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      Connected Virtual Experiences for Small and Less Visible Museum Artefacts

      Published
      proceedings-article
      ,  
      35th International BCS Human-Computer Interaction Conference (HCI2022)
      Towards a Human-Centred Digital Society
      July 11th to 13th, 2022
      Virtual interaction, Artefact engagement, Digital heritage
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            Abstract

            This paper summarises a programme of research motivated by the challenge of achieving engaging 3D virtual experiences for small heritage artefacts, the sorts of artefacts that mare difficult to display and may be easily overlooked in museum settings. The challenges are i) a lack of easy-to-use, low-cost solutions for acquiring all around, textured 3D models of small form-factor objects and ii) the inherent challenge of achieving engaging and connected virtual experiences for artefacts that are not visibly striking.

            The paper summarises the research challenges and outlines the research case study - a virtual reality experience for ‘cuneiform tablets’, ancient written records impressed on handheld clay ‘tablets’.

            Content

            Author and article information

            Contributors
            Conference
            July 2022
            July 2022
            : 1-2
            Affiliations
            [0001]School of Computing and Mathematics,

            Keele University, UK
            Article
            10.14236/ewic/HCI2022.60
            c468886c-8918-4ed1-9eb7-45d8ec5ab71a
            © Rhodes et al. Published by BCS Learning & Development. Proceedings of the 35th British HCI and Doctoral Consortium 2022, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            35th International BCS Human-Computer Interaction Conference
            HCI2022
            35
            Keele, Staffordshire
            July 11th to 13th, 2022
            Electronic Workshops in Computing (eWiC)
            Towards a Human-Centred Digital Society
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/HCI2022.60
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Artefact engagement,Virtual interaction,Digital heritage

            REFERENCES

            1. Ashtari, N., Bunt, A., McGrenere, J., Nebeling, M., and Chilana, P. K. Creating augmented and virtual reality applications: Current practices, challenges, and opportunities. 2020 CHI Conf. on Human Factors in Computing Systems, pp. 1–13, 2020.

            2. British Museum Library of Ashurbanipal. Library of Ashurbanipal. Available at sketchfab.com, 2017.

            3. Champion. E and Rahaman. E. 3D digital heritage models as sustainable scholarly resources. Sustainability, 11(8):2425, 2019.

            4. Champion. E and Rahaman. E. Survey of 3D digital heritage repositories and platforms. Virtual Archaeology Review, 11(23):1–15, 2020.

            5. Collins, T., Woolley, S., Gehlken, E., and Ch’ng, E. Computational aspects of model acquisition and join geometry for the virtual reconstruction of the Atrahasis cuneiform tablet. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM), pp. 1–6. IEEE, 2017.

            6. Collins, T., Woolley,S. I., Gehlken, E., and Ch’ng, E. Automated low cost photogrammetric acquisition of 3D models from small form-factor artefacts. Electronics, 8(12):1441, 2019.

            7. Jung. T, Claudia tom Dieck. M, Lee. H, and Chung. N. Effects of virtual reality and augmented reality on visitor experiences in museum. Information and communication technologies in tourism 2016, pp. 621–635. Springer, 2016.

            8. Pietroszek. K, Agraraharja. Z, and Eckhardt. C. The royal game of Ur: Virtual reality prototype of the board game played in ancient Mesopotamia. IEEE Conf. Virtual Reality and 3D User Interfaces, pp. 647–648. IEEE, 2021.

            9. Sebar. L. E, Grassini. S, Parvis. M, and Lombardo. L. A low-cost automatic acquisition system for photogrammetry. IEEE Instrumentation and Measurement Tech. Conf., pp. 1–6. IEEE, 2021.

            10. VCTR 2022. 3D cuneiform gallery. Available at https://virtualcuneiform.org/gallery.html and https://virtualcuneiform.org/tellohModels.html

            11. Woolley. S, Collins. T, Rhodes. R, Polack. F. Museums of the future: Heritage experiences in the reality-virtuality continuum. In BCS Human-Computer Interaction Conference, Embodiment of Things Workshop, 2021.

            12. Woolley, S., Mitchell, J., Collins, T., Rhodes, R., Rukasha, T,, Gehlken, E., Ch’ng, E., and Cooke, A. Virtual museum ‘takeouts’ and DIY exhibitions – augmented reality apps for scholarship, citizen science and public engagement. In Euro-Mediterranean Conference, https://doi.org/10.1007/978-3-030-73043-7 27, pp. 323–333. Springer, 2020.

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