20-618 Lublin, Poland
  • Department of Computer Science, Lublin University of Technology, Nadbystrzycka 36B, 20-618 Lublin, Poland
  • Department of Computer Science, Lublin University of Technology, Nadbystrzycka 36B, 20-618 Lublin, Poland
  • Scientific-Experimental Museum-Laboratory, Samarkand State University, University Boulevard 15, 703004 Samarkand, Uzbekistan
Bibliografia
  • 1. Greshko M., Fire Devastates Brazil’s Oldest Science Museum (2018). https://www.nationalgeographic.com/science/2018/09/news-museu-nacional-fire-rio-de-janeiro-natural-history/
  • 2. AAAS (2014). Ancient History, Modern Destruction: Assessing the Current Status of Syria’s World Heritage Sites Using High-Resolution Satellite Imagery:
  • 3. https://www.aaas.org/resources/ancient-history-modern-destruction-assessing-current-status-syria-s-world-heritage-sites#Citations.
  • 4. Doppelhofer Ch., Will Palmyra rise again? War Crimes against Cultural Heritage and Post-war Reconstruction: www.ohchr.org.
  • 5. Hashim A., Taib M., Alias A., The Integration of Interactive Display Method and Heritage Exhibition at Museum. Procedia – Social and Behavioral Sciences 2014, Volume 153, pp. 308–316, doi: 10.1016/j.sbspro.2014.10.064.
  • 6. Milosz M., Milosz E., Montusiewicz J., Determination of Ceramic Tile Colour Surface Areas on the Medieval Sher-DorMadrasah Mosaic in Samarkand – Problems and Solutions. Digital Applications in Archaeology and Cultural Heritage 2020, Volume 16, pp. 1–6, doi: 16.e00134.
  • 7. Montusiewicz J., Barszcz M., Dziedzic K., Photorealistic 3D Digital Reconstruction of a Clay Pitcher. Advances in Science and Technology Research Journal 2019, Volume 13, pp. 255–263.
  • 8. Tsichritzis D., Gibbs S., Virtual Museums and Virtual Realities. In Proceedings of the International Conference on Hypermedia and Interactivity in Museums, Archives & Museum Informatics, 1991, pp. 17–25.
  • 9. Lepouras G., Charitos D., Vassilakis C., Charisi A., Halatsi L., Building a VR museum in a museum. In Proceedings 2001 VRIC Laval Virtual International, Association for Computing Machinery, New York, NY, United States, 2001, pp. 1–8.
  • 10. Bruno F., Bruno S., De Sensi G., Luchi M-L., Mancusoc S., Muzzupappaa M., From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. Journal of Cultural Heritage 2010, Volume 11, pp. 42–49, doi: https://doi.org/10.1016/j.culher.2009.02.006.
  • 11. Liu S., Jia J., Design and implementation of Virtual Culture Museum. In 4th International Conference on Computer Science & Education, IEEE, New York, NY, United States, 2009, pp. 686–689, doi: 10.1109/ICCSE.2009.5228337.
  • 12. Drosos V., Alexandri A., Tsolis D., Alexakos C., A 3D serious game for cultural education. In Intelligence, Systems & Applications, IEEE, New York, NY, United States, 2017, pp. 1–5, doi: 10.1109/IISA.2017.8316442.
  • 13. Barbieri L., Bruno F., Muzzupappa M., User-centered design of a virtual reality exhibit for archaeological museums. International Journal on Interactive Design and Manufacturing 2018, Volume 12, pp. 561–571, doi: 10.1007/s12008–017–0414-z.
  • 14. Jiménez Fernández-Palacios B., Morabito D., Remondino F., Access to complex reality-based 3D models using virtual reality solutions. Journal of Cultural Heritage 2017, Volume 23, pp. 40–48, doi: https://doi.org/10.1016/j.culher.2016.09.003.
  • 15. Agnello F., Avella F., Agnello S., Virtual Reality for Historical Architecture. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences 2019, 42, pp.9–16, doi: 10.5194/isprs-archives-XLII-2-W9–9-2019.
  • 16. Carrozzino M., Bergamasco M., Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage 2010, Volume 11, pp. 452–458, doi: https://doi.org/10.1016/j.culher.2010.04.001.
  • 17. Remondino F., Menna F., Koutsoudis A., Chamzas C., El-Hakim S., Design and implement a realitybased 3D digitisation and modelling project. In Digital Heritage International Congress, IEEE, New York, NY, United States, 2013, pp. 137–144, doi: 10.1109/DigitalHeritage.2013.6743723.
  • 18. Scrofani L., Ruggiero L., Museum networks in the Mediterranean area: Real and virtual opportunities. Journal of Cultural Heritage 2013, 14, pp. 75–79, doi: https://doi.org/10.1016/j.culher.2012.11.016.
