Developing immersive experience at Caistor Roman Town
在凯斯托罗马镇开发沉浸式体验
基本信息
- 批准号:AH/R009953/1
- 负责人:
- 金额:$ 7.66万
- 依托单位:
- 依托单位国家:英国
- 项目类别:Research Grant
- 财政年份:2018
- 资助国家:英国
- 起止时间:2018 至 无数据
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
This project (a partnership between the University of Nottingham, Jam Creative Studios and the Norfolk Archaeological Trust) will use the site of the Roman town of Venta Icenorum (Norfolk) to develop and evaluate new methods of site interpretation through the use of an immersive virtual reality experience. As a Roman town that did not see subsequent development in the medieval and later periods, Venta Icenorum is one of the UK's most significant archaeological sites and has been the subject of a major programme of geophysical survey and excavation by the University of Nottingham since 2006. In common with many archaeological sites, there are few visible remains at Venta and the site has limited infrastructure for visitors. A new site interpretation scheme created by the applicants in 2015 used a 3D reconstruction of the site viewed using an app for Android and Apple mobile devices and containing an Augmented Reality (AR) element that allowed users to view the ancient town against the present landscape.The 2015 AR model was the latest iteration of a long history of visualisation at Venta that started with painted reconstructions and moved on to a series of 3D reconstructions. All of these, however, were passive encounters for the viewer presenting a single interpretation of the site. The new project will create a more dynamic immersive experience in which the visitor will use their mobile device to interact with characters and animals within the town and experience the town in different weather and seasons. In this pilot project, the visitor will take a route from the South Gate to the forum of the Roman town and will be guided by one of the town's Roman residents in animated form who will show them points of interest. Their progress will trigger a series of events and interactions with other characters and animals and the user will hear the ambient sounds and speech of a town in Roman Britain and will see the sunlit town of previous reconstructions transformed into a winter townscape of mud, snow and smoke. In order to achieve the new project will address a series of technical challenges relating to the use of location-based AR in a fairly featureless landscape with variable GPS coverage by combining existing locational techniques with new markerless AR technologies with the aim of piloting scalable and transferable methods for delivering immersive experiences within open landscapes It will also evaluate the issue of optimizing VR and AR experiences to operate and be sustainable in a world of rapidly developing rival platforms and for on-site and off-site use. Using fully immersive VR on the site itself remains impractical for safety reasons but the rapid rise in affordable fully immersive VR technologies for use at home and in education means that potentially costly VR/AR models need to envisage multiple applications. The project will also address the interpretative challenges raised by creating speech, dress and physical appearance for a population known only from archaeological evidence. A process of evaluation will rigorously evaluate audience responses to this new experience to inform its future development. Finally the project will further develop the existing partnership between the University of Nottingham, Jam Creative Studio (who are pioneering innovative approaches to heritage interpretation using new technologies) and the Norfolk Archaeological Trust (who own and manage a range of heritage sites across Norfolk).
