dc.contributor.author | Farouk, Mohamed | en_US |
dc.contributor.author | Ibrahim, Mohamed Ismail | en_US |
dc.contributor.author | Mustafa, Karam | en_US |
dc.contributor.editor | Gabriele Guidi and Roberto Scopigno and Pere Brunet | en_US |
dc.date.accessioned | 2016-01-06T08:15:30Z | |
dc.date.available | 2016-01-06T08:15:30Z | |
dc.date.issued | 2015 | en_US |
dc.identifier.isbn | 978-1-5090-0048-7 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1109/DigitalHeritage.2015.7413910 | en_US |
dc.description.abstract | The virtual reality and real time 3D technology in addition to many other display technologies are getting more and more into our life nowadays. The spread of smart portable devices is changing our style of life, day after day with very rapid advance in technology and capabilities. It is very common now to have VR application either for standalone U; desktop, Web, mobile apps, or even special immersive systems like cave, simulators etc. The usual practice especially for immersive display systems is that a separate application being developed for that specific platform. Accordingly, a lot of repeated work has to be done. In this paper we are going to illustrate our experience in the development of Virtual Reality applications, with the methodology of developing a single application for multiple platforms with slight modifications. Then a Unity 3D plug-in developed to convert any VR application developed using Unity 3D to our immersive display system Culturama, is presented. | en_US |
dc.publisher | IEEE | en_US |
dc.subject | Virtual reality | en_US |
dc.subject | 3D technology | en_US |
dc.subject | real time 3D | en_US |
dc.subject | immersive display | en_US |
dc.title | VR Multiple Channel Authoring with Immersive Display | en_US |
dc.description.seriesinformation | International Congress on Digital Heritage - Theme 2 - Computer Graphics And Interaction | en_US |
dc.description.sectionheaders | Poster Presentations I | en_US |
dc.identifier.doi | 10.1109/DigitalHeritage.2015.7413910 | en_US |