Passive Haptics and Conversational Avatars for Interacting with Ancient Egypt Remains in High-Fidelity Virtual Reality Experiences

IF 2.1 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS ACM Journal on Computing and Cultural Heritage Pub Date : 2024-02-12 DOI:10.1145/3648003
Alberto Cannavò, Simona Pacchiotti, Nicola Retta, Martina Terzoli, Roberta Spallone, Fabrizio Lamberti
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Abstract

As Extended Reality (XR) continues to grow, new possibilities arise to provide users with novel ways to experience cultural heritage (CH). In particular, applications based on Virtual Reality (VR) like, e.g., virtual museums, have gained increasing popularity, since they can offer new ways for preserving and presenting CH content that are not feasible in physical museums. Despite the numerous benefits, the level of immersion and presence provided by VR experiences still present challenges that could hinder the effectiveness of this technology in the CH context. In this perspective, it is crucial to provide the users with high-fidelity experiences, in which also the interaction with the objects and the characters populating virtual environments are realistic and natural. This paper focuses on this challenge and specifically investigates how the combined use of tangible and speech interfaces can help to improve the overall experience. To this aim, a immersive VR experience is proposed, which allows the users to manipulate virtual objects belonging to a museum collection (in the specific case, Ancient Egypt remains) by physically operating on 3D printed replicas and to talk with a curator’s avatar to get explanations by using their voice. A user study was conducted to evaluate the impact of the considered interfaces on immersion, presence, user experience, usability, and intention to visit, comparing the richest configuration against simpler setups obtained by either removing the tangible interface, the speech interface or both (and using only handheld controllers). The results showed that the combined use of the two interfaces can effectively contribute at making the CH experience in VR more engaging.

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在高保真虚拟现实体验中与古埃及遗迹互动的被动触觉技术和会话头像
随着扩展现实(XR)技术的不断发展,为用户提供体验文化遗产(CH)新方式的新机遇应运而生。特别是基于虚拟现实(VR)的应用,如虚拟博物馆,已经越来越受欢迎,因为它们可以提供在实体博物馆无法实现的保存和展示文化遗产内容的新方式。尽管VR体验有诸多好处,但其提供的沉浸感和临场感仍然存在挑战,可能会阻碍该技术在文化遗产领域的应用效果。从这个角度来看,为用户提供高保真体验至关重要,在这种体验中,与虚拟环境中的物体和人物的互动也要逼真自然。本文将重点关注这一挑战,并具体研究如何结合使用有形界面和语音界面来帮助改善整体体验。为此,本文提出了一种沉浸式 VR 体验,允许用户通过在 3D 打印的复制品上进行物理操作来操纵属于博物馆藏品的虚拟物品(在具体案例中为古埃及遗骸),并与馆长的化身对话,通过语音获得解释。为了评估所考虑的界面对沉浸感、临场感、用户体验、可用性和参观意愿的影响,我们进行了一项用户研究,将最丰富的配置与去掉有形界面、语音界面或两者(仅使用手持控制器)后得到的更简单的设置进行了比较。结果表明,两种界面的结合使用可以有效地提高 VR 中的 CH 体验的吸引力。
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来源期刊
ACM Journal on Computing and Cultural Heritage
ACM Journal on Computing and Cultural Heritage Arts and Humanities-Conservation
CiteScore
4.60
自引率
8.30%
发文量
90
期刊介绍: ACM Journal on Computing and Cultural Heritage (JOCCH) publishes papers of significant and lasting value in all areas relating to the use of information and communication technologies (ICT) in support of Cultural Heritage. The journal encourages the submission of manuscripts that demonstrate innovative use of technology for the discovery, analysis, interpretation and presentation of cultural material, as well as manuscripts that illustrate applications in the Cultural Heritage sector that challenge the computational technologies and suggest new research opportunities in computer science.
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