Conference Paper

Briviesca in the 15th c.: A Virtual Reality Environment for Teaching Purposes

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Abstract

The virtual visualization of historical sites opens the door to a variety of new classroom teaching methods for students. Two of these methods are semi-guided tours around 3D immersive environments and the screening of videos rendered from 3D models. Both are compared in this research that integrates a 3D model, designed for off-line rendering, in a 3D immersive environment, operating on Oculus Rift. First, the hardware and the software associated with the immersive environment are described. Then, the suitability of the 3D teaching environment is assessed in relation to historical knowledge, urban layout, and the portrayal of everyday medieval life. The evaluation of undergraduate student experiences, by means of post-session surveys, points to the effectiveness of both methods: higher scores were awarded to video screenings with background narrative in relation to the acquisition of historical concepts, while the virtual tour was the best means of transferring visually acquired knowledge such as urban concepts.

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... Threedimensional (3D) computer applications, such as video games, are considered nonimmersive forms of VR whereas semi-immersive VR includes fulldome and multisensory projection systems, as well as augmented reality (AR) in which multisensory information is projected onto objects and places that the technology is programmed to recognize in the real world (Di Natale et al., 2020). VR is ostensibly more cost-effective than AR because it eliminates the need for users to be within physical proximity to specific objects and places that the technology will recognize; yet both types of immersive technologies are generating interest among history education scholars (Checa et al., 2016;Herbst et al., 2008;Keil et al., 2011;Paladini et al., 2019;Schiavi et al., 2018;Singh et al., 2015;Yildirim et al., 2018;Zantua, 2017). Likewise, there is growing interest in historical video games, which use avatars to simulate first-person perspectives on virtual worlds (Gilbert, 2019), as well as interest in how elements of gaming can be incorporated into AR and VR applications to enhance user engagement in history learning experiences (Squire et al., 2007). ...
... As they interacted with various information points, they unlocked audio elaboration. In other studies, VR was associated with greater visual and spatial recall of historical sites (Checa et al., 2016;Paladini et al., 2019) and increased interest in sites and their need for conservation (Paladini et al., 2019). Specifically, undergraduates in Checa et al.'s (2016) treatment group wore HMDs as they engaged in a self-paced, fixed-route tour of 15 thcentury Briviesca. ...
... These findings add an important dimension to the relatively small body of prior research into VR's impact in history education. Studies with both K-12 learners and adults have suggested that VR may promote interest in history or cultural heritage content (Paladini et al., 2019;Yildirim et al., 2018;Zantua, 2017), increase visual and spatial recall of historical sites visited virtually (Checa et al., 2016;Paladini et al., 2019), and increase interest in preserving these sites (Paladini et al., 2019). Participants have reported preferences for VRincluding videogames (Paladini et al., 2019) and videos with three-dimensional models (Checa et al., 2016)-over other ways to engage with topics, citing sensations of realism and presence as factors in their endorsement of immersive VR (Yildirim et al., 2018). ...
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Historical empathy may be enhanced by virtual reality (VR) technologies, which provide varying degrees of immersion into other time periods and places. This study explored the effects of combining semi-immersive and fully immersive VR with a follow-up writing task to promote historical empathy with adult learners. Thirty-six participants were randomly assigned to view a brief historical film on either a flatscreen or a head-mounted device (HMD). Afterward, participants were again randomly assigned to either a first-person perspective or a factual recall writing prompt before then responding to questionnaires gauging their situational interest. Quantitative and qualitative data were analyzed to provide a holistic interpretation of participants’ development of historical empathy. Results suggest that although type of writing task remains instrumental in promoting historical empathy, immersive VR with an HMD also plays a promising role. Our findings pose important implications for post-secondary, museum, and teacher educators interested in scaffolding VR experiences to promote historical empathy.
... The first version of the 3D model was designed with off-line rendering and video creation in mind. It was then implemented in a VRE (Checa et al. 2016). The teaching experience narrates the establishment and growth, over the fourteenth and fifteenth centuries, of the population center known as Briviesca (Spain). ...
... In this research, we take previous studies one step further by evaluating the different kinds of knowledge that may be acquired: explicit, implicit and spatial. Besides, this research goes a step further than a first version of the VRE teaching experience in the Middle-Ages Briviesca already cited (Checa et al. 2016): It improves the major limitations of this teaching experience that could only be considered a prototype, and it is tested with a larger number of students, producing significant conclusions from the statistical point of view. These major limitations were related to (1) a very small sample of end users without any statistical value; (2) the use of first-generation HMDs with strong motion sickness effects; (3) a low VRE resolution and visual quality; (4) the inclusion of a new procedure to measure the capabilities of the students at spatial identification of the locations of the main buildings of the city; and, (5) the improvement of the first questionnaire that includes questions with 100% right answers (because these kinds of questions will not help to detect advantages or disadvantages between the different learning methodologies). ...
