The motivation for these projects were the interesting combination of
virtual heritage and computer graphics as an application. The presentation
viewed a range of collaborations, including their most current project,
and some market factors for Virtual Heritage all based upon their UK experience.
Potential collaborations involve real archaeological and heritage data
that stretch the limits of computing. Such work can bring heritage to life
for wider audiences. Examples included testing image-to-model algorithms
(photo/film archives being a large source of uncalibrated data), analyzing
multi-site data collections, and looking at intractable problems (such
as Fresco reconstructions of many disparate parts).
History of recent interest was the focus of recent projects. This included
Norwich's bid for a UK Millennium Landmark project (1995-present). Although
it was not funded soon enough for completion by the Millennium, work continues
on a Norwich Virtual City (collaboration with Televirtual). This later
became a focus for a 5th Framework European Union proposal to reconstruct
9 square kilometers of the city centre of this historic city.
Source information for this project includes aerial photographs dating
back to the 1890s. There is much of the city walls left from their erection
in 1334. Calibration of many photographs is possible due to the high number
of landmarks that still remain in the area.
Tourism was a key element of this project to its independent investors.
Unfortunately, the attraction designers seemed unable to envisage an appropriate
paradigm for VR interaction. Technical, political, and economic flaws emerged.
New plans to replace the VR approach with a cylindrical projection system
are under way.
Virtual heritage in practice is growing. Multimedia CD-ROMs exist for
many sites are available. Improvements continue for the ditigization of
museum collections. Current efforts lack scenes populated with people an
d vegetation, although that will change with time.
The potentials for virtual heritage include:
- opening up access while preserving the original site
- archiving and providing some alternative study medium
- web-based tourism and e-visiting
- enabling multi-collection searching and correlation
- enabling alternative edutainment applications
- helping society to value its heritage
- providing a revenue stream to meet heritage needs
Current barriers to advancement include sterile environments (details
such as people and vegetation), lack of engaging storylines, and sufficient
networking distribution and control. Sponsors fail to understand their
audiences and can, at times, be confused about the mixing of purpose (serious
study versus game entertainment). Furthermore, certain scenarios can exclude
certain groups [age, height, sensitivity to motion sickness, etc].
While there still remains some serious economic challenges to projects
like these (David's presentation detailed many examples from the UK perspective),
the technology and audience potential continue to grow and improve.