Abstract
This paper discusses the increasing relevance of immersive Virtual Reality (iVR) technology in society and its emerging applications, particularly in Cultural Heritage (CH) dissemination. However, the diversification of iVR experiences has led to a need for an application that summarizes the most common types of experiences to familiarize novice users with iVR. To address this need, an iVR application has been developed that presents the four most common types of iVR experiences: Passive, Explorative, Explorative Interaction, and Interactive. The experience includes different reconstructed CH environments and objects showcasing the possibilities for the dissemination of CH using this technology. The application is divided into four levels, and its key design factors are as follows: 1) one type of iVR experience for each level, 2) simple interactions that become more complex as the user progresses, 3) short duration and time-limited progression between levels, 4) development for standalone iVR devices, and 5) different types of reconstructed heritage showcased at each level. The experience was tested in exhibitions and achieved high performance on standalone iVR devices. Usability results are expected to be achieved in the future.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Bekele, M.K., Pierdicca, R., Frontoni, E., Malinverni, E.S., Gain, J.: A survey of augmented, virtual, and mixed reality for cultural heritage. J. Comput. Cult. Herit. 11, 1–36 (2018). https://doi.org/10.1145/3145534
Anthes, C., García-Hernández, R.J., Wiedemann, M., Kranzlmüller, D.: State of the art of virtual reality technology. In: IEEE Aerospace Conference Proceedings. IEEE Computer Society (2016). https://doi.org/10.1109/AERO.2016.7500674
Bowman, D.A., McMahan, R.P.: Virtual reality: how much immersion is enough? Computer 40, 36–43 (2007)
Banfi, F.: The evolution of interactivity, immersion and interoperability in HBIM: digital model uses, VR and AR for built cultural heritage. ISPRS Int J Geoinf. 10, 685 (2021). https://doi.org/10.3390/ijgi10100685
Theodoropoulos, A., Antoniou, A.: VR games in cultural heritage: a systematic review of the emerging fields of virtual reality and culture games. Appl. Sci. 12, 8476 (2022). https://doi.org/10.3390/app12178476
Marto, A., Gonçalves, A., Melo, M., Bessa, M.: A survey of multisensory VR and AR applications for cultural heritage. Comput. Graph. (Pergamon) 102, 426–440 (2022). https://doi.org/10.1016/j.cag.2021.10.001
DaCosta, B., Kinsell, C.: Serious games in cultural heritage: a review of practices and considerations in the design of location-based games. Educ. Sci. 13, 47 (2022). https://doi.org/10.3390/educsci13010047
Checa, D., Alaguero, M., Bustillo, A.: Industrial heritage seen through the lens of a virtual reality experience. In: De Paolis, L., Bourdot, P., Mongelli, A. (eds.) AVR 2017. LNCS, vol. 10324, pp. 116–130. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-60922-5_9
Banfi, F.: BIM orientation: grades of generation and information for different type of analysis and management process. In: The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, vol. XLII-2/W5, pp. 57–64 (2017). https://doi.org/10.5194/isprs-archives-XLII-2-W5-57-2017
Bustillo, A., Alaguero, M., Miguel, I., Saiz, J.M., Iglesias, L.S.: A flexible platform for the creation of 3D semi-immersive environments to teach cultural heritage. Digit. Appl. Archaeol. Cult. Herit. 2, 248–259 (2015). https://doi.org/10.1016/j.daach.2015.11.002
Tcha-Tokey, K., Christmann, O., Loup-Escande, E., Richir, S.: Proposition and validation of a questionnaire to measure the user experience in immersive virtual environments. Int. J. Virtual Real. 16, 33–48 (2016)
Slater, M., et al.: Virtually being Lenin enhances presence and engagement in a scene from the Russian revolution. Front. Robot. AI 5 (2018). https://doi.org/10.3389/frobt.2018.00091
