VAST04: The 5th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage: Recent submissions
Now showing items 21-28 of 28
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The potential of internet-based techniques for heritage interpretation
(The Eurographics Association, 2004)This paper deals with the use of internet-based techniques in the context of applied heritage interpretation, using an old industrial area in central Germany as a case study example. The paper sets out basic principles of ... -
Developing the Tourism Aspects of a Cultural Route
(The Eurographics Association, 2004)A cultural route links destinations that contain illustrations of a common theme, for example religion. It has been reported that the number of cultural routes are increasing. However, to date there is no evidence in the ... -
An Interactive Visualisation Interface for Virtual Museums
(The Eurographics Association, 2004)Cultural institutions, such as museums are particularly interested in making their collections accessible to people with physical disabilities. New technologies, such as Web3D and augmented reality (AR) can aid museums to ... -
A Novel Approach to Context-Sensitive Guided e-Tours in Cultural Sites: Light Augmented Reality on PDAs
(The Eurographics Association, 2004)This paper focuses on the design parameters of mobile electronic guides for cultural sites and museums. We treat issues like user interaction and portability and present practical solutions for their installation and ... -
Interactive Cloth Editing and Simulation in Virtual Reality Applications for Theater Professionals
(The Eurographics Association, 2004)This paper presents an efficient framework for the interactive simulation and editing of clothing over avatars. Specifically, a very efficient costume designer application is proposed based on new developments in cloth ... -
Adaptive Crowd Behaviour to Aid Real-Time Rendering of a Cultural Heritage Environment
(The Eurographics Association, 2004)In current city visualisations crowds are being included to increase realism in the scene. With the self-steering nature of crowds it is traditionally difficult to control the number of humans that could be in view at any ... -
The Ancient Olympic Games: Being Part of the Experience
(The Eurographics Association, 2004)This paper presents the virtual reality applications that the Foundation of the Hellenic World has produced associated with the Olympic Games in ancient Greece. The separate virtual reality shows are presented in terms of ... -
A case study of a virtual audience in a reconstruction of an ancient Roman odeon in Aphrodisias
(The Eurographics Association, 2004)The benefits of including virtual humans into cultural heritage reconstructions are twofold: the realism of architectural models is increased by populating them; and, as well, it allows to preserve the intangible heritage ...