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Virtual and augmented reality for cultural computing and heritage: a case study of virtual exploration of underwater archaeological sites

Abstract : The paper presents different issues dealing with both the preservation of cultural heritage using Virtual Reality (VR) and Augmented Reality (AR) technologies in a cultural context. While the VR/AR technologies are mentioned, the attention is paid to the 3D visualization and 3D interaction modalities illustrated through three different demonstrators: the VR demonstrators (Immersive and semi immersive) and the AR demonstrator including tangible user interfaces. To show the benefits of the VR and AR technologies for studying and preserving cultural heritage, we investigated the visualisation and interaction with reconstructed underwater archeological sites. The base idea behind using VR and AR techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information and exploit interaction modalities. The visualisation and interaction techniques developed through these demonstrators are the results of the on-going dialogue between the archaeological requirements and the technological solutions developed.
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Submitted on : Thursday, October 27, 2011 - 7:44:15 PM
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Long-term archiving on: : Monday, January 30, 2012 - 11:13:20 AM

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Mahmoud Haydar, David Roussel, Samir Otmane, Malik Mallem. Virtual and augmented reality for cultural computing and heritage: a case study of virtual exploration of underwater archaeological sites. Virtual Reality, Springer Verlag, 2011, 15 (4), pp.311--327. ⟨10.1007/s10055-010-0176-4⟩. ⟨hal-00636621⟩

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