Pujol-Tost, L.: “3D·CoD”: a new methodology for the design of virtual reality-mediated experiences in digital archeology. Front. Digit. Humanit. 4 (2017). https://doi.org/10.3389/fdigh.2017.00016
Pujol-Tost, L.: Cultural presence in virtual archaeology: an exploratory analysis of factors. Presence Teleoper. Virtual Environ. 26, 247–263 (2017). https://doi.org/10.1162/PRES_a_00296
Gabellone, F.: Virtual environments and technological solutions for an enriched viewing of historic and archeological contexts. In: First Olympia Seminar, pp. 223–232 (2015)
Njerekai, C.: An application of the virtual reality 360° concept to the Great Zimbabwe monument. J. Herit. Tour. 15, 567–579 (2019). https://doi.org/10.1080/1743873X.2019.1696808
Checa, D., Bustillo, A.: Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century. Virtual Real. 24, 151–161 (2020). https://doi.org/10.1007/s10055-019-00389-7
Meegan, E., et al.: Virtual heritage learning environments. In: Ioannides, M., Fink, E., Cantoni, L., Champion, E. (eds.) EuroMed 2020. LNCS, vol. 12642, pp. 427–437. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-73043-7_35
Checa, D., Bustillo, A.: A review of immersive virtual reality serious games to enhance learning and training. Multimed Tools Appl. 79, 5501–5527 (2020). https://doi.org/10.1007/s11042-019-08348-9
Wu, H.K., Lee, S.W.Y., Chang, H.Y., Liang, J.C.: Current status, opportunities and challenges of augmented reality in education. Comput. Educ. 62, 41–49 (2013). https://doi.org/10.1016/j.compedu.2012.10.024
Miguel-Alonso, I., Rodriguez-Garcia, B., Checa, D., De Paolis, L.T.: Developing a tutorial for improving usability and user skills in an immersive virtual reality experience. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds.) XR Salento 2022. LNCS, vol. 13446, pp. 63–78. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-15553-6_5
Rizvic, S., Boskovic, D., Bruno, F., Petriaggi, B.D., Sljivo, S., Cozza, M.: Actors in VR storytelling. In: 2019 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2019 – Proceedings, pp. 1–8 (2019). https://doi.org/10.1109/VS-Games.2019.8864520
Škola, F., et al.: Virtual reality with 360-video storytelling in cultural heritage: study of presence, engagement, and immersion. Sensors 20, 1–17 (2020). https://doi.org/10.3390/s20205851
Bruno, F., et al.: Virtual tour in the Sunken “villa con Ingresso a Protiro” within the underwater archaeological park of Baiae. In: ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences, pp. 45–51. Copernicus GmbH (2019). https://doi.org/10.5194/isprs-archives-XLII-2-W10-45-2019
Schofield, G., et al.: Viking VR: designing a virtual reality experience for a museum. In: Proceedings of the 2018 Designing Interactive Systems Conference, pp. 805–815. ACM, New York (2018). https://doi.org/10.1145/3196709.3196714
Setiawan, P.A.: Delivering cultural heritage and historical events to people through virtual reality. In: IOP Conference Series: Earth and Environmental Science. IOP Publishing Ltd. (2021). https://doi.org/10.1088/1755-1315/729/1/012111
Ramsey, E.: Virtual Wolverhampton: recreating the historic city in virtual reality. Archnet-IJAR 11, 42–57 (2017). https://doi.org/10.26687/archnet-ijar.v11i3.1395
Walmsley, A., Kersten, T.P.: Low-cost development of an interactive, immersive virtual reality experience of the historic city model Stade 1620. In: International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 405–411. International Society for Photogrammetry and Remote Sensing (2019). https://doi.org/10.5194/isprs-archives-XLII-2-W17-405-2019
Checa, D., Alaguero, M., Arnaiz, M.A., Bustillo, A.: Briviesca in the 15th c.: a virtual reality environment for teaching purposes. In: De Paolis, L., Mongelli, A. (eds.) AVR 2016. LNCS, vol. 9769, pp. 126–138. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-40651-0_11
Trescak, T., Bogdanovych, A.: Case-based planning for large virtual agent societies. In: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. Association for Computing Machinery (2017). https://doi.org/10.1145/3139131.3139155
