skip to main content
research-article

A Holistic User-Centered Approach to Immersive Digital Cultural Heritage Installations: Case Vrouw Maria

Published: 11 February 2015 Publication History

Abstract

This article deals with the design and implementation of an immersive installation where users could gesturally navigate around the wreck of Vrouw Maria, a Dutch merchant ship that sank near the Finnish coast in 1771 and was rediscovered in 1999. The installation was built for the Maritime Museum in Kotka, Finland, and is part of the preservation efforts of the wreck, which still remains underwater. In addition to the cultural heritage aspect, the project was an experiment in holistic user-centered design, where several design methods, such as scenarios, role playing and informance, storyboards, and prototyping, were employed throughout the process in order to envision the final product as well as assess their utility in the scope of immersive installations. The approach we have taken and documented here can be used as a starting point for similar projects where archaeological sites are reconstructed virtually and presented, for example, in a museum setting.

References

[1]
3Deep Media. 2012. Digital 3D Modelling of Shipwrecks and Other Underwater Sites. Retrieved May 29, 2014, from http://3deepmedia.co.uk/services/3d-shipwreck-modelling.php.
[2]
Elizabeth A. Bartley and John E. Hancock. 2008. Virtual reconstructions as destination tourism? International Journal of Digital Culture and Electronic Tourism 1, 2--3 (2008), 225--239.
[3]
Barry Boehm. 1986. A spiral model of software development and enhancement. ACM SIGSOFT Software Engineering Notes 11, 4 (1986), 14--24.
[4]
Richard A. Bolt. 1980. Put-That-There: Voice and gesture at the graphics interface. In Proceedings of SIGGRAPH'80. ACM, New York, 262--270.
[5]
Doug A. Bowman, Ernst Kruijff, Joseph J. LaViola, and Ivan Poupyrev. 2005. 3D User Interfaces: Theory and Practice. Pearson Education, Boston, MA.
[6]
Colin Burns, Eric Dishman, William Verplank, and Bud Lassiter. 1994. Actors, hair-dos and videotape: Informance design. In Proceedings of CHI'94. ACM, New York, 119--120.
[7]
John M. Carroll. 1999. Five reasons for scenario-based design. In Proceedings of the 32nd Hawaii International Conference on System Sciences. IEEE, Washington DC, 3051--3061.
[8]
Alan Cooper. 1998. The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. Macmillan Computer Publishing, London.
[9]
Lily Díaz, Markku Reunanen, and Anna Salmi. 2009. Role playing and collaborative scenario design development. In Proceedings of the 17th International Conference on Engineering Design (ICED'09). Design Society, Castle Cary, 79--86.
[10]
Lily Díaz, Markku Reunanen, and Anna Salmi. 2010. Digital reconstruction of the Finnish 1900 world fair pavilion: Experiences from creating a virtual reality installation. In Heritage in the Digital Era, Marinos Ioannides, Addison Alonzo, Andreas Georgopoulos, Loukas Kalisperis, Andre Brown, and Denis Pitzalis (Eds.). Multi-Science Publishing, Essex, 167--180.
[11]
Eero Ehanti, Johanna Aartomaa, Irma Lounatvuori, and Erik Tirkkonen (Eds.). 2012. Lost at Sea, Rediscovered. National Board of Antiquities, Helsinki.
[12]
F.A.B.R.I.CATORS. 2011. The Last Supper Interactive. Interactive Narrative Embedded in Immersive Virtual Environments. Retrieved May 29, 2014, from http://www.fabricat.com/PDF_FILES/Last Supper Interactive_FSAS_Fishcnaller.pdf.
[13]
Steve Howard, Jennie Carroll, John Murhpy, and Jane Peck. 2002. Using ‘Endowed Props’ in scenario-based design. In Proceedings of the 2nd Nordic Conference on Human--Computer Interaction (NordiCHI'02). ACM, New York, 1--10.
[14]
Wim Hupperetz, Raffaele Carlani, Daniel Pletinckx, and Eva Pietroni. 2012. Etruscanning 3D project. The 3D reconstruction of the Regolini Galassi tomb as a research tool and a new approach in storytelling. Virtual Archaeology Review 3, 7 (2012), 92--96.
[15]
Giulio Iacucci, Carlo Iacucci, and Kari Kuutti. 2002. Imagining and experiencing in design, the role of performances. In Proceedings of the 2nd Nordic Conference on Human--Computer Interaction (NordiCHI'02). ACM, New York, 167--176.
[16]
John F. Kelley. 1983. An empirical methodology for writing user-friendly natural language computer applications. In Proceedings of CHI'83. ACM, New York, 193--196.
[17]