该项目(诺丁汉大学、Jam Creative Studios 和诺福克考古信托基金会之间的合作)将利用罗马城镇 Venta Icenorum(诺福克)的遗址,通过使用沉浸式虚拟现实体验来开发和评估遗址解释的新方法。作为一个在中世纪及后期没有得到后续发展的罗马城镇,文塔冰雪场是英国最重要的考古遗址之一,自 2006 年以来一直是诺丁汉大学地球物理调查和发掘的重大项目的主题。与许多考古遗址一样,文塔的可见遗迹很少,而且该遗址可供游客参观的基础设施有限。申请人于 2015 年创建的新场地解说方案使用了使用适用于 Android 和 Apple 移动设备的应用程序查看的场地的 3D 重建,并包含增强现实 (AR) 元素,允许用户在当前景观中查看古镇。2015 AR 模型是 Venta 悠久的可视化历史的最新版本,从绘画重建开始,转向一系列 3D 重建。然而,所有这些对于观众来说都是被动的遭遇,对网站呈现出单一的解释。新项目将创造一种更加动态的沉浸式体验,游客将使用他们的移动设备与小镇内的人物和动物互动,并体验不同天气和季节的小镇。在这个试点项目中,游客将从南门走一条路线到罗马城镇的论坛,并由该镇的一位罗马居民以动画形式引导,并向他们展示兴趣点。他们的进步将触发一系列事件以及与其他角色和动物的互动,用户将听到罗马不列颠城镇的环境声音和语言,并将看到先前重建的阳光明媚的城镇变成了泥泞、雪和烟雾的冬季城镇景观。为了实现这一目标,新项目将通过将现有的定位技术与新的无标记 AR 技术相结合,解决与在具有可变 GPS 覆盖范围的相当无特征的景观中使用基于位置的 AR 相关的一系列技术挑战,目的是试点可扩展和可转移的方法,在开放景观中提供沉浸式体验。 它还将评估优化 VR 和 AR 体验的问题,以便在快速发展的世界中运行和可持续发展。 竞争对手的平台以及现场和场外使用。出于安全原因,在网站上使用完全沉浸式 VR 本身仍然不切实际,但用于家庭和教育的经济实惠的完全沉浸式 VR 技术的快速增长意味着潜在昂贵的 VR/AR 模型需要设想多种应用。该项目还将解决为仅从考古证据中得知的人群创造言语、服装和外貌所带来的解释挑战。评估过程将严格评估受众对这种新体验的反应,以为其未来的发展提供信息。最后,该项目将进一步发展诺丁汉大学、Jam Creative Studio(他们正在利用新技术进行遗产诠释的创新方法)和诺福克考古信托基金(他们拥有并管理诺福克各地的一系列遗产地)之间现有的合作伙伴关系。
项目成果
期刊论文数量(1)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Rome is Where the Heart is: Designing Immersive Experiences to Augment and Build Personal Connections to Outdoor Environments
罗马是心脏所在:设计沉浸式体验以增强和建立与户外环境的个人联系
- DOI:10.1145/3569219.3569362
- 发表时间:2022
- 期刊:
- 影响因子:0
- 作者:Brundell P
- 通讯作者:Brundell P
{{
item.title }}
{{ item.translation_title }}
- DOI:
{{ item.doi }} - 发表时间:
{{ item.publish_year }} - 期刊:
- 影响因子:{{ item.factor }}
- 作者:
{{ item.authors }} - 通讯作者:
{{ item.author }}
数据更新时间:{{ journalArticles.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ monograph.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ sciAawards.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ conferencePapers.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ patent.updateTime }}
William Bowden其他文献
William Bowden的其他文献
{{
item.title }}
{{ item.translation_title }}
- DOI:
{{ item.doi }} - 发表时间:
{{ item.publish_year }} - 期刊:
- 影响因子:{{ item.factor }}
- 作者:
{{ item.authors }} - 通讯作者:
{{ item.author }}
{{ truncateString('William Bowden', 18)}}的其他基金
Collaborative Research: Arctic Stream Networks as Nutrient Sensors in Permafrost Ecosystems
合作研究:北极溪流网络作为永久冻土生态系统中的营养传感器
- 批准号:
1916576 - 财政年份:2019
- 资助金额:
$ 7.66万 - 项目类别:
Standard Grant
NNA: Collaborative Research: Interactions of the Microbial Iron and Methane Cycles in the Tundra Ecosystem
NNA:合作研究:苔原生态系统中微生物铁和甲烷循环的相互作用
- 批准号:
1754379 - 财政年份:2018
- 资助金额:
$ 7.66万 - 项目类别:
Continuing Grant
Collaborative Research: Stream Consumers and Lotic Ecosystem Rates (SCALER): Scaling from Centimeters to Continents
合作研究:流消费者和 Lotic 生态系统费率 (SCALER):从厘米扩展到大陆
- 批准号:
1065682 - 财政年份:2011
- 资助金额:
$ 7.66万 - 项目类别:
Continuing Grant
COLLABORATIVE RESEARCH: How does changing seasonality affect the capacity of arctic stream networks to influence nutrient fluxes from the landscape to the ocean?
合作研究:季节性变化如何影响北极河流网络影响从陆地到海洋的养分通量的能力?
- 批准号:
0902106 - 财政年份:2009
- 资助金额:
$ 7.66万 - 项目类别:
Standard Grant
COLLABORATIVE RESEARCH: Spatial and Temporal Influences of Thermokarst Failures on Surface Processes in Arctic Landscapes
合作研究:热岩溶破坏对北极景观地表过程的时空影响
- 批准号:
0806394 - 财政年份:2008
- 资助金额:
$ 7.66万 - 项目类别:
Standard Grant
Will climate change affect hyporheic processes in arctic streams? An assessment of interactions among geomorphology, hydrology, and biogeochemistry in Arctic stream networks
气候变化会影响北极溪流的潜流过程吗?
