User Experiences in Three Approaches to a Visit to a 3D Labyrinthe of Versailles
Abstract
We have completed a prototype app on our way to a fully 3D historically accurate virtual reality reconstruction of the lost Labyrinthe of Versailles. This app currently supports a variety of devices including desktop/laptop computers for the ''stationary'' experience, GPS- and gyroscopic-enabled iOS and Android smartphones and tablets for the ''augmented reality'' experience when in the gardens of Versailles, and the Oculus Rift headset for the ''immersive'' experience. Each device/experience places different demands on the user interface. We discuss here the pros, cons, and challenges of each.
BibTeX
@inproceedings {10.1109:DigitalHeritage.2015.7413914,
booktitle = {International Congress on Digital Heritage - Theme 2 - Computer Graphics And Interaction},
editor = {Gabriele Guidi and Roberto Scopigno and Pere Brunet},
title = {{User Experiences in Three Approaches to a Visit to a 3D Labyrinthe of Versailles}},
author = {Giloth, Copper and Tanant, Jonathan},
year = {2015},
publisher = {IEEE},
ISBN = {978-1-5090-0048-7},
DOI = {10.1109/DigitalHeritage.2015.7413914}
}
booktitle = {International Congress on Digital Heritage - Theme 2 - Computer Graphics And Interaction},
editor = {Gabriele Guidi and Roberto Scopigno and Pere Brunet},
title = {{User Experiences in Three Approaches to a Visit to a 3D Labyrinthe of Versailles}},
author = {Giloth, Copper and Tanant, Jonathan},
year = {2015},
publisher = {IEEE},
ISBN = {978-1-5090-0048-7},
DOI = {10.1109/DigitalHeritage.2015.7413914}
}