Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136650
Panagiotis Kyriakoulakos, Modestos Stavrakis
In this paper we discuss the design and technological issues we faced in order to implement digital content, following specifications defined by Greek Cultural Institutions during the decade 2000-2010. We focus on projects aiming at the production of narratives for use in user-centric, context aware interactive platforms.
{"title":"Producing cultural narratives in Greece: Towards a multi-storytelling approach","authors":"Panagiotis Kyriakoulakos, Modestos Stavrakis","doi":"10.1109/VSMM.2014.7136650","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136650","url":null,"abstract":"In this paper we discuss the design and technological issues we faced in order to implement digital content, following specifications defined by Greek Cultural Institutions during the decade 2000-2010. We focus on projects aiming at the production of narratives for use in user-centric, context aware interactive platforms.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127267249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136651
E. Reinhuber
With an increasing number of site-specific interactive artworks, museums need to question - not only for future generations, but even more importantly, for current audiences - how is it possible to access and preserve archived material. This practice-based research evaluates the possibilities and problems of Augmented Reality as a tool to reactivate archived material with an exemplary investigation at ZKM, Karlsruhe in 2013.
{"title":"Augmented Reality and how to access archived media art a counterfactual media art exhibition","authors":"E. Reinhuber","doi":"10.1109/VSMM.2014.7136651","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136651","url":null,"abstract":"With an increasing number of site-specific interactive artworks, museums need to question - not only for future generations, but even more importantly, for current audiences - how is it possible to access and preserve archived material. This practice-based research evaluates the possibilities and problems of Augmented Reality as a tool to reactivate archived material with an exemplary investigation at ZKM, Karlsruhe in 2013.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"31 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130675061","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136674
Panagiotis Charalampous, D. Michael
Sound propagation in 3D spaces is governed by similar physical principles as light. As a result, sound rendering in a 3D virtual environment can benefit from methods developed for graphics rendering and vice versa. In this review, we provide an overview of methods used for sound rendering that share concepts and techniques with graphics rendering. Firstly we describe geometrical propagation techniques where the computations are based on ray theory similar to ray tracing techniques in computer graphics. Secondly, we review numerical techniques. These techniques, similar to the idea of radiosity, are based on the subdivision of the space into elements. Then we describe acceleration techniques that can be used in combination with other methods to speed up calculations. Lastly, for the sake of completeness, a quick overview is given of sound computation techniques that simulate specific sound effects that do not apply on illumination. The aim of this survey is to share knowledge among the two disciplines using familiar and known concepts.
{"title":"Sound propagation in 3D spaces using computer graphics techniques","authors":"Panagiotis Charalampous, D. Michael","doi":"10.1109/VSMM.2014.7136674","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136674","url":null,"abstract":"Sound propagation in 3D spaces is governed by similar physical principles as light. As a result, sound rendering in a 3D virtual environment can benefit from methods developed for graphics rendering and vice versa. In this review, we provide an overview of methods used for sound rendering that share concepts and techniques with graphics rendering. Firstly we describe geometrical propagation techniques where the computations are based on ray theory similar to ray tracing techniques in computer graphics. Secondly, we review numerical techniques. These techniques, similar to the idea of radiosity, are based on the subdivision of the space into elements. Then we describe acceleration techniques that can be used in combination with other methods to speed up calculations. Lastly, for the sake of completeness, a quick overview is given of sound computation techniques that simulate specific sound effects that do not apply on illumination. The aim of this survey is to share knowledge among the two disciplines using familiar and known concepts.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133829962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136694
Malvina Borgherini, L. Comacchio, E. Garbin
Presentation of a prototype platform for accessing Venetian archives online and interactively (case study: Le Corbusier's unrealised project for a new Venice hospital). Specifically, commissioned by the Direzione Generale per gli Archivi (DGA), MeLa Media Lab has created an interactive and flexible online exhibition space which conforms to internet standards and enables a dynamic visualization of documents, photographs and graphics from the Venice Hospital archives (Atti Nuovo Ospedale).