Eugenia M. Kolasinski. 1995. Simulator Sickness in Virtual Environments. Technical Report 1027. US Army Research Institute for Behavioral and Social Sciences, Alexandria, VA.
[18]
Myron W. Krueger. 1991. Artificial Reality II (2nd ed.). Addison-Wesley, Boston, MA.
[19]
Craig Larman and Victor R. Basili. 2003. Iterative and incremental development: A brief history. IEEE Computer 36, 6 (2003), 47--56.
[20]
Jonas Löwgren and Erik Stoltermann. 2004. Thoughtful Interaction Design: A Design Perspective on Information Technology. MIT Press, Cambridge, MA.
[21]
Svetlana Maras. 2012. Recreating the underwater soundscape in the Vrouw Maria virtual simulation. In Lost at Sea, Rediscovered, Eero Ehanti, Johanna Aartomaa, Irma Lounatvuori, and Erik Tirkkonen (Eds.). National Board of Antiquities, Helsinki, 156--163.
[22]
Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino. 1994. Augmented reality: A class of displays on the reality-virtuality continuum. In Proceedings of SPIE 2351, Telemanipulator and Telepresence Technologies. Hari Das, Boston, MA, 282--292.
[23]
Peter Morville and Louis Rosenfeld. 1998. Information Architecture for the World Wide Web: Designing Large-Scale Web Sites. O'Reilly Media, Sebastopol, CA.
[24]
Jakob Nielsen. 1995. Scenarios in discount usability engineering. In Scenario-Based Design: Envisioning Work and Technology in System Development, John M. Carroll (Ed.). John Wiley & Sons, Hoboken, NJ, 59--83.
[25]
Donald A. Norman. 2010. Natural user interfaces are not natural. Interactions 17, 3 (2010), 6--10.
[26]
Joseph D. Novak and Alberto J. Cañas. 2006. The Theory Underlying Concept Maps and How to Construct and Use Them. Technical Report. Institute for Human and Machine Cognition, Pensacola. Retrieved June 24, 2013, from http://cmap.ihmc.us/Publications/ResearchPapers/TheoryCmaps/TheoryUnderlying ConceptMaps.htm.
[27]
Eva Pietroni and Claudio Rufa. 2012. Natural interaction in virtual environments for cultural heritage: Giotto in 3D and etruscanning study cases. In Virtual Systems and Multimedia (VSMM) 2012, Gabriele Guidi and Alonzo C. Addison (Eds.). IEEE, New York, 339--346.
[28]
Place-Hampi. 2008. PLACE-HAMPI :: Inhabiting the Cultural Imaginary. Retrieved July 9, 2013, from http://www.place-hampi.museum/contents/place-hampi.html.
[29]
Ivan Poupyrev, Suzanne Weghorst, and Sidney Fels. 2000. Non-isomorphic 3D rotational techniques. In Proceedings of CHI'00. ACM, New York, 540--547.
[30]
Jennifer Preece, Yvonne Rogers, and Helen Sharp. 2002. Interaction Design: Beyond Human--Computer Interaction. John Wiley & Sons, Hoboken, NJ.
[31]
Craig Reynolds. 1987. Flocks, herds and schools: A distributed behavioral model. In Proceedings of SIGGRAPH'87. ACM, New York, 25--34.
[32]
Heather Richards-Rissetto, Fabio Remondino, Giorgio Agugiaro, Jennifer von Schwerin, Jim Robertsson, and Gabrio Girardi. 2012. Kinect and 3D GIS in archaeology. In Virtual Systems and Multimedia (VSMM) 2012, Gabriele Guidi and Alonzo C. Addison (Eds.). IEEE, New York, 331--337.
[33]
Winston Royce. 1970. Managing the development of large software systems. In Proceedings of IEEE WESCON, Vol. 26. IEEE Computer Society, Washington DC, 1--9.
[34]
Donald H. Sanders. 2011. Virtual reconstruction of maritime sites and artifacts. In The Oxford Handbook of Maritime Archaeology, Alexis Catsambis, Ben Ford, and Donny L. Hamilton (Eds.). Oxford University Press, Oxford, 305--326.
[35]
Ferhat Sen, Lily Díaz, and Tommi Horttana. 2012. A novel gesture-based interface for a VR simulation: Re-discovering Vrouw Maria. In Proceedings of Virtual Systems and Multimedia (VSMM) 2012. IEEE, New York, 323--330.
[36]
V-Must. 2011. Virtual Museum Transnational Network, v-must. Retrieved November 25, 2013, from http://www.v-must.net/virtual-museums.
[37]
Norman G. Vinson. 1999. Design guidelines for landmarks to support navigation in virtual environments. In Proceedings of CHI'99. ACM, New York, 278--285.
[38]
Vassilios Vlahakis, John Karigiannis, Manolis Tsotros, Michael Gounaris, Luis Almeida, Didier Stricker, Tim Gleue, Ioannis T. Christou, Renzo Carlucci, and Nikos Ioannidis. 2001. Archeoguide: First results of an augmented reality, mobile computing system in cultural heritage sites. In Proceedings of the 2001 Conference on Virtual Reality, Archeology, and Cultural Heritage (VAST'01). ACM, New York, 131--140.
[39]
Kathleen Wilson. 1988. Palenque: An interactive multimedia digital video interactive prototype for children. In Proceedings of CHI'88. ACM, New York, 275--279.

