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dc.contributor.authorJohn, Daviden_US
dc.contributor.authorShaw, Lawrenceen_US
dc.contributor.authorCheetham, Paulen_US
dc.contributor.authorManley, Harryen_US
dc.contributor.authorStone, Aaron A.en_US
dc.contributor.authorBlakeburn, Michaelaen_US
dc.contributor.authorGosling, Karlen_US
dc.contributor.editorTobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin Stularen_US
dc.date.accessioned2017-09-27T06:39:44Z
dc.date.available2017-09-27T06:39:44Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-037-6
dc.identifier.issn2312-6124
dc.identifier.urihttp://dx.doi.org/10.2312/gch.20171313
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/gch20171313
dc.description.abstractThis paper discusses the use of games engines to create virtual heritage applications. The use of 3D software for cultural or heritage applications is discussed with reference to the capabilities and potential of games engines. The contribution of students from Bournemouth University to the New Forest Heritage Mapping project through the creation of interactive virtual reality visualisations of historic landscapes is described. The creation and evaluation of three different applications representing three alternative interaction styles are discussed. The first does not indicate where information can be found, the second uses visible cues and the third implements an objective marker system.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectSoftware and its engineering
dc.subjectInteractive games
dc.subjectHuman
dc.subjectcentered computing
dc.subjectVirtual reality
dc.titleEducational Virtual Reality Visualisations of Heritage Sitesen_US
dc.description.seriesinformationEurographics Workshop on Graphics and Cultural Heritage
dc.description.sectionheadersEducation and Creation
dc.identifier.doi10.2312/gch.20171313
dc.identifier.pages189-193


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