This paper investigates and analyzes different commercial devices for creation immersive Virtual Reality (VR) experiences. The VR scenarios, made on the basis of different case studies developed ad hoc, were tested on the different HMD (Head Mounted Displays). Test carried out on a large user base allowed us to define the application areas in the use of the different typologies, desktop or portable. This analysis is the beginnings of a specific research program that will analyze the use of VR as a tool for spatial and geometric / perceptive analysis in relation to the different types of user responses. The coherence will be evaluated for the construction of VR immersive experiences for scientific, didactic and informative purposes in support of cultural heritage, for the promotion, enhancement and preservation of complex, immaterial, hardly accessible or no longer existing cultural contents. The tests have shown how VR technology can really and easily be successful both in the edutainment and in the didactic sector. A large amount of existing digital content can be easily and quickly adapted to new VR environments. The next generation of hardware also for mobile devices will also improve the use of 3D graphics to create engaging and more interactive experiences even with all types of HMD. The project wants to find all elements for which VR can become a strong catalyst to support the cultural heritage, for promotion, enhancement and conservation. To allow a “virtual accessibility” not only to the physical part of the asset but also to historical /critical visions and analisys, through a clear definition of development trajectories for the Edutainment sector.

Sistemi di realtà virtuale a supporto del patrimonio culturale, per la promozione, la valorizzazione e la conservazione

Ferrari Federico
Primo
Writing – Original Draft Preparation
;
Medici Marco
Secondo
Writing – Review & Editing
2019

Abstract

This paper investigates and analyzes different commercial devices for creation immersive Virtual Reality (VR) experiences. The VR scenarios, made on the basis of different case studies developed ad hoc, were tested on the different HMD (Head Mounted Displays). Test carried out on a large user base allowed us to define the application areas in the use of the different typologies, desktop or portable. This analysis is the beginnings of a specific research program that will analyze the use of VR as a tool for spatial and geometric / perceptive analysis in relation to the different types of user responses. The coherence will be evaluated for the construction of VR immersive experiences for scientific, didactic and informative purposes in support of cultural heritage, for the promotion, enhancement and preservation of complex, immaterial, hardly accessible or no longer existing cultural contents. The tests have shown how VR technology can really and easily be successful both in the edutainment and in the didactic sector. A large amount of existing digital content can be easily and quickly adapted to new VR environments. The next generation of hardware also for mobile devices will also improve the use of 3D graphics to create engaging and more interactive experiences even with all types of HMD. The project wants to find all elements for which VR can become a strong catalyst to support the cultural heritage, for promotion, enhancement and conservation. To allow a “virtual accessibility” not only to the physical part of the asset but also to historical /critical visions and analisys, through a clear definition of development trajectories for the Edutainment sector.
2019
978-88-492-3800-6
Realtà Virtuale, Rilievo 3D, Patrimonio Culturale
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11392/2423531
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