  • 19. Boldyreva N., Exploiting the Potential of Virtual Reality: Innovative Practices in Museums. Partial Fulfillment of the Requirements for the Degree of Master of Arts in Arts and Cultural Management, Lasalle College of the Arts, Canada, 2018.
  • 20. Innocenti E.D., Geronazzo M., Vescovi D., Nordahl R., Serafin S., Ludovico L.A., Avanzini, F., Mobile virtual reality for musical genre learning in primary education. Computers & Education 2019, Volume 139, pp. 102–117, doi: 10.1016/j.compedu.2019.04.010.
  • 21. Ball C., Johnsen K., An accessible platform for everyday educational virtual reality. In 2016 IEEE 2nd Workshop on Everyday Virtual Reality, IEEE, New York, NY, United States, 2016, pp. 26–31, doi: 10.1109/WEVR.2016.7859540.
  • 22. Khan Z., Kapralos B,. A scenario and dialogue editor for a cultural competence serious game. In 2014 IEEE Games Media Entertainment, IEEE, New York, NY, United States, 2014, pp. 1–2, doi: 10.1109/GEM.2014.7048112.
  • 23. Zhang B., Benton S., Pearson W., LeMoine J., Herbertson N., Williams H., Goodman L., Playing 3D: Digital technologies and novel 3d virtual environments to support the needs of Chinese learners in western education: Cross-cultural collaboration, gamification, well-being and social inclusion. In 2016 22nd International Conference on Virtual System & Multimedia, IEEE, New York, NY, United States, 2016, pp. 1–9, doi: 10.1109/VSMM.2016.7863154.
  • 24. Moenning A., Turnbull B., Abel D., Meyer Ch., Hale M., Guerlain S., Brown D., Developing avatars to improve cultural competence in US soldiers. In 2016 IEEE Systems and Information Engineering Design Symposium, IEEE, New York, NY, United States, 2016, pp. 148–152, doi: 10.1109/ SIEDS.2016.7489288.
  • 25. Mayr S., Schneider S., Ledit L., Bock S., Zahradnicek D., Prochaka S., Game-based cultural competence training in healthcare. In 2017 IEEE 5th International Conference on Serious Games and Applications for Health 2017, IEEE, New York, NY, United States, pp. 1–5, doi: 10.1109/ SeGAH.2017.7939113.
  • 26. Bayer Ch., Jellá J., Kapoor A., Matts R., Murdoch H., Woodruff H., An B., Guerlain S., Brown D., The SIMPLE methodology for developing and evaluating cross-cultural virtual training systems SIEDS 2017. In 2017 Systems and Information Engineering Design Symposium, IEEE, New York, NY, United States, 2017, pp. 289–293, doi: 10.1109/SIEDS.2017.7937733.
  • 27. Sheridan M., An B., Brown D., Bolger M., Epstein M., Matteo F., Semunegus R., Daniel J., Clarkin Ch., Gringley G., Roberts J., Schafer T., Investigating the effectiveness of virtual reality for cross-cultural competency training SIEDS 2018. In 2018 Systems and Information Engineering Design Symposium, IEEE, New York, NY, United States, 2018, pp. 53–57, doi: 10.1109/SIEDS.2018.8374758.
  • 28. Rumiński D., Walczak K., Creation of Interaction AR Content on Mobile Devices. Business Information Systems Workshops BIS 2013 Lec2013, Volume 160, pp. 258–269, doi: https://doi. org/10.1007/978–3-642–41687–3_24.
  • 29. Bekele M.K., Pierdicca R., Frontoni E., Malinverni E., Gain J., A Survey of Augmented, Virtual and Mixed Reality for Cultural Heritage. ACM Journal on Computing and Cultural Heritage 2018,Volume 11, doi: https://doi.org/10.1145/3145534.
  • 30. Giangreco I., Sauter L., Parian-Scherb M., Gasser R., Heller S., Rossetto L., Schuldt H., VIRTUE – A Virtual Reality Museum Experience. In IUI ‘19: Proceedings of the 24th International Conference on Intelligent User Interfaces: Companion, ACM, Loas Angeles, CA, United States, 2019, pp. 119–120, doi: 10.1145/3308557.3308706.
  • 31. Schofield G., Beale G., Beale N., Fell M., Hadey D., Hook J., Murphy D., Richards J., Tresh L., Viking VR: Designing a Virtual Reality Experience for a Museum. In DIS ‘18: Proceedings of the 2018 Designing Interactive Systems Conference, Association for Computing Machinery, New York, NY, United States, 2018, pp. 805–815, doi: 10.1145/3196709.319714.
  • 32. Subramanian A., Barnes J., Vemulapalli N., Chhawri S., Virtual Reality Museum of Consumer Technologies. Advances in Human Factors, Business Management, Training and Education. Advances in Intelligent Systems and Computing 2017, Volume 498, pp. 549–560, doi: https://doi.org/10.1007/978–3-319–42070–7_51.
