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Design methodology for 360° immersive video applications: the case study of a cultural heritage virtual tour

Lemonia Argyriou, Daphne Economou, Vassiliki Bouki

2020Personal and Ubiquitous Computing158 citationsDOIOpen Access PDF

Abstract

Abstract Three hundred sixty–degree (360°) immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions especially in Cultural Heritage education. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) headsets often causes nausea, or motion sickness effects imposing further implications in moderate motion design tasks. This paper introduces a methodological categorisation of tasks and techniques for the design of 360° immersive video applications. Following the design approach presented, a testbed application has been created as an immersive interactive virtual tour at the historical centre of the city of Rethymno in Crete, Greece, which has undergone user trials. Based on the analysis of the results of this study, a set of design guidelines for the implementation of 360° immersive video virtual tours is proposed.

Topics & Concepts

Computer scienceVirtual realityTestbedMultimediaCultural heritageHuman–computer interactionImmersion (mathematics)Motion (physics)Optical head-mounted displaySet (abstract data type)World Wide WebArtificial intelligenceArchaeologyProgramming languagePure mathematicsHistoryMathematicsVirtual Reality Applications and ImpactsAugmented Reality ApplicationsMuseums and Cultural Heritage
Design methodology for 360° immersive video applications: the case study of a cultural heritage virtual tour | Litcius