Virtual reality as a versatile tool for research, dissemination and mediation in the humanities

dc.contributor.authorFrançois, Paules_ES
dc.contributor.authorLeichman, Jeffreyes_ES
dc.contributor.authorLaroche, Florentes_ES
dc.contributor.authorRubellin, Françoisees_ES
dc.contributor.funderAgence Nationale de la Recherche, Franciaes_ES
dc.contributor.funderÉcole Centrale de Nanteses_ES
dc.contributor.funderNational Endowment for the Humanities, EEUUes_ES
dc.date.accessioned2021-07-20T09:23:30Z
dc.date.available2021-07-20T09:23:30Z
dc.date.issued2021-07-14
dc.description.abstract[EN] The VESPACE project aims to revive an evening of theatre at the Foire Saint-Germain in Paris in the 18th century, by recreating spaces, atmospheres and theatrical entertainment in virtual reality. The venues of this fair have disappeared without leaving any archaeological traces, so their digital reconstruction requires the use of many different sources, including the expertise of historians, historians of theatre and literature. In this article, we present how we have used video game creation tools to enable the use of virtual reality in three key stages of research in the human sciences and particularly in history or archaeology: preliminary research, scientific dissemination and mediation with the general public. In particular, we detail the methodology used to design a three-dimensional (3D) model that is suitable for both research and virtual reality visualization, meets the standards of scientific work regarding precision and accuracy, and the requirements of a real-time display. This model becomes an environment in which experts can be immersed within their fields of research and expertise, and thus extract knowledge reinforcing the model created –through comments, serendipity and new perspectives– while enabling a multidisciplinary workflow. We also present our tool for annotating and consulting sources, relationships and hypotheses in immersion, called PROUVÉ. This tool is designed to make the virtual reality experience go beyond a simple image and to convey scientific information and theories in the same way an article or a monograph does. Finally, this article offers preliminary feedback on the use of our solutions with three target audiences: the researchers from our team, the broader theatre expert community and the general public.en_EN
dc.description.abstract[ES] El proyecto VESPACE tiene como objetivo revivir una velada de teatro en la Foire Saint-Germain de París en el siglo XVIII, recreando espacios, atmósferas y entretenimiento teatral en realidad virtual. Las sedes de esta feria han desaparecido sin dejar ningún rastro arqueológico, por lo que su reconstrucción digital requiere el uso de muy diversas fuentes, entre las que se encuentran expertos historiadores, historiadores del teatro y la literatura. En este artículo presentamos cómo hemos utilizado las herramientas de creación de videojuegos que posibilitan el uso de la realidad virtual en tres etapas clave de la investigación en las ciencias humanas y particularmente en historia o arqueología: investigación preliminar, divulgación científica y mediación con el público en general. En particular, detallamos la metodología utilizada para diseñar un modelo tridimensional (3D) que sea adecuado tanto para la investigación como para la visualización mediante realidad virtual, que cumpla con los estándares del trabajo científico en cuanto a precisión y exactitud, y los requisitos de una visualización en tiempo real. Este modelo se convierte en un entorno en el que los expertos pueden sumergirse dentro de sus campos de investigación y especialización, y así extraer conocimiento reforzando el modelo creado –a través de comentarios, serendipia y nuevas perspectivas– al tiempo que posibilita un flujo de trabajo multidisciplinar. También presentamos nuestra herramienta de anotación y consulta de fuentes, relaciones e hipótesis en inmersión, denominada PROUVÉ. Esta herramienta está diseñada para hacer que la experiencia de la realidad virtual vaya más allá de una simple imagen y que transmita información científica y teorías de la misma manera que lo hace un artículo o una monografía. Finalmente, este artículo ofrece comentarios preliminares sobre el uso de nuestras soluciones con tres públicos objetivo: los investigadores de nuestro equipo, la comunidad de expertos en teatro (más amplia) y el público en general.es_ES
