Exploring Digital Means to Engage Visitors with Roman Culture: Virtual Reality vs. Tangible Interaction

Author:

Petrelli Daniela1ORCID,Roberts Andrew J.2ORCID

Affiliation:

1. Art, Design and Media Research Centre, Sheffield Hallam University, UK

2. Properties Historians Team, English Heritage

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 article 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 offerings to the deities of the Roman pantheon 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 visitors’ experiences for challenging cultural heritage settings.

Funder

European Union's FP7

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Information Systems,Conservation

Reference56 articles.

1. Non-Neural Extensions of haptic Sensitivity

2. Tangible interfaces for digital museum applications

3. Sensing History

4. Cultural Presence

5. Erik M. Champion. 2015. Critical Gaming: Interactive History and Virtual Heritage. Rutledge.

Cited by 2 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