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Virtual Reality and Virtual Cultural Heritage: new prospects Antonella Guidazzoli


1. Virtual Reality and Virtual Cultural Heritage

Virtual Reality techniques can extend our perceptive capacity and make interaction between numeric simulations and experimentally gathered data possible. Thus, Virtual Reality applications are closely tied to Scientific Visualization in that they create original navigation and interrogation modalities with respect to visible, invisible, hypothetical and imaginary worlds.
The very concept of virtuality implies three dimensional visualization and interactive systems aimed to create immersion environments generated by computers in real time. (Note 1
)
The field of Virtual Cultural Heritage refers to the use of virtual systems to generate, navigate and explore reconstructed environments that are of cultural interest.
It was natural, then that the CINECA (Centro di Calcolo Interuniversitario) Visual Information Technology (Vis.I.T.) Laboratory should consider the results of the first Scientific Visualization experiences (1980's) in the realization of recent Immersion Virtual Reality applications, as applied to Culture.

2. Immersion Graphics for Virtual Cultural Heritage

CINECA's acquisition of the Virtual Theater (Note 2) definitively opened the door to the development of Virtual Cultural Heritage applications, in which the user feels immersed in a simulated reality.

Virtual Theater CINECA

A super graphic computer translates graphic scenes into images in real time (Note 3). Projection onto a semi-cylindrical screen creates the illusion of immersion in the simulated world. The immersion is amplified by the use of stereographic glasses.
All of this makes navigation in Virtual Environments (VE) possible. However, to create VEs in which interaction and navigation are in real time, modeling that is optimized for real time l is necessary. This is obtained by designing, on the computer, the geometry of the scene to be reconstructed with ad hoc software. In general, single objects are made up of sets of polygons. Color, material and texture images must be defined and designed digitally. These will cover the geometrical models to create a photo realistic effect.
Interactivity, navigation modalities, automatic tours, different viewpoints and input management devices are then programmed (Note 4).
Interaction with virtual scenes with
PDA's (Personal Digital Assistant) is foreseeable, in which the reconstructed environment reacts to events generated by the user. Thus, it will be able to furnish useful research information and to be visualized with the portable device (Note 5).

3. The organization of the interdisciplinary work

The CINECA VIS.I.T. Lab's Virtual Cultural Heritage mission includes the creation of real-time applications based on 3D digital models, which are authenticated by historians and archeologists. Our objective is to train, in a multidisciplinary environment, doctoral students, architects, archeologists, and historians who are interested in the development of applications for Virtual Cultural Heritage.
Virtual Cultural Heritage applications are based on the organization of the work in a way that utilizes the diverse professions and implies constant feedback between the computer science and humanistic professionals. The contribution of communication experts and specialists in human machine interaction is also important for the creation of a product that is easily and efficiently used.

4. New Prospects

Our next objectives will deal with the integration of Virtual Cultural Heritage applications developed for immersion environments with Virtual Set and palmtop systems. Virtual Set enables synchronized movement of the virtual environment along with shots from a television or movie camera. Thus hosts and actors can be can be integrated into the digital world that only exists in the memory of a computer. This new space has great potential. The use of portable terminals offers greater possibility to interact in the virtual environments, while delegating the principal navigation and manipulation techniques and system control to the remote system. This allows the user to maintain a sense of presence in the virtual environment and gives him an instrument for visualization and the input of two dimensional data during the virtual experience.

To improve the use these archeological museums and reconstructed virtual environments for diverse users (students, cultural tourists, etc.), increased accessibility and comprehension of the content of the collections is necessary. New paradigms of access and use must be offered. Virtual Reality applications and palm computer interaction will enrich the museum experience and facilitate analysis, restoration and renewal of the products. To this end, the collaboration of CINECA - DEIS (Dipartimento Elettronica Informatica e Sistemistica University of Bologna Department of Electronics, Computer Science and Systems Theory coordinated by Prof. Bruno Riccò) proposes to verify the use of portable computers currently available on the market as terminals for remote user interaction. This will pinpoint the dynamic aspects by requiring simulations of the territory or city (crowd behavior, traffic), statistical analysis, geographical database interrogation and will help create new distributed collaborative data analysis environments for the evaluation of environmental impact as well.

VR and PDA interactions and applications


The CINECA RVM4VSET(Research Advanced Models for Virtual Set Usage) project in collaboration with the RAI (Studio TV 1, Milano) educational television programs that use virtual models are produced, for scientific and research purposes, in the VIS.I.T. laboratory and on the Virtual Set at the RAI in Milan.

Digital model of the Centenary House atrium visualized on the Virtual Set at RAI, Milan


The CINECA RVM4VSET(Research Advanced Models for Virtual Set Usage) project in collaboration with the RAI (Studio TV 1, Milan) educational television programs that use virtual models are produced, for scientific and research purposes, in the VIS.I.T. laboratory and on the Virtual Set at the RAI in Milan.



NOTES

1. LANIER J. 1988, Interview in “Whole Earth Review”.
2. http://www.cineca.it/HPSystems/Vis.I.T/VirtualTheatre/index.html
3. CINECA Virtual Theater is comprised of a giant cylindrical screen, BARCOGRAPHICS 1209s projectors, 14 seats for spectators and the director's table. On the director's table: three monitors that replicate the image projected onto the screen by the three projectors, the Silicon Graphics Onyx2 console, with keyboard and mouse to control the applications projected on the screen, a touch panel to manage the projectors, the lights and the audio system. The Onyx 2 supercomputer, at CINECA, is configured with 8 MIPS R10000 processors, 4 GigaBytes central memory, 260 GBytes disk space (180 Gbytes of which are connected by way of optic fibre and the other 80 Gbytes by way of an UltraSCSI interface), three pipeline graphics (one with 4 raster managers, 64 MB texture memory and 8 video outputs and two with 2 raster managers, 64 MB of texture memory and 2 video outputs), DIVO board for video signal acquisition, an ATM board with 4 ports for networking, an Ethernet board with 4 ports for networking. The theoretcial graphic capacity per pipe of this configuration is : 640 milioni di pixels per second (texture, anti-aliasing) 11 milion triangles per second.
4. Multigen (Paradigm) software is used with the OpenGL Performer graphic libraries and e Vega (Paradigm) software in IRIX environment, which represent the best instruments for hgih performance 3D rendering in that they allow for the simplification of the development of graphic real-time mutliprocessed interactive applications
the resulitng characteristics should be:
- the ability to move freely in space according to specifically reserached navigation metaphors
- the ability to interact with other users to be visualized in the virtual environment.
5. HILL II L.C., CRUZ-NEIRA C., 2000, Palmtop Interaction Methods for Immersive Projection Technology Systems, in Fourth International Immersive Projection Technology Workshop (IPT 2000), hosted by Virtual Reality Applications Center, Iowa State University, Ames, Iowa. June 19-20.