ABSTRACT
Immersive reality technologies have been widely utilized in the area of cultural heritage, also known as Virtual Heritage. We present a tangible Virtual Reality (VR) interaction demo that allows users to freely walk in the physical space while engaging with digital and tangible objects in a “learning area”. The space setup includes stations that are used symbiotically in the virtual and physical environments, such setup defines consistency throughout the experience. With this method, we enhance the immersive learning experience by mapping the large virtual space into a smaller physical place with a seamless transition.
- Mafkereseb Kassahun Bekele and Erik Champion. 2019. A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage. Frontiers in Robotics and AI 6 (2019), 91. https://doi.org/10.3389/frobt.2019.00091Google ScholarCross Ref
- D A Bowman, D Koller, and L F Hodges. 1997. Travel in immersive virtual environments: an evaluation of viewpoint motion control techniques, In Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality. Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality, 45–52,. https://doi.org/10.1109/vrais.1997.583043Google ScholarCross Ref
- Karl-Erik Bystrom, Woodrow Barfield, and Claudia Hendrix. 1999. A Conceptual Model of the Sense of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments 8, 2(1999), 241–244. https://doi.org/10.1162/105474699566107Google ScholarDigital Library
- Michael Rietzler, Martin Deubzer, Thomas Dreja, and Enrico Rukzio. 2020. Telewalk: Towards Free and Endless Walking in Room-Scale Virtual Reality. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–9. https://doi.org/10.1145/3313831.3376821Google ScholarDigital Library
- R. Yu, W. S. Lages, M. Nabiyouni, B. Ray, N. Kondur, V. Chandrashekar, and D. A. Bowman. 2017. Bookshelf and Bird: Enabling Real Walking in Large VR Spaces through Cell-Based Redirection. In 2017 IEEE Symposium on 3D User Interfaces (3DUI). 116–119. https://doi.org/10.1109/3DUI.2017.7893327Google ScholarCross Ref
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