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Using 3D modelling and game engine technologies for interactive exploration of cultural heritage: An evaluation of four game engines in relation to roman archaeological heritage
Digital Applications in Archaeology and Cultural Heritage Pub Date : 2019-09-01 , DOI: 10.1016/j.daach.2019.e00113
Matthew Smith , Nigel Stephen Walford , Carlos Jimenez-Bescos

Abstract Developments in information technology have challenged the traditional model of museums, libraries and similar venues acting as relatively passive ‘learning spaces’ for the public to access ‘knowledge’ as an exchange between tutor and learner, or in this context curator and visitor enabling them to offer more immersive and interactive modes of transfer. This article examines the development of a 3D model built from plans of a Roman edifice and its transfer into four game engines as vehicles for independent navigation around the ‘virtual building’. The game engines are evaluated in respect of their ability to enhance visitors’ experience by using an on-site facility when visiting a museum constructed over the physical remains. Cost and licensing override technical factors such as audiovisual and functional fidelity or composability and installing the system on a PC is preferable to more specialist game control devices if a broad user base is targeted.

中文翻译:

使用3D建模和游戏引擎技术进行文化遗产的互动探索:评估与罗马考古遗产相关的四个游戏引擎

摘要信息技术的发展对博物馆,图书馆和类似场所的传统模式提出了挑战,后者成为相对被动的“学习空间”,公众可以通过“知识”作为导师和学习者之间的交流,或者在这种情况下,馆长和访客可以使他们获得交流提供更身临其境和互动的传输模式。本文研究了根据罗马大厦的计划构建的3D模型的开发,并将其转移到四个游戏引擎中,作为围绕“虚拟建筑物”进行独立导航的工具。评估游戏引擎在访问实物遗迹上建造的博物馆时,通过使用现场设施来增强游客体验的能力。
更新日期:2019-09-01
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