Related papers: Virtual Heritage at iGrid 2000
Cultural heritage documentation induces the use of computerized techniques to manage and preserve the information produced. Geographical information systems have proved their potentialities in this scope, but they are not always adapted for…
Particularly close attention is being paid today among researchers in social science disciplines to aspects of learning in the digital age, especially for the Digitally Native Generation. In the context of museums, the question is: how can…
We investigate hybrid user interfaces (HUIs), aiming to establish a cohesive understanding and adopt consistent terminology for this nascent research area. HUIs combine heterogeneous devices in complementary roles, leveraging the distinct…
Immersive technologies, such as virtual and augmented reality, are transforming digital heritage by enabling users to explore and interact with culturally significant sites. It is now possible to view and augment digital twins, or digitally…
Engaging in interdisciplinary projects on the intersection between visualization and humanities research can be a challenging endeavor. Challenges can be finding valuable outcomes for both domains, or how to apply state-of-the-art visual…
Virtual field trips (VFTs) have proven to be valuable learning tools. Such applications are mostly based on 360{\deg} technology and are to be characterized as single-user applications in technological terms. In contrast, Social VR…
Interactive digital storytelling becomes a popular choice for information presentation in many fields. Its application spans from media industry and business information visualization, through digital cultural heritage, serious games,…
We present VR PreM+, an innovative VR system designed to enhance web exploration beyond traditional computer screens. Unlike static 2D displays, VR PreM+ leverages 3D environments to create an immersive pre-learning experience. Using…
In the field of Virtual Reality (VR) and Augmented Reality (AR) technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the…
We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for…
The Prism XR project is a curated exhibition experience in virtual reality (VR) for art and archaeology education with features designed for the enhancement of interactivity and collaborative learning. The project integrates peer…
In this article, we have proposed an educational learning material model using 360-degree environment on web-based platform by personalizing the learning environment as per user surf the web. Virtual Machinery Workshop allow an illusionary…
Through an NEH-funded initiative, Cornell University Library is creating a technical, curatorial, and managerial framework for preserving access to complex born-digital new media objects. The Library's Rose Goldsen Archive of New Media Art…
As consumer adoption of immersive technologies grows, virtual avatars will play a prominent role in the future of social computing. However, as people begin to interact more frequently through virtual avatars, it is important to ensure that…
Many cultural institutions have made large digitized visual collections available online, often under permissible re-use licences. Creating interfaces for exploring and searching these collections is difficult, particularly in the absence…
Intelligent power grid research, i.e. smart grid, involves many simultaneous users spread over a relatively large geographical area. A tool for advancing research and community education is presented utilizing large-scale visualization…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
This paper investigates the potential of Virtual Reality (VR) as a research tool for studying diversity and inclusion characteristics in the context of human-robot interactions (HRI). Some exclusive advantages of using VR in HRI are…
Personal computers and handheld devices provide keyboard shortcuts and swipe gestures to enable users to efficiently switch between applications, whereas today's virtual reality (VR) systems do not. In this work, we present an exploratory…
This article proposes a novel methodological approach for developing use cases for CH e-infrastuctures documented using Jupyter Notebooks (JNs), enabling transparency and reproducibility. We also address the present problem of use cases…