展示一个用于在线和交互式访问威尼斯档案的原型平台(案例研究:勒·柯布西耶未实现的威尼斯新医院项目)。特别地,受Direzione Generale per gli Archivi (DGA)的委托,MeLa媒体实验室创建了一个符合互联网标准的互动和灵活的在线展览空间,使威尼斯医院档案(Atti Nuovo Ospedale)的文件、照片和图形能够动态可视化。
{"title":"H VEN LC3 a flexible platform for consulting museum and institution archives Le Corbusier's project (1960s) for the Venice Hospital","authors":"Malvina Borgherini, L. Comacchio, E. Garbin","doi":"10.1109/VSMM.2014.7136694","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136694","url":null,"abstract":"Presentation of a prototype platform for accessing Venetian archives online and interactively (case study: Le Corbusier's unrealised project for a new Venice hospital). Specifically, commissioned by the Direzione Generale per gli Archivi (DGA), MeLa Media Lab has created an interactive and flexible online exhibition space which conforms to internet standards and enables a dynamic visualization of documents, photographs and graphics from the Venice Hospital archives (Atti Nuovo Ospedale).","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123344312","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136656
K. Walczak, Dariusz Rumiński, J. Flotyński
Augmented reality offers a powerful tool for visualization of various kinds of contextual information. However, the current methods of developing AR applications limit their applicability as well as their spatial and logical scope. To avoid fragmentation of AR functionality between multiple independent applications and to simplify integration of various information services into seamless, contextual and personalized AR interfaces, the concept of Contextual Augmented Reality Environments (CARE) has been introduced. In this paper, a new method of building CARE environments is proposed. The method permits automatic generation of such environments through semantic transformation of high-level domain ontologies. Consequently, AR environments can be created and maintained by domain-experts without experience in programming and graphic design.
{"title":"Building Contextual Augmented Reality Environments with semantics","authors":"K. Walczak, Dariusz Rumiński, J. Flotyński","doi":"10.1109/VSMM.2014.7136656","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136656","url":null,"abstract":"Augmented reality offers a powerful tool for visualization of various kinds of contextual information. However, the current methods of developing AR applications limit their applicability as well as their spatial and logical scope. To avoid fragmentation of AR functionality between multiple independent applications and to simplify integration of various information services into seamless, contextual and personalized AR interfaces, the concept of Contextual Augmented Reality Environments (CARE) has been introduced. In this paper, a new method of building CARE environments is proposed. The method permits automatic generation of such environments through semantic transformation of high-level domain ontologies. Consequently, AR environments can be created and maintained by domain-experts without experience in programming and graphic design.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126173531","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136678
Huaichin Hu, Rayuan Tseng, Likuo Ming, Chyicheng Lin, K. Ikeuchi
Taiwanese indigenous people have rich cultural heritages. However, their precious heritages are disappearing day-by-day due to the lack of writing systems in their native languages. One of the most important heritages includes their folk dances; in particular those danced at their festivals. We have collected basic-step dances, 2-step, and 4-step dances of their festivals, and described them by using Labanotation for preservation purposes. Labanotation can represent motion positions of dance, but cannot record dynamic structures such as speeds and accelerations during dancing. These dynamic structures reveal the dancers intentions and emotions. We combined Laban Effort with Labanotation to record both dynamic structures and motion positions. In addition, we proposed a new dance-recording procedure for preserving folk dance systematically and effectively; we apply this procedure to a case study Puyuma Shield dance. In conclusion, this study is important for recording dance position and understanding dancers emotions, as well as for providing a better systematic dance-recording procedure and verifying the effectiveness of that procedure.
{"title":"Representing postures and emotions of Taiwanese indigenous folk dances via Labanotation and Laban Effort","authors":"Huaichin Hu, Rayuan Tseng, Likuo Ming, Chyicheng Lin, K. Ikeuchi","doi":"10.1109/VSMM.2014.7136678","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136678","url":null,"abstract":"Taiwanese indigenous people have rich cultural heritages. However, their precious heritages are disappearing day-by-day due to the lack of writing systems in their native languages. One of the most important heritages includes their folk dances; in particular those danced at their festivals. We have collected basic-step dances, 2-step, and 4-step dances of their festivals, and described them by using Labanotation for preservation purposes. Labanotation can represent motion positions of dance, but cannot record dynamic structures such as speeds and accelerations during dancing. These dynamic structures reveal the dancers intentions and emotions. We combined Laban Effort with Labanotation to record both dynamic structures and motion positions. In addition, we proposed a new dance-recording procedure for preserving folk dance systematically and effectively; we apply this procedure to a case study Puyuma Shield dance. In conclusion, this study is important for recording dance position and understanding dancers emotions, as well as for providing a better systematic dance-recording procedure and verifying the effectiveness of that procedure.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125357403","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136683
T. Kiriyama, Tomohiro Akagawa, Taichi Inoue, Ayaka Yamamoto, D. Fujiwara
Lion Shoes is an art installation, which was created for the 21 21 DESIGN SIGHT Exhibition “COLOR-HUNTING” directed by Dai Fujiwara. This exhibition promoted a method to bring the power of color into the design process. Lion Shoes was designed by Fujiwara and the shoe manufacturer Camper based on the colors of lions, which were collected in Africa. Our team developed a system of mobile robots that moved the Lion Shoes on a table. We made the robots react to visitors and we observed how visitors viewed the exhibit. Although the results indicated that the reactive behaviors should have been obvious, we found that some visitors made emotional responses to the shoe robots.
