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dc.contributor.authorFabola, Adeola Ezekiel
dc.contributor.authorKennedy, Sarah Elizabeth
dc.contributor.authorMiller, Alan Henry David
dc.contributor.authorOliver, Iain Angus
dc.contributor.authorMcCaffery, John Philip
dc.contributor.authorCassidy, Catherine Anne
dc.contributor.authorClemens, Jo
dc.contributor.authorVermehren, Anna
dc.contributor.editorBeck, Dennis
dc.contributor.editorAllison, Colin
dc.contributor.editorMorgado, Leonel
dc.contributor.editorPirker, Johanna
dc.contributor.editorKhosmood, Foaad
dc.contributor.editorRichter, Jonathon
dc.contributor.editorGütl, Christian
dc.date.accessioned2018-01-26T15:30:11Z
dc.date.available2018-01-26T15:30:11Z
dc.date.issued2017-06-07
dc.identifier252051242
dc.identifier2a17a5b8-2462-4946-9064-53010d9843fe
dc.identifier85020858733
dc.identifier.citationFabola , A E , Kennedy , S E , Miller , A H D , Oliver , I A , McCaffery , J P , Cassidy , C A , Clemens , J & Vermehren , A 2017 , A virtual museum installation for virtual time travel . in D Beck , C Allison , L Morgado , J Pirker , F Khosmood , J Richter & C Gütl (eds) , Immersive Learning Research Network : Third International Conference, iLRN 2017, Coimbra, Portugal, June 26–29, 2017. Proceedings . Communications in Computer and Information Science (CCIS) , vol. 725 , Springer , Cham , pp. 255-270 , Third International Conference of the Immersive Learning Network , Coimbra , Portugal , 26/06/17 . https://doi.org/10.1007/978-3-319-60633-0_21en
dc.identifier.citationconferenceen
dc.identifier.isbn9783319606323
dc.identifier.isbn9783319606330
dc.identifier.issn1865-0929
dc.identifier.otherORCID: /0000-0001-9118-4594/work/126553977
dc.identifier.otherORCID: /0000-0003-1209-9063/work/40546669
dc.identifier.urihttps://hdl.handle.net/10023/12619
dc.description.abstractThis work discusses the methodology for the design, development and deployment of a virtual 19th-century Fish Curing Yard as an immersive museum installation. The museum building now occupies the same space where the curing yard was over 100 years prior, hence the deployment of a virtual reconstruction of the curing yard in a game engine enables the museum visitors to explore the virtual world from equivalent vantage points in the real world. The project methodology achieves the goal of maximising user experience for visitors while minimising cost for the museum, and focus group evaluations of the system revealed the success of the interaction-free design with snackable content. A major implication of the ndings is that museums can provide compelling and informative experiences that enable visitors to travel back in time with minimal interaction and relatively low cost systems.
dc.format.extent14
dc.format.extent1438566
dc.language.isoeng
dc.publisherSpringer
dc.relation.ispartofImmersive Learning Research Networken
dc.relation.ispartofseriesCommunications in Computer and Information Science (CCIS)en
dc.subjectVirtual realityen
dc.subjectVirtual museumen
dc.subjectImmersionen
dc.subject3D reconstructionen
dc.subjectAM Museums (General). Collectors and collecting (General)en
dc.subjectQA75 Electronic computers. Computer scienceen
dc.subject3rd-DASen
dc.subjectMCPen
dc.subject.lccAMen
dc.subject.lccQA75en
dc.titleA virtual museum installation for virtual time travelen
dc.typeConference itemen
dc.contributor.institutionUniversity of St Andrews. School of Computer Scienceen
dc.contributor.institutionUniversity of St Andrews. Centre for Ancient Environmental Studiesen
dc.identifier.doi10.1007/978-3-319-60633-0_21


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