A Comparison of Gamified, Immersive VR Curation Methods for Enhanced Presence and Human-Computer Interaction in Digital Humanities

Author:

Kateros Stavros1,Georgiou Stylianos1,Papaefthymiou Margarita1,Papagiannakis George1,Tsioumas Michalis2

Affiliation:

1. University of Crete, Computer Science Department, Voutes Campus, 70013, Heraklion and Foundation for Research and Technology Hellas, 100 N. Plastira Str., 70013, Heraklion, Greece

2. IST Ephorate of Prehistoric and Classical Antiquities, M. Alexandrou, 54646, Thessaloniki, Greece

Abstract

Gamification of virtual reality (VR) experiences is a topic of research that has been particularly intensified with the advent or recent VR h/w, such as, low-cost, high field-of-view head-mounted displays (HMDs). The main novelty of this work lies in the investigation and comparison of different s/w human-computer interaction methodologies for real-time VR simulation of both tangible and intangible digital heritage sites and the creation of dedicated, immersive, gamified curation experiences. Important conclusions are drawn since for the first time, VR is finally becoming a mass consumer product that will be delivering more and more convincing interactive experiences with elevated feeling of Presence for Digital Humanities. Based on recent specific software 3D platforms and 3D content creation pipelines, digital heritage environments can benefit immensely from such versatile, efficient and robust prototyping VR human-computer interaction methodologies.

Publisher

SAGE Publications

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1. A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality;Multimedia Tools and Applications;2024-04-02

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