The Ancient Olympic Games: Being Part of the Experience
dc.contributor.author | Gaitatzes, A. | en_US |
dc.contributor.author | Christopoulos, D. | en_US |
dc.contributor.author | Papaioannou, G. | en_US |
dc.contributor.editor | Y. Chrysanthou and K. Cain and N. Silberman and F. Niccolucci | en_US |
dc.date.accessioned | 2014-01-31T08:18:53Z | |
dc.date.available | 2014-01-31T08:18:53Z | |
dc.date.issued | 2004 | en_US |
dc.description.abstract | This paper presents the virtual reality applications that the Foundation of the Hellenic World has produced associated with the Olympic Games in ancient Greece. The separate virtual reality shows are presented in terms of interactivity and educational value. The technical aspects of the productions are next explained in detail, with an emphasis on character animation, dynamics and occlusion culling for surround screen projection environments. These techniques were mostly utilised in the recent production regarding the ancient pentathlon, where much effort has been made to recreate the feeling of the games and help the user/spectator be an interacting part of the edutainment activity. | en_US |
dc.description.seriesinformation | VAST 2004: The 5th International Symposium on Virtual Reality, Archaeology and Cultural Heritage | en_US |
dc.identifier.isbn | 3-905673-18-5 | en_US |
dc.identifier.issn | 1811-864X | en_US |
dc.identifier.uri | https://doi.org/10.2312/VAST/VAST04/019-028 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation, Virtual Reality. I.3.8 [Computer Graphics]: Applications. I.6.8 [Simulation and Modelling]: Animation, Gaming, Visual. J.2 [Physical Sciences and Engineering]: Archaeology. Additional Key Words and Phrases: Character Animation, Dynamics, Occlusion Culling. | en_US |
dc.title | The Ancient Olympic Games: Being Part of the Experience | en_US |
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