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dc.contributor.authorSmolic, Aljosaen
dc.contributor.authorO'Dwyer, Neillen
dc.contributor.authorYoung, Garethen
dc.date.accessioned2021-02-18T17:07:46Z
dc.date.available2021-02-18T17:07:46Z
dc.date.issued2020en
dc.date.submitted2020en
dc.identifier.citationZerman, Emin; O?Dwyer, N?ill; Young, Gareth W; Smolic, Aljosa, A Case Study on the Use of Volumetric Video in Augmented Reality for Cultural Heritage, Proceedings of the 11th Nordic Conference on Human-Computer Interaction (NordiCHI '20), Association for Computing Machinery (ACM), Tallinn, Estonia, 2020, ISBN: 978-1-4503-7579-5., Estonia, 2020en
dc.identifier.isbn9781450375795
dc.identifier.otherYen
dc.descriptionPUBLISHEDen
dc.description10.1145/3419249.3420115en
dc.descriptionEstoniaen
dc.description.abstractInterest in the use of augmented reality (AR) is currently growing alongside advances in visual display and 3D reconstruction technologies. With the integration of volumetric video (VV), AR can be enhanced with representations of live-action actors. In this paper, we present an exploratory case-study of a museologically focused AR application that evaluated various parameters affecting the overall experience for visitors of the Long Room in the Old Library at Trinity College Dublin. Employing a volumetric 3D representation of Jonathan Swift, the benefits of applying VV in AR for a cultural heritage use-case scenario were explored. Moreover, we compared two AR platforms for this prototype application: a tablet and an HMD. For this purpose, we collected post-task opinions of the application and processed quantitative and qualitative data. The results highlighted differences between the two platforms and showed how the developed VV AR application was initially received by the users.en
dc.language.isoenen
dc.relation.urihttps://dl.acm.org/doi/10.1145/3419249.3420115en
dc.rightsYen
dc.subjectVolumetric videoen
dc.subjectAugmented Realityen
dc.subjectUser experienceen
dc.subjectCultural heritageen
dc.titleA Case Study on the Use of Volumetric Video in Augmented Reality for Cultural Heritageen
dc.title.alternativeProceedings of the 11th Nordic Conference on Human-Computer Interaction (NordiCHI '20), Association for Computing Machinery (ACM), Tallinn, Estonia, 2020, ISBN: 978-1-4503-7579-5.en
dc.typeConference Paperen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/smolicaen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/younggaen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/odwyerneen
dc.identifier.rssinternalid223808en
dc.identifier.doihttp://dx.doi.org/10.1145/3419249.3420115en
dc.rights.ecaccessrightsopenAccess
dc.relation.doi10.1145/3419249.3420115en
dc.relation.citesCitesen
dc.relation.citesCitesen
dc.subject.TCDThemeCreative Technologiesen
dc.subject.TCDThemeDigital Engagementen
dc.subject.TCDThemeDigital Humanitiesen
dc.subject.TCDTagInformation technology in educationen
dc.subject.TCDTagMultimedia & Creativityen
dc.identifier.rssurihttps://dl.acm.org/doi/10.1145/3419249.3420115en
dc.subject.darat_impairmentOtheren
dc.status.accessibleNen
dc.contributor.sponsorScience Foundation Ireland (SFI)en
dc.contributor.sponsorGrantNumber15/RP/2776en
dc.identifier.urihttp://hdl.handle.net/2262/95238


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