de Paolis, L.T., Faggiano, F., Gatto, C., Barba, M.C., de Luca, V.: Immersive virtual reality for the fruition of ancient contexts: the case of the archaeological and Naturalistic Park of Santa Maria d’Agnano in Ostuni. Digit. Appl. Archaeol. Cult. Herit. 27, e00243 (2022). https://doi.org/10.1016/j.daach.2022.e00243
Vu, S., et al.: Recreating little manila through a virtual reality serious game. In: 2018 3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018), pp. 1–4 (2018). https://doi.org/10.1109/DigitalHeritage.2018.8810082
Pagano, A., Palombini, A., Bozzelli, G., De Nino, M., Cerato, I., Ricciardi, S.: ArkaeVision VR game: user experience research between real and virtual paestum. Appl. Sci. 10 (2020). https://doi.org/10.3390/app10093182
Egea-Vivancos, A., Arias-Ferrer, L.: Principles for the design of a history and heritage game based on the evaluation of immersive virtual reality video games. E-Learn. Digit. Media 18, 383–402 (2020). https://doi.org/10.1177/2042753020980103
Gaugne, R., Barreau, J.B., Duc-Martin, P., Esnault, E., Gouranton, V.: Sport heritage in VR: real tennis case study. Front. Virtual Real. 3 (2022). https://doi.org/10.3389/frvir.2022.922415
Rossi, S., Viola, I., Toni, L., Cesar, P.: From 3-DoF to 6-DoF: new metrics to analyse users behaviour in immersive applications. J. Latex Class Files 14 (2015). https://doi.org/10.48550/arXiv.2112.09402
Prithul, A., Adhanom, I.B., Folmer, E.: Teleportation in virtual reality; a mini-review. Front. Virtual Real. 2 (2021). https://doi.org/10.3389/frvir.2021.730792
Miguel-Alonso, I., Rodriguez-Garcia, B., Checa, D., Bustillo, A.: Countering the novelty effect: a tutorial for immersive virtual reality learning environments. Appl. Sci. 13 (2023). https://doi.org/10.3390/app13010593
Alaguero, M., Checa, D.: Optimización en proyectos de realidad virtual de bajo presupuesto en la didáctica del patrimonio. Comunicación y Pedagogía: nuevas tecnologías y recursos didácticos 317–318, 6–9 (2019)
Checa, D., Gatto, C., Cisternino, D., De Paolis, L.T., Bustillo, A.: A framework for educational and training immersive virtual reality experiences. In: 7th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2020, pp. 220–228 (2020). https://doi.org/10.1007/978-3-030-58468-9_17
Guillen-Sanz, H., Rodríguez-Garcia, B., Martinez, K., Manzanares, M.C.S.: A virtual reality serious game for children with dyslexia: DixGame. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds.) XR Salento 2022. LNCS, vol. 13446, pp. 34–43. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-15553-6_3
Mendoza, M.A.D., De La Hoz Franco, E., Gómez, J.E.G.: Technologies for the preservation of cultural heritage—a systematic review of the literature. Sustainability 15, 1059 (2023). https://doi.org/10.3390/su15021059
Royan, J., Gioia, P., Cavagna, R., Bouville, C.: Network-based visualization of 3D landscapes and city models. IEEE Comput. Graph. Appl. 27, 70–79 (2007). https://doi.org/10.1109/MCG.2007.155
Rodriguez-Garcia, B., Alaguero, M., Guillen-Sanz, H., Miguel-Alonso, I.: Comparing the impact of low-cost 360° cultural heritage videos displayed in 2D screens versus virtual reality headsets. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds.) XR Salento 2022. LNCS, vol. 13446, pp. 391–404. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-15553-6_27
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Rodriguez-Garcia, B., Alaguero, M. (2023). Immersive Virtual Reality in Cultural Heritage Dissemination: A Comprehensive Application for Novice Users. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2023. Lecture Notes in Computer Science, vol 14219. Springer, Cham. https://doi.org/10.1007/978-3-031-43404-4_18
Download citation
DOI: https://doi.org/10.1007/978-3-031-43404-4_18
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-43403-7
Online ISBN: 978-3-031-43404-4
eBook Packages: Computer ScienceComputer Science (R0)