2019
DOI: 10.5194/isprs-archives-xlii-2-w9-723-2019
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Virtualising an Ottoman Fortress – Laser Scanning and 3d Modelling for the Development of an Interactive, Immersive Virtual Reality Application

Abstract: <p><strong>Abstract.</strong> “A picture is worth a thousand words”: a famous quote about knowledge dissemination but also literally true. The documentation of cultural heritage (CH) monuments is carried out by measurements and photos and stored in 3d models &amp;ndash; not by textual information alone. So what could be a more straightforward way to inform the public about CH than visual information? This approach can be extended not only by providing static images or videos from predefin… Show more

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Cited by 15 publications
(9 citation statements)
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“…The HTC Vive system, in its different versions, has been extensively used in geo-information research literature, especially for cultural heritage work (e.g. Kersten et al, 2018a;Kersten et al, 2018b;Tschirschwitz et al, 2019a;Tschirschwitz et al, 2019b). Exploring more mobile systems, such as the Windows Mixed Reality, that are compatible with the same content production workflows (in this case, the Unreal Engine), is highly topical for increasing the mobility of VR applications.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The HTC Vive system, in its different versions, has been extensively used in geo-information research literature, especially for cultural heritage work (e.g. Kersten et al, 2018a;Kersten et al, 2018b;Tschirschwitz et al, 2019a;Tschirschwitz et al, 2019b). Exploring more mobile systems, such as the Windows Mixed Reality, that are compatible with the same content production workflows (in this case, the Unreal Engine), is highly topical for increasing the mobility of VR applications.…”
Section: Discussionmentioning
confidence: 99%
“…The mentioned polygon counts are vastly higher than those reported in game engine or other real-time rendered applications, e.g. 0.9M polygons in Kersten et al, (2018a); 0.7M in Tschirschwitz et al, (2019a) and 0.5M in final application produced in Julin et al, (2019). The challenge in applying photogrammetric or laser scanning data for game engines is in producing textured mesh models whilst maintaining sufficiently low data volumes.…”
Section: Introductionmentioning
confidence: 91%
“…Many projects are focused on the digitalization of a cultural site (Remondino et al, 2018) and its virtual exploration in an immersive way (Dhanda et al 2019;Choromariski et al 2019, making it possible, in some cases, the accessibility to people with disabilities (Pèrez et al, 2019). Other experimentations are aimed at the digital preservation of heritage sites at risk; in this way, the VM constitutes an educational product and an alternative way for visiting the site, relieving human pressure (Aiello et al, 2019;Tschirschwitz et al, 2019). Another interesting development is the possibility of allow the combination of exhibits physically distant from each other, or the exhibition of objects that have no physical presence and are born digital (Kazanis et al, 2017).…”
Section: Related Workmentioning
confidence: 99%
“…2) can be seen as everything between the two extrema, completely real environment, and completely virtual environment (Milgram et al, 1995;Styliani et al, 2009). Some recent examples are a VR application of an Ottoman fortress (Tschirschwitz et al, 2019), research concerning the effectiveness of the AR application in Augusta Raurica (Armingeon, Komani, Zanwar, Korkut, & Dornberger, 2019), or the MR application of the reconstruction of one building of the Bergen-Belsen concentration camp (Oliva et al, 2015).…”
Section: Virtual Museumsmentioning
confidence: 99%