Virtual Reality Applications in the Cultural Heritage Sector

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1 Virtual Reality Applications in the Cultural Heritage Sector WG2.7 Entertainment and Culture Department of Information Technology, The Poznan University of Economics, Poland European Commission DG Information Society FP6-funded Project Date, MIMOS Place Conference Alenia Spazio S.p.A.

2 Research Working Group on Applications of VR/VE in Entertainment and Culture European Commission DG Information Society FP6-funded Project Date, MIMOS Place Conference Alenia Spazio S.p.A.

3 WG2.7 Entertainment and Culture Topics of interest of the working group: Cultural heritage: local and remote access to virtual museum exhibitions; new interactive forms of presentation; reconstructions of objects or places that have been partially or entirely destroyed or lost; Fine arts: new forms of arts, such as immersive painting in 3D spaces, sculpting with intangible masses; dance, music, and theatre applying VR technology; TV and Interactive TV: 3D TV contents; dynamic virtual studio; new forms of TV shows enabling high dynamism of digital contents and active participation of viewers; Entertainment/Edutainment parks: large public places combining 3D gaming/education with immersion; 3D games: VR/MR games for standalone computing devices (mobile phones, PDA, console, PC), group interaction, ubiquitous gaming applications. 3

4 Working Group Partners Working group partners: CS (FR), PERCRO (IT) FhG-FIT (DE) Plzen (CZ) FhG-IAO (DE) PUE (PL) FHW (GR) TKK (FI) ICCS (GR) TWENTE (NL) INRIA (FR) UCY (CY), IR-UVEG (ES) UNIGE (CH) LABEIN (ES) UMA (ES) OVIDIUS (RO) UoS (UK) UPM (ES) External WG partners WG leader: PUE vice-leader: FHW 4

5 Working Group Activities Working group activities Providing information about the entertainment and culture application domain to the NoE Stimulating exchange of information, ideas, research topics and generation of project proposals Stimulating collaboration among partners by the use of Internal Projects and Mobility Schemes Organisation of relevant events - research workshops and special sessions Dissemination of the WG activities and promotion of the use of VR in the fields of entertainment and culture Establishing links with other research communities European and world-wide Collaboration with other WGs 5

6 WG Recent Achievements Recent working group achievements (last year) Research roadmap on applications of VR in entertainment and culture (Oct. 2006) Special session on VR in Cultural Heritage, Education and Entertainment at the ACM VRST 2006 Symposium, Nov Paper session on Games and Entertainment at the 3 rd Workshop, Dec Special session on Culture and Entertainment at the 4 th International Conference in Athens, Oct Dissemination of WG activities: VSMM, EPOCH, VRST, VAST, CIPA, MIMOS 3 Internal Projects and 2 Mobility Schemes Several FP7 project proposals 6

7 WG Future Plans Activities planned for the upcoming period Workshop on Virtual Museums Cultural Heritage, Education and Entertainment at VAST 2007, Brighton, UK, Nov (jointly with EPOCH NoE) Workshop at VSMM 2008 in Cyprus, Nov (tentative) Population of Knowledge Base (E&C area) FP7 project proposals Internal projects and mobility schemes 7

8 Virtual Reality for Cultural Heritage European Commission DG Information Society FP6-funded Project Date, MIMOS Place Conference Alenia Spazio S.p.A.

9 VR for Cultural Heritage Benefits of using virtual reality in cultural heritage Reconstruction of places and artefacts in virtual reality Presentation of large collections of objects that could not be presented in a traditional way: Limited exhibition space Fragility of objects Costs (exhibition, transport, insurance, etc.) Traveling exhibitions and exhibitions drawing from multiple sources Remote access to cultural heritage sites or collections (including disabled people) Interactive presentation of cultural objects Educational experiences in museums, schools and at home Engaging and interesting to the public 9

10 VR for Cultural Heritage Requirements for virtual reality systems in cultural heritage Wide audience Broad age range Different countries, languages, cultures No technological background VR technology Easy to use Robust Single users, small- and large groups VR content High-quality and appealing Easy to follow and understand Prepared by domain experts 10

11 VR/MR Applications VR Applications Technology Content 11

12 VR Technology for Cultural Heritage Presentation different levels of immersion Immersive systems (HMD, CAVE, Dome) Semi-immersive systems (Powerwall) Desktop/network VR/MR Forms of interaction Interactive presentations vs. movies based on 3D contents Single-user vs. multi-user interaction Haptic devices (tactile and force feedback) Virtual and real content Virtual reality presentations Mixed reality presentations stationary and mobile 12

13 Immersive Systems WG Partner: FHW Foundation of the Hellenic World (GR) Cubic immersive display system 20-minutes, active stereo, interactive, immersive experience for up to 10 people More than visitors 13

14 Immersive Systems cont. WG Partner: FHW Foundation of the Hellenic World (GR) The Dome hemispherical screen for 132 visitors Interactive guided tours Multi-user user interaction 14