... Although this investigation is not focused on the technical procedure to create the VRE of Briviesca in the fifteenth century, a summary of this procedure is required to analyze its potential for teaching purposes. The detailed procedure to create the VRE has already been presented in an earlier work Checa et al. 2016). ...
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Two teaching methodologies are presented and compared in this study: on the one hand, semi-guided tours in immersive virtual reality and, on the other, viewing video renderings of 3D environments. The two techniques are contrasted through 3D modeling of a fifteenth-century Spanish town called Briviesca, in an immersive environment, viewed with Oculus Rift. The suitability of virtual reality for teaching is assessed through questions on historical knowledge and urban layout. The understanding of the undergraduate students is evaluated, through questionnaires, after the viewing sessions. The responses of the students underline the effectiveness of the two methodologies: Video screenings received higher scores for historical ideas and the virtual tour was the most effective method at conveying knowledge learnt while viewing. Additionally, two user movements for controlling the virtual reality environment were tested: (1) gamepad locomotion and (2) roomscale movements combined with teleporting. The clear advantage of the second option was the total lack of motion sickness effects. However, the natural tendency using teleporting was to move very quickly through the city areas with no singular buildings and to spend more time in front of these types of buildings. They therefore missed visual information related to the first areas while retaining more information related to those buildings. Finally, the spatial location of singular buildings was clearly better acquired with the virtual tour.
... This solution is more affordable than explorative experiences that require the complete development of the VR-environment. In the case of interactive experiences, the VRenvironment will only have to be developed in high resolution in the areas where the user is permitted, while any secondary area can be roughly modelled, saving costly human and computational resources [29]. Along the same lines, the number of explorative experiences is very limited, due to their high cost. ...
... Short viewing times were expected in the past, due in part to the immaturity of HMD technology that caused VR sickness syndrome [20]. But those problems now appear to have been resolved with the new generation of HMDs and new strategies for user interaction with the VR-environment [29]. Besides, if longer VRexperiences are developed, the learning time can be considered a key factor and effective time ranges for different learning tasks can be done. ...
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The merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VR-environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.
... Some examples of large-scale environments are the reconstruction of the city of Wholverhampton (UK) in the 10 th century [27], or the city of Stade (Germany) in the 17 th century [28]. However, not all these environments are completely passive, there are also large-scale environments that include external elements such as videos or infographics to be observed by the user, such as the virtual reconstruction of the villa of Briviesca, located in Spain, in the 15 th century [29]. This experience includes videos that explain its past and heritage at certain points in the city. ...
Chapter
This paper discusses the increasing relevance of immersive Virtual Reality (iVR) technology in society and its emerging applications, particularly in Cultural Heritage (CH) dissemination. However, the diversification of iVR experiences has led to a need for an application that summarizes the most common types of experiences to familiarize novice users with iVR. To address this need, an iVR application has been developed that presents the four most common types of iVR experiences: Passive, Explorative, Explorative Interaction, and Interactive. The experience includes different reconstructed CH environments and objects showcasing the possibilities for the dissemination of CH using this technology. The application is divided into four levels, and its key design factors are as follows: 1) one type of iVR experience for each level, 2) simple interactions that become more complex as the user progresses, 3) short duration and time-limited progression between levels, 4) development for standalone iVR devices, and 5) different types of reconstructed heritage showcased at each level. The experience was tested in exhibitions and achieved high performance on standalone iVR devices. Usability results are expected to be achieved in the future.KeywordsVirtual RealityCultural HeritageHead Mounted DisplayVirtual ReconstructionTutorial
... Lack or limited processor powers for application inputs or development [30];  Issues involve 3D space inputs: lack stability leads to motion sickness [38];  PC platforms lack mobility for users to experience outdoor and level of immersion is lower for desktop and mobile platform [39];  External environment factor cannot be easily manipulated Internet connection, battery consumption and overheating of device is dependent for each user [40]. ...
