Design methodology for 360° immersive video applications: the case study of a cultural heritage virtual tour

Author:

Argyriou LemoniaORCID,Economou Daphne,Bouki Vassiliki

Abstract

AbstractThree hundred sixty–degree (360°) immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions especially in Cultural Heritage education. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) headsets often causes nausea, or motion sickness effects imposing further implications in moderate motion design tasks. This paper introduces a methodological categorisation of tasks and techniques for the design of 360° immersive video applications. Following the design approach presented, a testbed application has been created as an immersive interactive virtual tour at the historical centre of the city of Rethymno in Crete, Greece, which has undergone user trials. Based on the analysis of the results of this study, a set of design guidelines for the implementation of 360° immersive video virtual tours is proposed.

Funder

University of Westminster

Publisher

Springer Science and Business Media LLC

Subject

Management Science and Operations Research,Computer Science Applications,Hardware and Architecture

Reference30 articles.

1. Adão T, Pádua L, Fonseca M, Agrellos L, Sousa JJ, Magalhães L, Peres E (2018) A rapid prototyping tool to produce 360° video-based immersive experiences enhanced with virtual/multimedia elements. Procedia Comput Sci 138:441–453

2. Argyriou L, Economou D, Bouki V, Doumanis I (2016) Engaging immersive video consumers: challenges regarding 360-degree gamified video applications. In 2016 15th International Conference on Ubiquitous Computing and Communications and 2016 International Symposium on Cyberspace and Security (IUCC-CSS) (pp. 145-152). IEEE

3. Argyriou L, Economou D, Bouki V (2017) 360-degree interactive video application for cultural heritage education, iLRN 3Rd Annual Conference, Coimbra, Portugal, June 2017.

4. Athenaplus (2014) Digital cultural heritage and tourism recommendations for cultural institutions, available online at: http://www.athenaplus.eu/index.php?en/222/recommendations-and-guidelines. Accessed 15 June 2019

5. Boukhris M, Paljic A, Lafon-Pham D (2017) 360 versus 3D environments in VR headsets for an exploration task. In Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics symposium on virtual environments (pp 71–78). Eurographics Association

Cited by 67 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3