A Preliminary Field Work on Digital Heritage and the Use of Virtual Reality for Cultural Heritage Management

Author:

KAN M. Hamdi1,KESKİN Hava2,DEMİR Nusret2,SELİM Serdar2,ASLAN Erdoğan3,GÜNEŞ Nilgün

Affiliation:

1. Akdeniz Üniversitesi

2. AKDENIZ UNIVERSITY

3. SELÇUK ÜNİVERSİTESİ

Abstract

This paper presents the results of a multidisciplinary research project carried on during the Covid-19 Pandemic and supported by TÜBİTAK (The Scientific and Technological Research Council of Turkey). The results are gathered from six months of field and office work, as the project was limited with this period. The archaeological site of Letoon in Muğla/Turkey has been chosen as the test area, specifically the triple temples of Leto, Apollo, and Artemis. Photogrammetric reconstruction of the current situation, as well as archaeologically accurate 3D models, have been created and converted into interactive immersive VR content to measure consumer behaviour and experience. These two different types of 3D content are integrated into the VR environment both separately and as a single content with switching from one to the other. After the creation process, the content was experienced by the visitors with different demographic characteristics and a survey was conducted to measure this experience.

Publisher

Advances in Hospitality and Tourism Research

Subject

Tourism, Leisure and Hospitality Management,Development

Reference35 articles.

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2. Barcelo, J. A. (2009). Computational Intelligence in Archaeology. New York: The IGI Group.

3. Bilici, F., & Özdemir, E. (2019). Tüketicilerin artırılmış gerçeklik teknolojilerini kullanmaya yönelik tutum ve niyeti üzerine bir araştırma. BMIJ, 7(5), 2011-2033. https://doi.org/10.15295/bmij.v7i5.1252

4. Bucher, J. (2017). Storytelling for Virtual Reality: Methods and Principles. New York and Oxon: Routledge.

5. CAA (1998). Computer Applications and Quantitative Methods in Archaeology. Proceedings of the 26th Conference, Barcelona, March 1998, Oxford: BAR International Series 757.

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