  • 33. Hurst W., Boer B., Florijin W., Tian X., Creating new museum experiences for virtual reality. In 2016 IEEE International Conference on Multimedia & Expo Workshops, IEEE, New York, NY, United States, 2016, pp. 1–6, doi: 10.1109/ICMEW.2016.7574692.
  • 34. Jung T., Dieck T., Claudia M., Lee H., Chung N., Ef-fects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum. Information and Communication Technologies in Tourism 2016, pp. 621–635, doi: https://doi.org/10.1007/978–3-319–28231–2_45.
  • 35. Walmsley A.P., Kersten T., The Imperial Cathedral in Konigslutter (Germany) as an Immersive Experience in Virtual Reality with Integrated 360° Panoramic Photography. Applied Sciences 2020, Volume 10, doi: 10.3390/app10041517.
  • 36. Kersten T.P., Tschirschwitz F., Deggim S., Lindstaedt M., Virtual Reality for Cultural Heritage Monuments – from 3D Data Recording to Immersive Visualisation. Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. EuroMed 2018. Lecture Notes in Computer Science 2018, Volume 11197, pp. 74–83, doi: https://doi.org/10.1007/978–3-030–01765–1_9.
  • 37. Tschirschwitz F., Richerzhagen Ch., Przybilla H., Kersten T., Duisburg 1566: Transferring a Historic 3D City Model from Google Earth into a Virtual Reality Application. PFG – Journal of Photogrammetry, Remote Sensing and Geoinformation Science volume 2019, Volume 87, pp. 47–56, doi: 10.1007/s41064–019–00065–0.
  • 38. Lai Z., Hu Ch., Cui Y., Sun L., Dai N., Lee H-S., Furion: Engineering High-Quality Immersive Virtual Reality on Today’s Mobile Devices. IEEE Transactions on Mobile Computing 2020, Volume 19, pp. 1586–1602, doi: 10.1109/TMC.2019.2913364.
  • 39. Liu L., Zhang R., Zhang W., Liu Y., Zhang J., Zhang J., Gruteser M., Cutting the Cord: Designing a High-quality Untethered VR System with Low Latency Remote Rendering. In MobiSys ‘18 Companion: Proceedings of the 16th Annual International Conference on Mobile Systems, Applications, and Services Companion, Association for Computing Machinery, New York, NY, United States, 2018, pp. 68–80 , doi: 10.1145/3210240.3210313.
  • 40. Boos K., Chu D., Cuervo E., FlashBack: Immersive Virtual Reality on Mobile Devices via Rendering Memoization. In MobiSys ‘16 Companion: Proceedings of the 14th Annual International Conference on Mobile Systems, Applications, and Services Companion, Association for Computing Machinery, New York, NY, United States, 2016, p. 94, doi: 10.1145/2906388.2906418.
  • 41. Qian F., Han B., Xiao Q., Gopalakrishnan V., Flare: Practical Viewport-Adaptive 360° Degree Video Streaming for Mobile Devices. In MobiCom‘18: Proceedings of the 24th Annual International Conference on Mobile Computing and Networking, Association for Computing Machinery, New York, NY, United States, 2018, pp. 99–114, doi: 10.1145/3241539.3241565.
  • 42. Kamarainen T., Siekkinen M., Eerikainen J., Yla-Jaaski A., CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality. In MM ‘18: Proceedings of the 26th ACM international conference on Multimedia, Association for Computing Machinery, New York, NY, United States, 2018, pp. 1181–1189, doi: 10.1145/3240508.3240620.
  • 43. Żyła K., Montusiewicz J., Skulimowski S., Kayumov R., VR technologies as an extension to the museum exhibition: A case study of the Silk Road museums in Samarkand. Muzeológia a kultúrne dedičstvo 2020, Volume 8, pp. 73–93, doi: 10.46284/mkd.2020.8.4.6.
  • 44. Skulimowski S., Montusiewicz J., Badurowicz M., Barszcz M., Virtual reality for cross cultural education:a case study. In Computational Intelligence Information Technology and Systems Research, Lublin University of Technology Publication, Poland, 2020, pp. 132–146.
  • 45. Miłosz M., Montusiewicz J., Kęsik J., 3D information technologies in cultural heritage preservation and popularization – a series of seminars for museologists made by computer scientists. EDULEARN 20: 12th Annual International Conference on Education and New Learning Technologies 2020, pp. 544–549, doi: 10.21125/edulearn.2020.
Uwagi
Opracowanie rekordu ze środków MEiN, umowa nr SONP/SP/546092/2022 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2022-2023). Błędna numeracja bibliografii - poz. 2-3 stanowią jedno źródło.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-542fd921-fefc-43ee-aef1-cb7539bee758
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.