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E-book Virtual Heritage : A Guide
While virtual heritage was initially described as a fusion of virtual reality (VR) technology with cultural heritage content (Addison 2001; Roussou 2002), as VR keeps changing, preservation of the content becomes increasingly problematic. Virtual heritage has been a (sometimes) successful communication medium but seldom has it succeeded as a preservation medium (Champion 2016).Even the term virtual reality has been used loosely, while the terms aug-mented reality and mixed reality may transform into more overarching terms like XR (extended reality), or merged reality. If we follow the above definitions, then virtual heritage is not only the bringing together of virtual reality technology with cultural heritage content, it is also an experiential medium. However, that experience is based on the recreating or reconstructing of data, measurements, and observations. Virtual heritage is a fascinating and challenging area of practice and research, but papers seldom examine underlying assumptions and precepts or explain the complete design and testing process. Where academic work is published, it is typically behind paywalls. Where are the primers providing an overview of immersive technology applied to cultural heritage, directly and conveniently accessible to the public? And where does one learn to make the leap from meas-urement to user experience?Unlike other fields, virtual heritage projects are seldom long-lived and robust, clear and significant results are hard to find, data is seldom shared or easily accessible. Because of the many fields that help develop and present virtual her-itage projects and related technology, the lack of access to past projects and results, and the manic changes in related technologies, students and scholars from other fields face steep learning curves regards the technical opportuni-ties, the interaction design challenges, and the preservation risks. Our solution was to create a guide that is more concise, applied, and accessible to students from related fields. This is a key reason why this book is available as an open access publication. In the first chapter, Chapter 1: Speculating the Past: 3D Reconstruction in Archaeology, Robert Barratt explains the relationship between virtual heritage as discipline and as argument. To be an effective scholarly medium, virtual her-itage requires precision (because of its underlying computational nature), but also a way to convey the reasoning behind the measuring, the decision making informing the design of the simulations and conjectural models. Given that measurement is important, the interesting thing about meas-urement is how we learn from how we and others measure. The next chapter, by Hafizur Rahaman, Chapter 2:Photogrammetry: What, How, and Where, explains the increasing importance and versatility of photogrammetry. The time-consuming process of 3D model making can be replaced by photogrammetry, leaving us time to experiment with designing better user experiences. Interest-ingly, photogrammetry can work on personal devices or leverage supercomputers.From the camera arises the 3D model, but how do we give the 3D model life? Through representation and interaction, perhaps we could represent how these people understood and represented their world to each other. Animation and modellings are key elements to producing captivating virtual environments, and there is now a range of impressive but free and open source software. In Chapter 3: Animating Past Worlds,William Carter explains how advances in animation as technology, discipline, and art can augment and improve the field of virtual heritage.
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