dc.description.accrualMethodOJSes_ES
dc.description.bibliographicCitationFrançois, P.; Leichman, J.; Laroche, F.; Rubellin, F. (2021). Virtual reality as a versatile tool for research, dissemination and mediation in the humanities. Virtual Archaeology Review. 12(25):1-15. https://doi.org/10.4995/var.2021.14880es_ES
dc.description.issue25es_ES
dc.description.referencesAbiven, M.-M., Laubé, S., Querrec, R., Garlatti, S., Rohou, B., Courgeon, M., Vourch, R., & Roué, J.-P. (2018). Histoire des paysages portuaires et humanités numériques. Retrieved Jan 3, 2021, from https://hal.archives-ouvertes.fr/CFV/hal-01797296v1es_ES
dc.description.referencesBarreau, J.-B., Esnault, E., Foucher, J., Six, M., & Le Faou, C. (2020). 3D modelling of a 15th century city gate of Rennes : Portes Mordelaises. Virtual Archaeology Review, 11(22), 41-55. https://doi.org/10.4995/var.2020.12653es_ES
dc.description.referencesBarreau, J.-B., Nouviale, F., Gaugne, R., Bernard, Y., Llinares, S., & Gouranton, V. (2015). An immersive virtual sailing on the 18th-century ship Le Boullongne. Presence: Teleoperators and Virtual Environments, 24(3), 201-219. https://doi.org/10.1162/PRES_a_00231es_ES
dc.description.referencesBertino, E., Franzoni, S., Mazzoleni, P., Mussio, P., & Valtoline, S. (2006). Integration of virtual reality and database systems for cultural heritage dissemination. International Journal of Computational Science and Engineering, 2(5), 307-316. https://doi.org/10.1504/IJCSE.2006.014775es_ES
dc.description.referencesBrooke, J. (1986). SUS - A quick and dirty usability scale. Redhatch Consulting Ltd. https://hell.meiert.org/core/pdf/sus.pdfes_ES
dc.description.referencesBruno, F., Bruno, S., De Sensi, G., Luchi, M.-L., Mancuso, S., Muzzupappa, M. (2010). From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. Journal of Cultural Heritage, 11(1), 42-49. https://doi.org/10.1016/j.culher.2009.02.006es_ES
dc.description.referencesChristou, C., Angus, C., Loscos, C., Dettori, A., & Roussou, M. (2006). A Versatile Large-Scale Multimodal VR System for Cultural Heritage Visualization. VRST'06. VRST'06, Limassol, 133-140. https://doi.org/10.1145/1180495.1180523es_ES
dc.description.referencesClarke, J. (2017). Back to Black : Variable Lighting Levels on the Seventeenth-Century French Stage, Lavoisier and the Enigma of La Pierre philosophale. Insights, 10(2), 2-13.es_ES
dc.description.referencesClergeaud, D., & Guitton, P. (2017). Design of an annotation system for taking notes in virtual reality. 3DTV Conference 2017: Research and Applications in Future 3D Media. 3DTV Conference 2017: Research and Applications in Future 3D Media, Copenhague, 4-8. https://doi.org/10.1109/3DTV.2017.8280398es_ES
dc.description.referencesCotteleer, M. J., Trouton, S., & Dobner, E. (2016). 3D opportunity and the digital thread. Deloitte University Press.es_ES
dc.description.referencesDelevoie, C., & Vergnieux, R. (2015). Virtual Retrospect 2013. Ausonius Éditions.es_ES
dc.description.referencesDelgado, J. M. D., Oyedele, L., Demian, P., & Beach, T. (2020). A research agenda for augmented and virtual reality in architecture, engineering and construction. Advanced Engineering Informatics, 45, 1-21. https://doi.org/10.1016/j.aei.2020.101122es_ES
dc.description.referencesDominic, J., & Robb, A. (2020). Exploring Effects of Screen-Fixed and World-Fixed Annotation on Navigation in Virtual Reality. IEEE Conference on Virtual Reality and 3D User Interfaces. IEEE Conference on Virtual Reality and 3D User Interfaces, 607-615. https://doi.org/10.1109/VR46266.2020.00083es_ES
dc.description.referencesFalconer, L., Burden, D., Cleal, R., Hoyte, R., Phelps, P., Slawson, N., Snashall, N., & Welham, K. (2020). Virtual Avebury : exploring sense of place in a virtual archaeology simulation. Virtual Archaeology Review, 11(23), 50-62. https://doi.org/10.4995/var.2020.12924es_ES
dc.description.referencesFrançois, P. (2021). La Foire Saint-Germain vers 1770 : Images et mutations des lieux de spectacle. Actes de la journée d'études Permanences et mutations des espaces du spectacle vivant dans la ville (de 1750 à nos jours). Permanences et mutations des espaces du spectacle vivant dans la ville (de 1750 à nos jours), Bordeaux. In press.es_ES
