Skip to main content

Media Art Environment Geist: Integrating Traditional Painting into 3D AR Storytelling Scenario

  • Conference paper
  • 1568 Accesses

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3105))

Abstract

This paper describes an approach at ZGDV Darmstadt to combine experimental use of traditional means (paintings) and VR/AR technology for Storytelling based edutainment applications. The illusion of light and depth banned to paper or canvas was the mission of generations during history of art, when paintings and drawings were the only media to transfer the imagination of space and atmosphere to the beholder.

In the context of the edutainment application Geist providing a Storytelling based learning and gaming environment enabling users to become part of a story and interactively explore history of Heidelberg, our goal was to elaborate how painted images could serve as an effective surrogate of reality within a computer-generated 3D-world: Within the Geist demonstrator there are three locations where 3D-objects and virtual characters are surrounded by a texture that simulates a natural environment. It containes men, buildings, vegetation but also important phenomenons based on light, perspective and colour. So the virtual reality is enlarged by a second level of visual reality based on paintings. In order to embrace this sort of approach, it is necessary both to reflect reality and represent it in an artificial way. Because atmosphere in this case involves not only the reproduction and transforming of perception our eyes are used to but to create an adequate expression and prevailing mood: On the three locations the user is lead into the expectation of imminent occurrences that struck the town of Heidelberg during the 30 years war. The preliminary results allow to analyze the functional, cognitive and aesthetic nature of this crossbreed and to draw further conclusions concerning further developments. The first part of the paper provides an overview of the Geist project and the resulting demonstrator as reference example for an edutainment application. Afterwords the two major technologies Storytelling enhanced by VR/AR technology and traditional painting are introduced before the integration process of these two antithetic approaches is describes. Finally a short summary points out first results of this integrated approach and discusses further development directions.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Bauer, H.: Corpus der barocken Deckenmalerei in Deutschland. Hirmer, München (1995)

    Google Scholar 

  2. Braun, N.: Automated Narration - the Path to Interactive Storytelling, NILE, Edinburgh, Scotland (2002)

    Google Scholar 

  3. Finck, H.D., Ganz, M.T.: Bourbaki Panorama. Werd Verlag, Zürich (2000)

    Google Scholar 

  4. Gombrich, E.H.: The image and the eye: further studies in the psychology of pictorial representation. Phaidon Press Limited, Oxford (1982)

    Google Scholar 

  5. Gombrich, E.H.: The uses of images: studies in the social function of art and visual communication. Phaidon, London (2000)

    Google Scholar 

  6. Kretschmer, U., Coors, V., Spierling, U., Grasbon, D., Schneider, K., Rojas, I., Malaka, R.: Meeting the Spirit of History. In: Proceedings of: Virtual Reality, Archaeology, and Cultural Heritage (2001)

    Google Scholar 

  7. Schneider, O.: Storyworld creation: Authoring for Interactive Storytelling. Journal of the WSCG, Plzen, Czech (2002)

    Google Scholar 

  8. Schneider, O., Braun, N.: Content Presentation in Augmented Spaces by the Narration of Interactive Scenes. AVIR, Geneva (2003)

    Google Scholar 

  9. Schneider, O., Braun, N., Habinger, G.: Storylining Suspense: An Authoring Environment for Structuring Non-linear Interactive Narratives. Journal of the WSCG, Plzen, Czech (2003)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2004 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Schneider, O., Göbel, S., Ermgassen, C.M.z. (2004). Media Art Environment Geist: Integrating Traditional Painting into 3D AR Storytelling Scenario. In: Göbel, S., et al. Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2004. Lecture Notes in Computer Science, vol 3105. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-27797-2_22

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-27797-2_22

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22283-5

  • Online ISBN: 978-3-540-27797-2

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics