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Using Digital Extensions to Create New VR Museum Experiences

Published: 09 November 2016 Publication History

Abstract

The digitization of paintings enables us to do various modifications with them and also to add digital content that complements such artworks. In our research we investigate how such digital extensions can be used in a VR museum setup. This Creative Showcase demo presents a first implementation of such an "enhanced VR museum" based on initial results and related user feedback from earlier experiments. By using techniques such as "inpainting", "stylization" of objects or other visuals in the style of a painting, and by adding of content-related 3D animations we aim at creating VR museum techniques that provide a better experience by, for example, being more immersive, creating a higher emotional connection, or having an educational value.

References

[1]
Gatys, Leon A., Alexander S. Ecker, and Matthias Bethge, "A neural algorithm of artistic style," arXiv preprint arXiv:1508.06576, 2015.
[2]
The Night Café -- An immersive tribute to Vincent van Gogh. Retrieved June 16, 2016 from http://vrjam.devpost.com/submissions/36821-the-night-cafe-an-immersive-tribute-to-vincent-van-gogh
[3]
Wolfram Blog, "Extending Van Gogh's Starry Night with Inpainting." Retrieved June 16, 2016 from http://blog.wolfram.com/2014/12/01/extending-van-goghs-starry-night-with-inpainting/

Cited By

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  • (2021)Playing Games with TitoJournal on Computing and Cultural Heritage 10.1145/344662014:2(1-26)Online publication date: 29-May-2021
  • (2019)IRelicsProceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3294109.3295647(45-54)Online publication date: 17-Mar-2019
  • (2019)The Cardboard VR Game Development Tool2019 IEEE Eurasia Conference on IOT, Communication and Engineering (ECICE)10.1109/ECICE47484.2019.8942667(438-441)Online publication date: Oct-2019
  • Show More Cited By

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  1. Using Digital Extensions to Create New VR Museum Experiences

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    cover image ACM Other conferences
    ACE '16: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
    November 2016
    373 pages
    ISBN:9781450347730
    DOI:10.1145/3001773
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 09 November 2016

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    Author Tags

    1. VR experiences
    2. VR museum
    3. Virtual reality

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    • Extended-abstract
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    • Refereed limited

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    ACE2016

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    Overall Acceptance Rate 36 of 90 submissions, 40%

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    Cited By

    View all
    • (2021)Playing Games with TitoJournal on Computing and Cultural Heritage 10.1145/344662014:2(1-26)Online publication date: 29-May-2021
    • (2019)IRelicsProceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3294109.3295647(45-54)Online publication date: 17-Mar-2019
    • (2019)The Cardboard VR Game Development Tool2019 IEEE Eurasia Conference on IOT, Communication and Engineering (ECICE)10.1109/ECICE47484.2019.8942667(438-441)Online publication date: Oct-2019
    • (2018)Virtual LibraryProceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia10.1145/3282894.3282927(227-231)Online publication date: 25-Nov-2018

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