dc.description.referencesFrançois, P., Laroche, F., Rubellin, F., & Leichman, J. (2019). Remonter le temps pour comprendre le passé: L'immersion virtuelle au service des historiens. Conférence Extraction et Gestion de Connaissances 2019 EGC 2019. Conférence Extraction et Gestion de Connaissances EGC 2019, Metz. https://hal.archives-ouvertes.fr/hal-01989653v1es_ES
dc.description.referencesGaugne, R., Gouranton, V., Dumont, G., Chauffaut, A., & Arnaldi, B. (2014). Immersia, an open immersive infrastructure: Doing archaeology in virtual reality. Archeologia e Calcolatori, 5, 180-189.es_ES
dc.description.referencesGuerreiro, J., Medeiros, D., Mendes, D., Sousa, M., Jorge, J., Raposo, A., & Santos, I. (2014). Beyond Post-It : Structured Multimedia Annotations for Collaborative VEs. International Conference on Artificial Reality and Telexistence. Eurographics Symposium on Virtual Environments, 55-62. https://doi.org/10.2312/ve.20141365es_ES
dc.description.referencesHardesty, J. L. (2014). Exhibiting library collections online: Omeka in context. New Library World, 115(3/4), 75-86. https://doi.org/10.1108/NLW-01-2014-0013es_ES
dc.description.referencesHvass, J., Larsen, O., Vendelbo, K., Nilsson, N., Nordahl, R., & Serafin, S. (2017). Visual Realism and Presence in a Virtual Reality Game. 3DTV Conference 2017: Research and Applications in Future 3D Media. 3DTV Conference 2017: Research and Applications in Future 3D Media, Copenhague. https://doi.org/10.1109/3DTV.2017.8280421es_ES
dc.description.referencesICOMOS (2017). Principles of Seville. International Principles of Virtual Archaeology. https://icomos.es/wp-content/uploads/2020/06/Seville-Principles-IN-ES-FR.pdfes_ES
dc.description.referencesKilteni, K., Groten, R., & Slater, M. (2012). The Sense of Embodiment in Virtual Reality. PRESENCE: Teleoperators and Virtual Environments, 21(4), 373-387. https://doi.org/10.1162/PRES_a_00124es_ES
dc.description.referencesKrasniewicz, L. (2000). Immersive imaging technologies for archaeological research. Virtual Reality in Archaeology, 843, 163 169.es_ES
dc.description.referencesLaroche, F. (2017). KLM for Heritage [Mémoire d'Habilitation à Diriger des Recherches]. Université de Nantes. https://hal.archives-ouvertes.fr/tel-01712318es_ES
dc.description.referencesLaubé, S., Querrec, R., Abiven, M. M., & Garlatti, S. (2018). Lab In Virtuo: Un environnement Virtuel Intelligent (EVI) participatif dédié à l'histoire et aux patrimoines des paysages culturels industriels. DHNord2018 : Matérialités de la recherche en sciences humaines et sociales, Lille, France. https://hal.archives-ouvertes.fr/hal-01950624es_ES
dc.description.referencesMack, Ch. A. (2018). How to write a Good Scientific Paper. SPIE. https://doi.org/10.1117/3.2317707es_ES
dc.description.referencesManuel, A. (2016). Annotation sémantique 2D/3D d'images spatialisées pour la documentation et l'analyse d'objets patrimoniaux. PhD thesis under the supervision of De Luca, L. Arts et Métiers ParisTech. https://hal.archives-ouvertes.fr/tel-01304776es_ES
dc.description.referencesMontagud, M., Segura-Garcia, J., De Rus, A., & Fayos Jordán, R. (2020). Towards an Immersive and Accessible Virtual Reconstruction of Theaters from the Early Modern: Bringing Back Cultural Heritage from the Past. In International Conference on Interactive Media Experiences (pp. 143-147). Cornella. https://doi.org/10.1145/3391614.3399390es_ES
dc.description.referencesMontandon, A. (1994). Pour une Histoire des traités de savoir-vivre en Europe. Université Blaise Pascal.es_ES
dc.description.referencesMartin, I. (2002). Le théâte de la Foire, des tréteaux aux boulevards. Voltaire Foundation.es_ES
dc.description.referencesMorris, R. V. (2001). How teachers can conduct historical reenactments in their own schools. Childhood Education, 4(77), 196-203. https://doi.org/10.1080/00094056.2001.10522164es_ES
dc.description.referencesMileto, C., Vegas, F., Cristini, V., & Cabezos Bernal, P. M. (2021). Burial architecture. 3D dissemination study for a selection of Byzantine graves. Virtual Archaeology Review, 12(24), 90-98. https://doi.org/10.4995/var.2021.13187es_ES
dc.description.referencesPatte, P. (1782). Essai sur l'architecture théâtrale. Moutard.es_ES
dc.description.referencesReverdy-Médélice, I. (2012). La Valorisation du patrimoine: problèmes méthodologiques, limites et enjeux de la restitution archéologique et historique. PhD thesis under the supervision of Lamboley, J.-L. Université de Grenoble. https://tel.archives-ouvertes.fr/tel-01124042/es_ES
