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.

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