Virtual reality as a versatile tool for research, dissemination and mediation in the humanities
Viewpoints
DOI:
10.4995/var.2021.14880
Publication Date:
2021-07-14T12:25:24Z
AUTHORS (4)
ABSTRACT
<p class="VARAbstract">The VESPACE project aims to revive an evening of theatre at the <em>Foire Saint-Germain</em> in Paris 18<sup>th</sup> century, by recreating spaces, atmospheres and theatrical entertainment virtual reality. The venues this fair have disappeared without leaving any archaeological traces, so their digital reconstruction requires use many different sources, including expertise historians, historians literature. In article, we present how used video game creation tools enable reality three key stages research human sciences particularly history or archaeology: preliminary research, scientific dissemination mediation with general public. particular, detail methodology design a three-dimensional (3D) model that is suitable for both visualization, meets standards work regarding precision accuracy, requirements real-time display. This becomes environment which experts can be immersed within fields expertise, thus extract knowledge reinforcing created –through comments, serendipity new perspectives– while enabling multidisciplinary workflow. We also our tool annotating consulting relationships hypotheses immersion, called PROUVÉ. designed make experience go beyond simple image convey information theories same way article monograph does. Finally, offers feedback on solutions target audiences: researchers from team, broader expert community public.</p><p class="VARAbstract">Highlights:</p><p>• Immersive Virtual Reality enhance 18th-century theatre, allowing dive into topic.</p><p>• (VR) disseminate through giving access all kinds sources were build it.</p><p>• A quick survey shows VR powerful share interpretations related historical tri-dimensional data.</p>
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