The use of immersive virtual reality (VR) systems in muse-ums is a
recent trend, as the development of new interactive technologies
has inevitably impacted the more traditional sciences and arts. This
is more evident in the case of novel interactive technologies that
fascinate the broad public, as has always been the case with virtual
reality. The increas-ing development of VR technologies has matured
enough to expand research from the military and scientific visuali-zation
realm into more multidisciplinary areas, such as edu-cation, art
and entertainment. This paper analyzes the inter-active virtual environments
developed at an institution of informal education and discusses the
issues involved in de-veloping immersive interactive virtual archaeology
projects for the broad public.
%0 Conference Paper
%1 GaitatzesCM01
%A Gaitatzes, Athanasios
%A Christopoulos, D
%A Roussou, Maria
%D 2001
%J Proceedings of the 2001 Conference on Virtual Reality, Archeology,
and Cultural Heritage (VAST)
%K Archaeology,Cultural Computer Heritage,Edu-cation,Immersion,Virtual Reality.
%T Reviving the past: cultural heritage meets virtual reality
%U http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.2196&rep=rep1&type=pdf
%X The use of immersive virtual reality (VR) systems in muse-ums is a
recent trend, as the development of new interactive technologies
has inevitably impacted the more traditional sciences and arts. This
is more evident in the case of novel interactive technologies that
fascinate the broad public, as has always been the case with virtual
reality. The increas-ing development of VR technologies has matured
enough to expand research from the military and scientific visuali-zation
realm into more multidisciplinary areas, such as edu-cation, art
and entertainment. This paper analyzes the inter-active virtual environments
developed at an institution of informal education and discusses the
issues involved in de-veloping immersive interactive virtual archaeology
projects for the broad public.
@inproceedings{GaitatzesCM01,
abstract = {The use of immersive virtual reality (VR) systems in muse-ums is a
recent trend, as the development of new interactive technologies
has inevitably impacted the more traditional sciences and arts. This
is more evident in the case of novel interactive technologies that
fascinate the broad public, as has always been the case with virtual
reality. The increas-ing development of VR technologies has matured
enough to expand research from the military and scientific visuali-zation
realm into more multidisciplinary areas, such as edu-cation, art
and entertainment. This paper analyzes the inter-active virtual environments
developed at an institution of informal education and discusses the
issues involved in de-veloping immersive interactive virtual archaeology
projects for the broad public.},
added-at = {2011-10-14T11:53:35.000+0200},
author = {Gaitatzes, Athanasios and Christopoulos, D and Roussou, Maria},
biburl = {https://www.bibsonomy.org/bibtex/2c865c8d474839a905fde4fb3eb848976/gaitat},
interhash = {9ad6cdf196b2a6017547b7788034c4fb},
intrahash = {c865c8d474839a905fde4fb3eb848976},
journal = {Proceedings of the 2001 Conference on Virtual Reality, Archeology,
and Cultural Heritage (VAST)},
keywords = {Archaeology,Cultural Computer Heritage,Edu-cation,Immersion,Virtual Reality.},
timestamp = {2011-10-14T11:53:36.000+0200},
title = {{Reviving the past: cultural heritage meets virtual reality}},
url = {http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.2196\&rep=rep1\&type=pdf},
year = 2001
}