Cited By

View all
  • (2025)Research on the ‘Dual-Channel’ design of AR tourism guide digital products on intelligent mobile terminals integrating ‘Digital, Culture, and Tourism’The Design Journal10.1080/14606925.2025.2452898(1-27)Online publication date: 24-Jan-2025
  • (2024)iblueCulture: Data Streaming and Object Detection in a Real-Time Video Streaming Underwater SystemRemote Sensing10.3390/rs1613225416:13(2254)Online publication date: 21-Jun-2024
  • (2024)The Usage of Virtual and Augmented Reality in Underwater ArcheologyApplied Sciences10.3390/app1418818814:18(8188)Online publication date: 11-Sep-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Journal on Computing and Cultural Heritage
Journal on Computing and Cultural Heritage   Volume 7, Issue 4
February 2015
124 pages
ISSN:1556-4673
EISSN:1556-4711
DOI:10.1145/2669619
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 11 February 2015
Accepted: 01 June 2014
Revised: 01 May 2014
Received: 01 July 2013
Published in JOCCH Volume 7, Issue 4

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Bodily interaction
  2. cultural heritage
  3. installation

Qualifiers

  • Research-article
  • Research
  • Refereed

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)102
  • Downloads (Last 6 weeks)6
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2025)Research on the ‘Dual-Channel’ design of AR tourism guide digital products on intelligent mobile terminals integrating ‘Digital, Culture, and Tourism’The Design Journal10.1080/14606925.2025.2452898(1-27)Online publication date: 24-Jan-2025
  • (2024)iblueCulture: Data Streaming and Object Detection in a Real-Time Video Streaming Underwater SystemRemote Sensing10.3390/rs1613225416:13(2254)Online publication date: 21-Jun-2024
  • (2024)The Usage of Virtual and Augmented Reality in Underwater ArcheologyApplied Sciences10.3390/app1418818814:18(8188)Online publication date: 11-Sep-2024
  • (2024)Co-Designing Interactive Technologies for Cultural Heritage Contexts - Creating and Evaluating Interactive Museum ExperiencesProceedings of the International Conference on Mobile and Ubiquitous Multimedia10.1145/3701571.3703597(549-551)Online publication date: 1-Dec-2024
  • (2024)Social Media Analytics of User Evaluation for Innovative Digital Cultural and Creative Products: Experiences regarding Dunhuang Cultural HeritageJournal on Computing and Cultural Heritage 10.1145/365330717:3(1-25)Online publication date: 25-Mar-2024
  • (2024)A Comprehensive User Experience Analysis of Cultural Heritage Progressive Web App Using a Hybrid UEQ-IPA ApproachJournal on Computing and Cultural Heritage 10.1145/364799817:2(1-19)Online publication date: 26-Mar-2024
  • (2023)MARITIME MUSEUMS VS SEAPORT MUSEUMS NAVIGATING THE EVOLUTION FROM MARITIME PORT BUSINESS TO THE MARITIME TOURISM INDUSTRYJournal of Maritime Logistics10.46754/jml.2023.08.0043:1(46-73)Online publication date: 21-Aug-2023
  • (2023)Virtual Tourism, Real Experience: A Motive-Oriented Approach to Virtual TourismExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585594(1-7)Online publication date: 19-Apr-2023
  • (2022)ARtefact: A Conceptual Framework for the Integrated Information Management of Archaeological ExcavationsExtended Reality10.1007/978-3-031-15553-6_16(211-223)Online publication date: 6-Jul-2022
  • (2021)Co-design Techniques for and with Children based on Physical Theatre Practice to promote Embodied AwarenessACM Transactions on Computer-Human Interaction10.1145/345044628:4(1-42)Online publication date: 23-Jul-2021
  • Show More Cited By

View Options

Login options

Full Access

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media