{"title":"Designing the behaviors of mobile robots for museum exhibits","authors":"T. Kiriyama, Tomohiro Akagawa, Taichi Inoue, Ayaka Yamamoto, D. Fujiwara","doi":"10.1109/VSMM.2014.7136683","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136683","url":null,"abstract":"Lion Shoes is an art installation, which was created for the 21 21 DESIGN SIGHT Exhibition “COLOR-HUNTING” directed by Dai Fujiwara. This exhibition promoted a method to bring the power of color into the design process. Lion Shoes was designed by Fujiwara and the shoe manufacturer Camper based on the colors of lions, which were collected in Africa. Our team developed a system of mobile robots that moved the Lion Shoes on a table. We made the robots react to visitors and we observed how visitors viewed the exhibit. Although the results indicated that the reactive behaviors should have been obvious, we found that some visitors made emotional responses to the shoe robots.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117153048","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136675
Miao Song, Serguei A. Mokhov, P. Grogono, S. Mudur
The most common rendering of interactive documentary film is through the web-based medium, which is not “tangible” or as immersive as a different form could be. The earlier making of the “I Still Remember” documentary's memory floating bubbles interactive with audience's participation using ordinary OpenGL was the first non-web-based prototype. We describe a new HCI process and the design of an associated programmer framework for making a passive documentary interactive using currently available tools and preserving the aesthetic and emotional appeal. It is done in a local space as an artistic installation. In this context, we briefly review the proof-of-concept design and implementation of a multimodal interactive system, the Illimitable Space System (ISS). It was designed to supplement digital artists' work for various interactive scenarios and applications. Its design supports non-web-based interactive documentary creation with speech and gesture based interaction (via Kinect), music visualization and green screening for interactive dance visualization, among other things in real-time. The ISS framework provides a unified generalized architecture that supports a configurable setup of installations, as in public places described in earlier work. We also compare advantages and disadvantages of the ISS's based XNA/C# realization to that of the earlier OpenGL prototype for interactive documentary production.
{"title":"On a non-web-based multimodal interactive documentary production","authors":"Miao Song, Serguei A. Mokhov, P. Grogono, S. Mudur","doi":"10.1109/VSMM.2014.7136675","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136675","url":null,"abstract":"The most common rendering of interactive documentary film is through the web-based medium, which is not “tangible” or as immersive as a different form could be. The earlier making of the “I Still Remember” documentary's memory floating bubbles interactive with audience's participation using ordinary OpenGL was the first non-web-based prototype. We describe a new HCI process and the design of an associated programmer framework for making a passive documentary interactive using currently available tools and preserving the aesthetic and emotional appeal. It is done in a local space as an artistic installation. In this context, we briefly review the proof-of-concept design and implementation of a multimodal interactive system, the Illimitable Space System (ISS). It was designed to supplement digital artists' work for various interactive scenarios and applications. Its design supports non-web-based interactive documentary creation with speech and gesture based interaction (via Kinect), music visualization and green screening for interactive dance visualization, among other things in real-time. The ISS framework provides a unified generalized architecture that supports a configurable setup of installations, as in public places described in earlier work. We also compare advantages and disadvantages of the ISS's based XNA/C# realization to that of the earlier OpenGL prototype for interactive documentary production.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134268951","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136677
Perla Gianni Falvo, A. Grippo, T. Atzori, Giampiero Cicalini, L. Camilleri, F. Chiesi, A. Toccafondi, A. Bonacchi
The first private chapel for which the Pope granted permission in the middle of the fifteenth century, in Palazzo Medici in Florence, frescoed with the Procession of the Magi by Benozzo Gozzoli, has recently become the setting for an experience of guided perception with the support of multimedia technologies and augmented reality in the workshop “Procession in time through to the splendour of the interior epiphany”. The research detects the psychophysiological responses induced by immersion in an enriched environment.
