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dc.contributor.authorJohn, Daviden_US
dc.contributor.authorHurst, Daviden_US
dc.contributor.authorCheetham, Paulen_US
dc.contributor.authorManley, Harryen_US
dc.contributor.editorSablatnig, Robert and Wimmer, Michaelen_US
dc.date.accessioned2018-11-11T10:57:38Z
dc.date.available2018-11-11T10:57:38Z
dc.date.issued2018
dc.identifier.isbn978-3-03868-057-4
dc.identifier.issn2312-6124
dc.identifier.urihttps://doi.org/10.2312/gch.20181360
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/gch20181360
dc.description.abstractWhilst computer visualisation is an established method of presenting cultural heritage, the use of game engines to provide a full immersive virtual reality experience is less well developed. This research documents the development of a visualisation of an Iron Age hillfort using Unreal Engine together with LiDAR terrain data to create a fully immersive experience for the virtual visitor. The visualisation was evaluated by 36 members of the public. The results show a high degree of satisfaction with the visualisation and agreement with the results of other studies demonstrating significant differences between those new to and those familiar with virtual reality applications. The conclusion is that in combination, game engines and LiDAR are effective tools for creating engaging virtual heritage visualisations.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectSoftware and its engineering
dc.subjectInteractive games
dc.subjectHuman
dc.subjectcentered computing
dc.subjectVirtual reality
dc.titleVisualising Dudsbury Hillfort: Using Immersive Virtual Reality to Engage the Public with Cultural Heritageen_US
dc.description.seriesinformationEurographics Workshop on Graphics and Cultural Heritage
dc.description.sectionheadersTools for Multimedia or Museum Installations
dc.identifier.doi10.2312/gch.20181360
dc.identifier.pages193-197


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