This paper presents the virtual reality systems, interaction devices
and software used at the Foundation of the Hellenic World (FHW).
The applications that FHW has produced, associated with the Olympic
Games in ancient Greece, are then detailed. The separate virtual
reality shows are presented in terms of interactivity and educational
value. Technical aspects of the productions are explained, with an
emphasis on surround screen projection environments. These techniques
were mostly utilized in the recent production regarding the ancient
Olympic Games, where much effort has been made to recreate the feeling
of the games and help the user/spectator be an interacting part of
the edutainment activity.
%0 Conference Paper
%1 GaitatzesCP05
%A Gaitatzes, Athanasios
%A Christopoulos, Dimitrios
%A Papaioannou, Georgios
%B Lecture Notes in Computer Science
%D 2005
%E Bozanis, Panayiotis
%E Houstis, Elias N.
%I Springer
%J Panhellenic Conference on Informatics (PCI)
%K imported
%P 155-165
%T Virtual Reality Systems and Applications: The Ancient Olympic Games.
%U http://dblp.uni-trier.de/db/conf/pci/pci2005.html#GaitatzesCP05
%V 3746
%X This paper presents the virtual reality systems, interaction devices
and software used at the Foundation of the Hellenic World (FHW).
The applications that FHW has produced, associated with the Olympic
Games in ancient Greece, are then detailed. The separate virtual
reality shows are presented in terms of interactivity and educational
value. Technical aspects of the productions are explained, with an
emphasis on surround screen projection environments. These techniques
were mostly utilized in the recent production regarding the ancient
Olympic Games, where much effort has been made to recreate the feeling
of the games and help the user/spectator be an interacting part of
the edutainment activity.
%@ 3-540-29673-5
@inproceedings{GaitatzesCP05,
abstract = {This paper presents the virtual reality systems, interaction devices
and software used at the Foundation of the Hellenic World (FHW).
The applications that FHW has produced, associated with the Olympic
Games in ancient Greece, are then detailed. The separate virtual
reality shows are presented in terms of interactivity and educational
value. Technical aspects of the productions are explained, with an
emphasis on surround screen projection environments. These techniques
were mostly utilized in the recent production regarding the ancient
Olympic Games, where much effort has been made to recreate the feeling
of the games and help the user/spectator be an interacting part of
the edutainment activity.},
added-at = {2011-10-14T11:53:35.000+0200},
author = {Gaitatzes, Athanasios and Christopoulos, Dimitrios and Papaioannou, Georgios},
biburl = {https://www.bibsonomy.org/bibtex/205c5e1e1f0346131ae5235d245f3f33c/gaitat},
editor = {Bozanis, Panayiotis and Houstis, Elias N.},
ee = {http://dx.doi.org/10.1007/11573036_15},
interhash = {1e30e369cefafbea5ecda2534e90ed14},
intrahash = {05c5e1e1f0346131ae5235d245f3f33c},
isbn = {3-540-29673-5},
journal = {Panhellenic Conference on Informatics (PCI)},
keywords = {imported},
pages = {155-165},
publisher = {Springer},
series = {Lecture Notes in Computer Science},
timestamp = {2011-10-14T11:53:36.000+0200},
title = {{Virtual Reality Systems and Applications: The Ancient Olympic Games.}},
url = {http://dblp.uni-trier.de/db/conf/pci/pci2005.html#GaitatzesCP05},
volume = 3746,
year = 2005
}