Experts and Gamers on Immersion into Reconstructed Strongholds
Bibliographic Data
| ID | 22034918 |
|---|---|
| Authors | Beata Medyńska-Gulij (0000-0001-6969-4088, Adam Mickiewicz University in Poznań, corresponding author), Krzysztof Zagata (0000-0002-9374-1873, Adam Mickiewicz University in Poznań) |
| Year | 2020 |
| Volume | 9 |
| Issue | 11 |
| Pages | 655 |
| Publication date | 2020-10-30 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | ISPRS International Journal of Geo-Information (JOURNAL) |
| Journal identifiers | ISSN: 2220-9964 • E-ISSN: 2220-9964 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/ijgi9110655 |
| OpenAlex | W3095138283 |
| Language | EN |
| Citations received | 16 |
| References cited | 22 |
In this study, we have touched upon a problem in evaluating the method of immersion in specific historico-geographical virtual space constructed on the basis of traditional cartographic and graphic materials. We have obtained opinions from two groups of users on the perception of cultural objects reconstructed in a virtual reality previously unknown to them. To achieve our objective and answer the questions, we have adopted four main stages of research: to pinpoint concepts adopted by researchers by discussing two types of approach, to create a virtual reality application according to the scheme based on knowledge from analog sources and digital actions in several workspaces, to prepare and conduct a survey among experts and gamers, and to graphically juxtapose the results of the survey. The evaluation by experts in medieval strongholds and serious story game users of the specific ways of immersion in the VR of reconstructed buildings in the current area provides researchers with an extended view of its effectiveness and attractiveness as well as with suggestions for further design processes
Attractiveness · Human–computer interaction · Multimedia · Perception · Virtual reality · Workspace · 3D Surveying and Cultural Heritage · Archaeological Research and Protection · Computer Science · Engineering · Mathematics · Museums and Cultural Heritage · Psychology · Artificial Intelligence
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| Unique citing works | 16 |
|---|---|
| Citations per year | 3.2 |
| Citation span | 2021 - 2026 (6) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 16 |