User Experiences in Three Approaches to a Visit to a 3D Labyrinthe of Versailles
dc.contributor.author | Giloth, Copper | en_US |
dc.contributor.author | Tanant, Jonathan | en_US |
dc.contributor.editor | Gabriele Guidi and Roberto Scopigno and Pere Brunet | en_US |
dc.date.accessioned | 2016-01-06T08:15:31Z | |
dc.date.available | 2016-01-06T08:15:31Z | |
dc.date.issued | 2015 | en_US |
dc.description.abstract | We have completed a prototype app on our way to a fully 3D historically accurate virtual reality reconstruction of the lost Labyrinthe of Versailles. This app currently supports a variety of devices including desktop/laptop computers for the ''stationary'' experience, GPS- and gyroscopic-enabled iOS and Android smartphones and tablets for the ''augmented reality'' experience when in the gardens of Versailles, and the Oculus Rift headset for the ''immersive'' experience. Each device/experience places different demands on the user interface. We discuss here the pros, cons, and challenges of each. | en_US |
dc.description.sectionheaders | Works in Progress | en_US |
dc.description.seriesinformation | International Congress on Digital Heritage - Theme 2 - Computer Graphics And Interaction | en_US |
dc.identifier.doi | 10.1109/DigitalHeritage.2015.7413914 | en_US |
dc.identifier.isbn | 978-1-5090-0048-7 | en_US |
dc.identifier.uri | https://doi.org/10.1109/DigitalHeritage.2015.7413914 | en_US |
dc.publisher | IEEE | en_US |
dc.subject | virtual reality | en_US |
dc.subject | augmented reality | en_US |
dc.subject | Oculus Rift | en_US |
dc.subject | 17th century France | en_US |
dc.subject | Versailles | en_US |
dc.subject | fables | en_US |
dc.subject | garden design | en_US |
dc.title | User Experiences in Three Approaches to a Visit to a 3D Labyrinthe of Versailles | en_US |