15 Semi-immersive immersive Systems WG Partner: PERCRO Scuola Superiore Sant Anna, Pisa (IT) A virtual travel in the Turandot sets Technologies: Panoramic screen, Transparent screen The Virtual Museum of Sculpture of Pietrasanta sculptures scattered all around the world presented in the same shared space. Technology: Stereoscopic cylindrical screen 15

16 Desktop / Network VR ARCO Virtual Museums System Examples: Museum of Polish History (right) Kórnik Castle (bottom left) Szreniawa Museum (bottom right) WG Partner: PUE (PL) 16

17 3D Movies External WG Partner: makebelieve (GR) Museum of Industrial Olive Oil Production, Greece 3D digital animations of historic machinery equipment 17

18 Haptic Interaction WG Partner: PERCRO Scuola Superiore Sant Anna, Pisa (IT) The Museum of Pure Form Interaction with digital models of sculptures through the sense of touch 18

19 Mixed Reality Presentations V I R T U A L R E A L I T Y ARCO Virtual Museums System Mixed Reality presentation of cultural objects WG Partners: PUE (PL) UoS (UK) Rome, Nov 7th,

20 VR/MR Content Content is King! 3D scanners and content description standards Creation of meaningful and engaging interactive content: isexpensive is time-consuming requires sophisticated tools requires high-expertise Meaningful content requires domain experts 20

21 Content Creation Options Involvement of domain experts Convert programmers into domain experts Convert domain experts into VR programmers Hire VR programmers everywhere VR is used Give domain experts tools and technology to create contents 21

22 ontent Creation Requirements The content creation challenge Domain Experts Quickly Cheaply High-Quality Interactive Manageable Reusable Personalized Content 22

23 Dynamic VR/MR Applications Dynamic content creation and manipulation Specific organisation of the content creation pipeline Dynamic VR/MR Applications Specific organisation of content High-level models for VR application data 23

24 Research Roadmap on Applications of VR/VE in Entertainment and Culture European Commission DG Information Society FP6-funded Project Date, MIMOS Place Conference Alenia Spazio S.p.A.

25 Research Roadmap - Scenarios Vision presented in several scenarios Virtual Museum Cultural Heritage Site Tourism Interactive 3D TV Virtual Studio Production Interactive Theatre VR Game Ubiquitous Gaming Content Creation 25

26 Virtual Museum Scenario Virtual Museum Scenario The European Museum of History and Culture has been established in It features a unique collection of European digital artefacts, digitized documents and recordings. European countries continuously contribute to the museum. The museum is available only as a web service. The museum can be accessed in a number of ways. There are several immersive VR installations both in Europe and on other continents that allow visitors to access the museum (as well as other museums) in a highly immersive and interactive way. These installations provide high-quality 3D real-time visual and aural renderings of the virtual environment. Special haptic devices allow visitors to touch and manipulate highresolution models of artefacts. Visitors may plan a visit to the museum before entering the VR installation using a simple web interface by either selecting an interactive scenario focusing on a specific element of culture or history, or selecting a number of 3D reconstructions of places to visit, or a number of 3D objects to examine. Importantly, the museum may be also accessed using lowend devices such as personal computers, interactive TV sets, or even small portable devices, such as camera phones. This enables the use of the museum s resources at schools, at home or while travelling. The content is adapted automatically to reflect the capabilities of the access device, e.g. performance, display resolution, interaction devices. 26

27 Research Roadmap Barriers Technical barriers Content creation Difficulties with high-quality 3D scanning Lack of content standards, difficult reuse of contents Lack of DRM and security solutions High expertise required Hardware Lack of cost-effective wearable see-through devices 3D input devices expensive and not robust enough Convenient wide-range wireless tracking systems Software Low quality of VR software Lack of flexible 3D interaction frameworks Lack of methods of managing complex contents Difficulties with realistic content behaviours, AI Integration Lack of multimodal experiences, problems with synchronisation Difficulties with multi-user experiences Difficult integration of VR into real environments Limitation to natural movements Economical barriers requirement for cheaper technology Acquisition costs Operation costs Update costs 27

28 Research Roadmap Drivers Main drivers for change Social factors familiarization of larger parts of the society with VR technologies Examples of successful applications of VR in culture and entertainment VR technologies increasing attractiveness of cultural institutions and entertainment facilities Technology homogenization and standardization process VR technology merging with other technologies like robotics, natural language processing and artificial intelligence Availability of virtual environments on low-cost computing devices Reuse of VR content in different ways and with different business models 28

29 Roadmap Research Agenda Content creation and management 3D scanning 3D content standards and data sharing Content creation, dynamic content modelling and composition Behaviour, physical behaviour, virtual storytelling Content adaptation Content description and metadata Security and digital rights management Rendering and display Visual rendering (photorealistic and non-photorealistic) Visual display technology Sound rendering Force and motion feedback (haptic) Interaction (natural way of interaction) 3D input devices Tracking systems (position, orientation) Gesture-based interaction (gesture recognition) Natural language processing Multimodality Emotional and affective aspects Collaborative and social aspects 29

30 Thank you! Interested? - Please contact us! walczak@kti.ae.poznan.pl European Commission DG Information Society FP6-funded Project Date, MIMOS Place Conference Alenia Spazio S.p.A.

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