A Tour in the Archaeological Site of Choirokoitia Using Virtual Reality: A Learning Performance and Interest Generation Assessment

  • Maria ChristofiEmail author
  • Christos Kyrlitsias
  • Despina Michael-GrigoriouEmail author
  • Zoe Anastasiadou
  • Maria Michaelidou
  • Ioanna Papamichael
  • Katerina Pieri
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10754)


A Virtual Reality (VR) application of the archaeological site of Choirokoitia has been designed and developed. The virtual reconstruction of the site simulates its current structure and is based on real data acquisition. The VR application allows the participants to virtually navigate through the archaeological site and acquire historical information for various important points of it. This study assesses the learning performance of the application’s users and their interest for the topic. Findings demonstrated a strong significant improvement in learning performance of the users with the change in their interest following a bell-shaped distribution. This indicates that the developed VR application can be used as a teaching tool for Cultural Heritage purposes.


Virtual Reality Cultural Heritage Virtual worlds Virtual heritage Learning assessment 


  1. 1.
    Choirokoitia. Accessed 22 July 2016
  2. 2.
    Tholos. Accessed 20 July 2016
  3. 3.
    Addison, A.C.: Emerging trends in virtual heritage. IEEE Multimed. 7(2), 22–25 (2000)CrossRefGoogle Scholar
  4. 4.
    Beraldin, J.A., Picard, M., El-Hakim, S., Godin, G., Borgeat, L., Blais, F., Paquet, E., Rioux, M., Valzano, V., Bandiera, A.: Virtual reconstruction of heritage sites: opportunities and challenges created by 3D technologies. In: Proceedings of the International Workshop on Recording, Modelling and Visualization of Cultural Heritage, pp. 141–156 (2005)Google Scholar
  5. 5.
    Fernandes, A.S., Feiner, S.K.: Combating VR sickness through subtle dynamic field-of-view modification. In: 2016 IEEE Symposium on 3D User Interfaces (3DUI), pp. 201–210. IEEE (2016)Google Scholar
  6. 6.
    Gaitatzes, A., Christopoulos, D., Roussou, M.: Reviving the past: cultural heritage meets virtual reality. In: Proceedings of the 2001 Conference on Virtual Reality, Archeology, and Cultural Heritage, pp. 103–110. ACM (2001)Google Scholar
  7. 7.
    Gaitatzes, A., Papaioannou, G., Christopoulos, D., Zyba, G.: Media productions for a dome display system. In: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, pp. 261–264. ACM (2006)Google Scholar
  8. 8.
    Hsu, K.S., et al.: Application of a virtual reality entertainment system with human-machine haptic sensor device. J. Appl. Sci. 11(12), 2145–2153 (2011)CrossRefGoogle Scholar
  9. 9.
    Huang, H.M., Rauch, U., Liaw, S.S.: Investigating learners’ attitudes toward virtual reality learning environments: based on a constructivist approach. Comput. Educ. 55(3), 1171–1182 (2010)CrossRefGoogle Scholar
  10. 10.
    Lee, E.A.-L., Wong, K.W.: A review of using virtual reality for learning. In: Pan, Z., Cheok, A.D., Müller, W., El Rhalibi, A. (eds.) Transactions on Edutainment I. LNCS, vol. 5080, pp. 231–241. Springer, Heidelberg (2008). CrossRefGoogle Scholar
  11. 11.
    Loizides, F., El Kater, A., Terlikas, C., Lanitis, A., Michael, D.: Presenting cypriot cultural heritage in virtual reality: a user evaluation. In: Ioannides, M., Magnenat-Thalmann, N., Fink, E., Žarnić, R., Yen, A.-Y., Quak, E. (eds.) EuroMed 2014. LNCS, vol. 8740, pp. 572–579. Springer, Cham (2014). Google Scholar
  12. 12.
    Michael, D., Pelekanos, N., Chrysanthou, I., Zaharias, P., Hadjigavriel, L.L., Chrysanthou, Y.: Comparative study of interactive systems in a museum. In: Ioannides, M., Fellner, D., Georgopoulos, A., Hadjimitsis, D.G. (eds.) EuroMed 2010. LNCS, vol. 6436, pp. 250–261. Springer, Heidelberg (2010). CrossRefGoogle Scholar
  13. 13.
    Reilly, P.: Towards a virtual archaeology. In: Computer Applications in Archaeology, pp. 133–139. British Archaeological Reports, Oxford (1990)Google Scholar
  14. 14.
    Roussou, M.: Virtual heritage: from the research lab to the broad public. BAR Int. Ser. 1075, 93–100 (2002)Google Scholar
  15. 15.
    Slater, M., Usoh, M., Steed, A.: Depth of presence in virtual environments. Presence Teleoperators Virtual Environ. 3(2), 130–144 (1994)CrossRefGoogle Scholar
  16. 16.
    Tost, L.P., Economou, M.: Worth a thousand words? The usefulness of immersive virtual reality for learning in cultural heritage settings. Int. J. Archit. Comput. 7(1), 157–176 (2009)CrossRefGoogle Scholar
  17. 17.
    Zaharias, P., Michael, D., Chrysanthou, Y.: Learning through multi-touch interfaces in museum exhibits: an empirical investigation. Educ. Technol. Soc. 16(3), 374–384 (2013)Google Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.GET Lab, Department of Multimedia and Graphic ArtsCyprus University of TechnologyLimassolCyprus

Personalised recommendations