- 批准号:
0327440 - 财政年份:2003
- 资助金额:
$ 7.66万 - 项目类别:
Standard Grant
Collaborative Research: Influence of the Riparian Zone on Nitrogen Cycling in Streams of Puerto Rico: Role of Nitrification and Denitrification
合作研究:河岸带对波多黎各溪流中氮循环的影响:硝化和反硝化的作用
- 批准号:
8718395 - 财政年份:1988
- 资助金额:
$ 7.66万 - 项目类别:
Standard Grant
REU: Research Experiences for Undergraudates at the Hubbard Brook Experimental Forest
REU:哈伯德布鲁克实验森林本科生的研究经验
- 批准号:
8712826 - 财政年份:1987
- 资助金额:
$ 7.66万 - 项目类别:
Standard Grant
相似海外基金
IENgine: developing a subscription-based membership application to connect live/location-based immersive experience, (LIE) creatives with employers.
IENgine:开发基于订阅的会员应用程序,将基于实时/位置的沉浸式体验 (LIE) 创意人员与雇主联系起来。
- 批准号:
ES/Y011104/1 - 财政年份:2024
- 资助金额:
$ 7.66万 - 项目类别:
Research Grant
Mixed Reality Environment for Immersive Experience of Art and Culture
用于沉浸式艺术和文化体验的混合现实环境
- 批准号:
10106874 - 财政年份:2024
- 资助金额:
$ 7.66万 - 项目类别:
EU-Funded
An innovative concept bringing live gamified drone racing/VR immersive experience to high streets, making use of large vacant spaces in city centres
一种创新概念,利用市中心的大片空置空间,将现场游戏化无人机赛车/VR 沉浸式体验带入大街
- 批准号:
10070622 - 财政年份:2023
- 资助金额:
$ 7.66万 - 项目类别:
Collaborative R&D
The effects of immersive exhibits on animal behaviour, welfare, and visitor experience.
沉浸式展览对动物行为、福利和游客体验的影响。
- 批准号:
2874949 - 财政年份:2023
- 资助金额:
$ 7.66万 - 项目类别:
Studentship
An Immersive GEO-Revolution Adventure Experience for HBCU Undergraduates
为 HBCU 本科生提供沉浸式 GEO-Revolution 冒险体验
- 批准号:
2304844 - 财政年份:2023
- 资助金额:
$ 7.66万 - 项目类别:
Standard Grant
The Impact of Immersive Theatrical Experience and Shogi Proficiency on Mindreading
沉浸式戏剧体验和将棋水平对读心术的影响
- 批准号:
23K02882 - 财政年份:2023
- 资助金额:
$ 7.66万 - 项目类别:
Grant-in-Aid for Scientific Research (C)
A PILOT TRIAL OF TELEHEALTH ACTIVE VIDEO GAMING USING IMMERSIVE VIRTUAL REALITY ON CARDIOMETABOLIC HEALTH AMONG YOUTH WITH CEREBRAL PALSY
利用沉浸式虚拟现实进行远程健康主动视频游戏对脑瘫青少年心脏代谢健康的试点试验
- 批准号:
10375206 - 财政年份:2022
- 资助金额:
$ 7.66万 - 项目类别:
Immersion through Digital Technologies for Optimal Engagement with Contemporary Art Installation
通过数字技术沉浸,以最佳方式参与当代艺术装置
- 批准号:
22K00216 - 财政年份:2022
- 资助金额:
$ 7.66万 - 项目类别:
Grant-in-Aid for Scientific Research (C)
Feasibility Study/Design for Build Back Better: Use of portable highest quality 3D facial scan product to scan faces for video games and provide immersive and connected experience with realistic avatars
更好地重建的可行性研究/设计:使用便携式最高质量 3D 面部扫描产品扫描视频游戏中的面部,并通过逼真的头像提供身临其境的互联体验
- 批准号:
10020552 - 财政年份:2022
- 资助金额:
$ 7.66万 - 项目类别:
Feasibility Studies
Developing a Culturally Immersive Psychoeducational Intervention for Black Immigrant Older Adults with Dementia and Their Caregivers: The Black Immigrant Project
为患有痴呆症的黑人移民老年人及其照顾者制定文化沉浸式心理教育干预措施:黑人移民项目
- 批准号:
10681260 - 财政年份:2022
- 资助金额:
$ 7.66万 - 项目类别:














{{item.name}}会员