dc.description.referencesRua, H., & Alvito, P. (2011). Living the past: 3D models, virtual reality and game engines as tools for supporting archaeology and the reconstruction of cultural heritage in the case-study of the Roman villa of Casal de Freiria. Journal of Archaeological Science, 38, 3296-3308. https://doi.org/10.1016/j.jas.2011.07.015es_ES
dc.description.referencesShehade, M., & Stylianou-Lambert, T. (2020). Virtual Reality in Museums: Exploring the Experiences of Museum Professionals. Applied Sciences, 10(11), 4031-4051. https://doi.org/10.3390/app10114031es_ES
dc.description.referencesSierra, A., de Prado, G., Ruiz Soler, I., & Codina, F. (2017). Virtual Reality and Archaeological Reconstruction: Be There, Back Then. MW17: Museums and the Web 2017. MW17: Museums and the Web 2017, Cleveland.es_ES
dc.description.referencesTakeuchi, H., & Nonaka, I. 2004. Hitotsubashi on Knowledge Management. John Wiley and Sons.es_ES
dc.description.referencesViaud-Delmon, I. (2007). Corps, action et cognition : la réalité virtuelle au défi des sciences cognitives. Intellectica-La revue de l'Association pour la Recherche sur les sciences de la Cognition (ARCo), 45, 37-58. https://doi.org/10.3406/intel.2007.1266es_ES
dc.description.sponsorshipThis research was funded in France by the Agence Nationale de la Recherche, with the CIRESFI project, Grant No. ANR 14-CE31-0017, and the ReSeed project, Grant No. ANR 16-CE38-0005, and a grant from RFI Pays de la Loire "Ouest Industries Créatives" and the École Centrale de Nantes for the AAP 2017 VESPACE project. In the United States, the project is supported by the National Endowment for Humanities, Grant No. NEH HAA-266501-19.es_ES
dc.description.upvformatpfin15es_ES
dc.description.upvformatpinicio1es_ES
dc.description.volume12es_ES
dc.identifier.doi10.4995/var.2021.14880
dc.identifier.eissn1989-9947
dc.identifier.urihttps://riunet.upv.es/handle/10251/169557
dc.languageIngléses_ES
dc.publisherUniversitat Politècnica de Valènciaes_ES
dc.relation.ispartofVirtual Archaeology Reviewes_ES
dc.relation.pasarelaOJS\14880es_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/NEH//HAA-266501-19/es_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/ANR//14-CE31-0017/es_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/ANR//16-CE38-0005/es_ES
dc.relation.publisherversionhttps://doi.org/10.4995/var.2021.14880es_ES
dc.relation.references10.4995/var.2020.12653es_ES
dc.relation.references10.1162/PRES_a_00231es_ES
dc.relation.references10.1504/IJCSE.2006.014775es_ES
dc.relation.references10.1016/j.culher.2009.02.006es_ES
dc.relation.references10.1145/1180495.1180523es_ES
dc.relation.references10.1109/3DTV.2017.8280398es_ES
dc.relation.references10.1016/j.aei.2020.101122es_ES
dc.relation.references10.1109/VR46266.2020.00083es_ES
dc.relation.references10.4995/var.2020.12924es_ES
dc.relation.references10.1108/NLW-01-2014-0013es_ES
dc.relation.references10.1109/3DTV.2017.8280421es_ES
dc.relation.references10.1162/PRES_a_00124es_ES
dc.relation.references10.1117/3.2317707es_ES
dc.relation.references10.1145/3391614.3399390es_ES
dc.relation.references10.1080/00094056.2001.10522164es_ES
dc.relation.references10.4995/var.2021.13187es_ES
dc.relation.references10.1016/j.jas.2011.07.015es_ES
dc.relation.references10.3390/app10114031es_ES
dc.relation.references10.3406/intel.2007.1266es_ES
dc.rightsReconocimiento - No comercial - Sin obra derivada (by-nc-nd)es_ES
dc.rights.accessRightsAbiertoes_ES
dc.subjectHistoryes_ES
dc.subjectResearches_ES
dc.subjectMediationes_ES
dc.subjectTheatrees_ES
dc.subjectRestitutiones_ES
dc.subjectDigital reconstructiones_ES
dc.subjectHistoriaes_ES
dc.subjectInvestigaciónes_ES
dc.subjectMediaciónes_ES
dc.subjectTeatroes_ES
dc.subjectRestituciónes_ES
dc.subjectReconstrucción digitales_ES
dc.titleVirtual reality as a versatile tool for research, dissemination and mediation in the humanitieses_ES
dc.title.alternativeLa realidad virtual como herramienta versátil de investigación, difusión y mediación en las humanidadeses_ES
dc.typeArtículoes_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES
dspace.entity.typePublication
upv.uuida39e6a4a-064d-4c69-a2e0-4fce3cfddddfes_ES

Archivos

Bloque original

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
FrancoisLeichmanLaroche - Virtual reality as a versatile tool for research dissemination and medi....pdf
Tamaño:
923.76 KB
Formato:
Adobe Portable Document Format
Descripción:
Versión editorial