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Virtual Reality for Maritime Archaeology in 2.5D: A Virtual Dive on a Flute Wreck of 1659 in Iceland

conferencePaper

DOI:10.1109/IV-2.2019.00030
Authors: McCarthy John / Martin Kevin

Extracted Abstract:

— Public engagement with underwater cultural heritage presents a number of special challenges, particularly with regards to realism, authenticity and education. Digital archaeology specialists working in Adelaide, Australia have undertaken a collaboration with maritime archaeologists and museums in Reykjavik, Iceland to create a Virtual Reality (VR) diving experience based on Iceland’s oldest identified shipwreck, Melckmeyt, a Dutch flute which sank in 1659. The experience was designed using a fully animated 2.5D VR environment, taking participants on a guided tour with a set time limit rather than offering an interactive experience. This approach maximises the sense of immersion in the underwater environment and replicates as closely as possible the experience of diving for the non-diver. This chapter considers the benefits of 2.5D VR compared to the more commonly applied 3D or interactive VR and argues that 2.5D VR offers significant potential benefits for museum use and ad hoc use for public engagement. 1 Keywords— Iceland; 3D reconstruction; Shipwrecks; Virtual Reality; Maritime Archaeology I.

Level 1: Include/Exclude

  • Papers must discuss situated information visualization* (by Willet et al.) in the application domain of CH.
    *A situated data representation is a data representation whose physical presentation is located close to the data’s physical referent(s).
    *A situated visualization is a situated data representation for which the presentation is purely visual – and is typically displayed on a screen.
  • Representation must include abstract data (e.g., metadata).
  • Papers focused solely on digital reconstruction without information visualization aspects are excluded.
  • Posters and workshop papers are excluded to focus on mature research contributions.
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