Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/996350.996490acmconferencesArticle/Chapter ViewAbstractPublication PagesjcdlConference Proceedingsconference-collections
Article

Visiting virtual reality museum exhibits

Published: 07 June 2004 Publication History

Abstract

Virtual museums provide ways to capture the content of a real museum in a digital (electronic) form and make this digital form more universally available. This exhibit demonstrates a novel method for digitally recording entire museum exhibits and allowing them to be explored in virtual reality. The methodology allows anyone with access to the Internet or a PC to experience anywhere, anytime, any part of the museum's collection or exhibits (past, present and future). Users can explore the museum exhibits in a virtual reality that is both spatially accurate and visually compelling. All objects and 3D scenes are seen in precise full color photographic quality detail. The scene and objects are polygonal meshes representing the surfaces of objects as recorded by a laser range finder. This permits making measurements directly on the scene with millimeter precision. The methodology, its application to capturing museum exhibits, and examples of exhibits recorded using this technique are demonstrated on a laptop PC. Visitors to the demonstration will be able to: Learn about the process of digitizing 3D environments like museum exhibits and creating virtual reality environments from them; Place themselves in one of three virtual reality exhibits and explore the multiple rooms and artifacts comprising the exhibits (Ackland Art Museum, living room, Clue murder scene).

Cited By

View all
  • (2016)User perception on 3D stereoscopic cultural heritage ancient collectionProceedings of the 2nd International Conference in HCI and UX Indonesia 201610.1145/2898459.2898476(112-119)Online publication date: 13-Apr-2016
  • (2015)Gamification in Informal Education Environments: A Case StudyTransforming Learning and IT Management through Gamification10.1007/978-3-319-18699-3_5(73-97)Online publication date: 2015

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
JCDL '04: Proceedings of the 4th ACM/IEEE-CS joint conference on Digital libraries
June 2004
440 pages
ISBN:1581138326
DOI:10.1145/996350
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 07 June 2004

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. 3D digitization
  2. 3D object scanning
  3. 3D visualization
  4. digital library
  5. virtual exhibits
  6. virtual museums

Qualifiers

  • Article

Conference

JCDL04

Acceptance Rates

JCDL '04 Paper Acceptance Rate 61 of 249 submissions, 24%;
Overall Acceptance Rate 415 of 1,482 submissions, 28%

Upcoming Conference

JCDL '24
The 2024 ACM/IEEE Joint Conference on Digital Libraries
December 16 - 20, 2024
Hong Kong , China

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)7
  • Downloads (Last 6 weeks)1
Reflects downloads up to 13 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2016)User perception on 3D stereoscopic cultural heritage ancient collectionProceedings of the 2nd International Conference in HCI and UX Indonesia 201610.1145/2898459.2898476(112-119)Online publication date: 13-Apr-2016
  • (2015)Gamification in Informal Education Environments: A Case StudyTransforming Learning and IT Management through Gamification10.1007/978-3-319-18699-3_5(73-97)Online publication date: 2015

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media