15世纪中叶,教皇在佛罗伦萨的美第奇宫(Palazzo Medici)批准了第一座私人教堂的建造,该教堂的壁画上绘有Benozzo Gozzoli的《贤士游行》(Procession of The Magi)。最近,在“穿越时间的游行,到达内部主显的辉煌”工作坊中,该教堂成为了多媒体技术和增强现实技术支持下引导感知体验的场所。这项研究检测了沉浸在一个丰富的环境中所引起的心理生理反应。
{"title":"Workshop with impact assessment in the chapel of the Magi in Palazzo Medici Riccardi, Florence Augmented reality with multimedia and cognitive technologies","authors":"Perla Gianni Falvo, A. Grippo, T. Atzori, Giampiero Cicalini, L. Camilleri, F. Chiesi, A. Toccafondi, A. Bonacchi","doi":"10.1109/VSMM.2014.7136677","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136677","url":null,"abstract":"The first private chapel for which the Pope granted permission in the middle of the fifteenth century, in Palazzo Medici in Florence, frescoed with the Procession of the Magi by Benozzo Gozzoli, has recently become the setting for an experience of guided perception with the support of multimedia technologies and augmented reality in the workshop “Procession in time through to the splendour of the interior epiphany”. The research detects the psychophysiological responses induced by immersion in an enriched environment.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130344175","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136645
Erwin Abd. Jabbar, Muhammad Jafni Jusof
This paper is a study on the workflow of interpreting Malaysia's renowned historical heritage site through the use of animated panorama presented in a virtual environment. While most historical exhibits presented in a static visual manner, this research could enhance the way an interpretation of an historical site is perceived by adding `life' suggesting the essence of lost culture within a 360 virtual environment. Currently, the only recorded history of Kota Kuala Kedah is in the form of textual, old photos and outdated illustrations. Although it is considered one of the oldest Malay built fort, there has not been much recorded historical info of the fort. During its glory days, the fort was filled with various activities and had seen many bloodshed within its walls. However, what can be seen today is only a small museum in the middle of an empty field surrounded by reconstructed walls. Though many of local Kedah old folks still can tell a good story of the fort, younger generations today are unable to visually interpret what had happened inside the walls of Kota Kuala Kedah. Furthermore, the exhibits at the museum and the surroundings do not provide enough visual interpretation in describing the backstory of the fort. Thus, an interpretative illustration of this fort in its glorious days will be presented in an animated virtual tour that enables users to engage in an immersive experience, reflecting the culture that existed more than 200 years ago. This paper will discuss the visual interpretative process and technical legibility in creating such an artwork. The motivation of the paper is not just to preserve culture heritage, but to innovate some of the oldest visual interpretation methods presented through the latest trends of visual experience and technical capabilities. Through the animated panoramic illustration presented in an interactive way, viewers are able to immerse into the heritage events, breaking the boundary of any photography based virtual representation.
{"title":"Virtual heritage interpretation through animated panoramic illustration of Kota Kuala Kedah","authors":"Erwin Abd. Jabbar, Muhammad Jafni Jusof","doi":"10.1109/VSMM.2014.7136645","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136645","url":null,"abstract":"This paper is a study on the workflow of interpreting Malaysia's renowned historical heritage site through the use of animated panorama presented in a virtual environment. While most historical exhibits presented in a static visual manner, this research could enhance the way an interpretation of an historical site is perceived by adding `life' suggesting the essence of lost culture within a 360 virtual environment. Currently, the only recorded history of Kota Kuala Kedah is in the form of textual, old photos and outdated illustrations. Although it is considered one of the oldest Malay built fort, there has not been much recorded historical info of the fort. During its glory days, the fort was filled with various activities and had seen many bloodshed within its walls. However, what can be seen today is only a small museum in the middle of an empty field surrounded by reconstructed walls. Though many of local Kedah old folks still can tell a good story of the fort, younger generations today are unable to visually interpret what had happened inside the walls of Kota Kuala Kedah. Furthermore, the exhibits at the museum and the surroundings do not provide enough visual interpretation in describing the backstory of the fort. Thus, an interpretative illustration of this fort in its glorious days will be presented in an animated virtual tour that enables users to engage in an immersive experience, reflecting the culture that existed more than 200 years ago. This paper will discuss the visual interpretative process and technical legibility in creating such an artwork. The motivation of the paper is not just to preserve culture heritage, but to innovate some of the oldest visual interpretation methods presented through the latest trends of visual experience and technical capabilities. Through the animated panoramic illustration presented in an interactive way, viewers are able to immerse into the heritage events, breaking the boundary of any photography based virtual representation.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"71 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116310600","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}