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In recent years, virtual reality (VR) is at its maturity level for real practical exercises amongst many fields of studies, especially in the virtual walkthrough exploration system of cultural heritage (CH). However, this study remains scattered and limited. This work presents a systematic review that maps out the usability and accessibility issues that are challenging in using VR in CH. We identified 45 challenges that are mapped into five problem groups: system design, development process, technology, assessment process and knowledge transfer. This mapping is then used to propose 58 recommendations to improve the usability and accessibility of VR in CH that are categorized in three different recommendation groups namely, discovery and planning, design and development, and finally the assessment factors. This analysis identified the persistence in certain accessibility and usability problems such as there is a limit in navigating the view and space that constraint the users’ free movement and the navigation control is not ideal with the keyboard arrow button. This work is important because it provides an overview of usability and accessibility based challenges that are faced in applying, developing, deploying and assessing VR in the usage of digitalizing CH and proposed a great number of constructive recommendations to guide future studies. The main contribution of this paper is the mapping of usability and accessibility challenges into categories and the development of recommendations based on the identified problems.
... Within this line, it could be interesting to identify the granite varieties used in the original constructions, something that has not yet been possible due to the fact that neither the works' contracts, nor the payment letters of the Provincial Historical Archive of Lugo, specify their origin or characteristics. Given the wide variety of this type of stone in Galicia, together with the fact that in Lugo the ruins of the old city were converted into improvised quarries-the reuse of Roman ashlars was very common-obtaining new data could shed light for the realization of more realistic reconstructions [31], which could have application in other areas, such as the teaching of cultural heritage or graphic computing [32]. ...
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Modern digital technologies support the preservation and transfer of cultural heritage information via devices and applications such as digital storage systems, electronic books and virtual museums. Advances in virtual and augmented reality, real-time computer graphics and computer games have made it possible to construct large virtual environments in which users may experience cultural heritage through a variety of interactions and immersions. Thus, an emerging problem is to implement an appropriate systematic design method for achieving various types of entertainment, learning and information transfer. This paper proposes two important design factors that impact on user immersion in serious heritage games: user interface space volume and subsystem sequence. The impact of the two factors on proposed systematic design methods was investigated through comparative studies by implementing a serious heritage game system on three different platforms.
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To create photorealistic three-dimensional (3D) models of real scenes and objects is a challenging problem that demands advanced knowledge of computer vision and computer graphics. Systems that can reconstruct the D model of cultural artefacts have found many applications such as virtual museum and historical archiving. While there are methods for 3D digitization of cultural artefacts with high geometric resolution, there are still limitations in achieving high textural resolution for virtual exhibition. One major problem is that the object surface exhibits specular reflection of illuminated light during the acquisition of surface texture. The shading of the target object does not match to other objects or pictures in the virtual scene. Also, if texture of the object must be composed of multiple images, the mismatch of shading (radiometric difference) among the images can be very prominent. In order to create high visual quality exhibition, the specular reflections must be eliminated and then the virtual scene is relit by a synthetic light source. Most existing methods for the identification and removal of specular reflection component demand special device or rely on information obtained in a single image. In order to reconstruct a complete 3D model, we need to acquire a multi-view image sequence. We therefore propose a new method that is applicable for the separation of diffuse and specular reflection components in multi-view image sequence. Also, our method can tackle the specular reflection across the texture boundary. The image sequence is first normalized by the estimated illumination color. Based on the dichromatic reflection model, the specular chromaticity is replaced by the corresponding diffuse chromaticity, which can always be found in neighboring views with the highlights already faded away. We test the new method in modeling Yixing ceramic teapots. The shape model of the teapot is obtained by a laser scanner. The diffuse image sequence is then used to generate the texture map. We create the virtual scene with the photorealistic 3D teapot model, some synthetic 3D models and still pictures. Interactive exhibition of the artefact is achieved with the control of the mouse and simple keyboard commands. This paper gives an account of the procedures for the creation of interactive virtual exhibition of ceramic artefacts.
Article
This paper describes how a personalised educational game architecture has been used in conjunction with Web services to provide remote access to the system. The educational game is a Virtual Reality adventure game that performs affective user modelling by measuring emotional characteristics of users. Virtual Reality (VR) games are so popular among children and adolescents that can be used for the purposes of educational software to render it more attractive and motivating. The benefits of such an application can be maximised if it is available over the Web. Software applica- tions that operate over the Web are targeted to a wide range of users. Hence they need a high degree of adaptivity and dynamic individualisation to each user that interacts with the application. This should include the students' emotional state that affects their learning. However, the environment of a Web-based VR-game that performs user modelling is so demanding that the technology of Web Services is necessary for its ef- fective operation and interoperability. Moreover, reusability may be achieved for the user modelling component.
The Church of the Charterhouse of Miraflores in Burgos: virtual reconstruction of artistic imagery. fusion of cultures
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The Church of the Charterhouse of Miraflores in Burgos: Virtual Reconstruction of Artistic Imagery
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