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dc.contributor.authorGiloth, Copperen_US
dc.contributor.authorTanant, Jonathanen_US
dc.contributor.editorGabriele Guidi and Roberto Scopigno and Pere Bruneten_US
dc.date.accessioned2016-01-06T08:15:31Z
dc.date.available2016-01-06T08:15:31Z
dc.date.issued2015en_US
dc.identifier.isbn978-1-5090-0048-7en_US
dc.identifier.urihttp://dx.doi.org/10.1109/DigitalHeritage.2015.7413914en_US
dc.description.abstractWe 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.en_US
dc.publisherIEEEen_US
dc.subjectvirtual realityen_US
dc.subjectaugmented realityen_US
dc.subjectOculus Riften_US
dc.subject17th century Franceen_US
dc.subjectVersaillesen_US
dc.subjectfablesen_US
dc.subjectgarden designen_US
dc.titleUser Experiences in Three Approaches to a Visit to a 3D Labyrinthe of Versaillesen_US
dc.description.seriesinformationInternational Congress on Digital Heritage - Theme 2 - Computer Graphics And Interactionen_US
dc.description.sectionheadersWorks in Progressen_US
dc.identifier.doi10.1109/DigitalHeritage.2015.7413914en_US


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