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dc.contributor.authorDavies, Christopher John
dc.contributor.authorMiller, Alan Henry David
dc.contributor.authorAllison, Colin
dc.date.accessioned2013-11-13T10:01:04Z
dc.date.available2013-11-13T10:01:04Z
dc.date.issued2013-10
dc.identifier.citationDavies , C J , Miller , A H D & Allison , C 2013 , Mobile cross reality for cultural heritage . in Digital Heritage International Congress (DigitalHeritage), 2013 . vol. 1 , IEEE , pp. 331 - 338 , Digital Heritage International Congress 2013 , Marseille , France , 28/10/13 . https://doi.org/10.1109/DigitalHeritage.2013.6743757en
dc.identifier.citationconferenceen
dc.identifier.isbn9781479931682
dc.identifier.otherPURE: 75969621
dc.identifier.otherPURE UUID: 0c1aa9fb-e2bd-4257-bf7b-2f7774d0e44d
dc.identifier.otherScopus: 84896747211
dc.identifier.urihttp://hdl.handle.net/10023/4190
dc.description.abstractWidespread adoption of smartphones and tablets has enabled people to multiplex their physical reality, where they engage in face-to-face social interaction, with Web-based social networks and apps, whilst emerging 3D Web technologies hold promise for networks of parallel 3D virtual environments to emerge. Although current technologies allow this multiplexing of physical reality and 2D Web, in a situation called PolySocial Reality, the same cannot yet be achieved with 3D content. Cross Reality was proposed to address this issue; however so far it has focused on the use of fixed links between physical and virtual environments in closed lab settings, limiting investigation of the explorative and social aspects. This paper presents an architecture and implementation that addresses these shortcomings using a tablet computer and the Pangolin virtual world viewer to provide a mobile interface to a corresponding 3D virtual environment. Motivation for this project stemmed from a desire to enable students to interact with existing virtual reconstructions of cultural heritage sites in tandem with exploration of the corresponding real locations, avoiding the adverse temporal separation caused otherwise by interacting with the virtual content only within the classroom. The accuracy of GPS tracking emerged as a constraint on this style of interaction.
dc.format.extent8
dc.language.isoeng
dc.publisherIEEE
dc.relation.ispartofDigital Heritage International Congress (DigitalHeritage), 2013en
dc.rights© 2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksen
dc.subjectQA76 Computer softwareen
dc.subject.lccQA76en
dc.titleMobile cross reality for cultural heritageen
dc.typeConference itemen
dc.description.versionPostprinten
dc.contributor.institutionUniversity of St Andrews.School of Computer Scienceen
dc.contributor.institutionUniversity of St Andrews.Centre for Landscape Studiesen
dc.identifier.doihttps://doi.org/10.1109/DigitalHeritage.2013.6743757
dc.identifier.urlhttp://www.digitalheritage2013.org/en
dc.identifier.urlhttp://ieeexplore.ieee.org/xpl/tocresult.jsp?isnumber=6743693en


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