Virtual humans in cultural heritage ICT applications: A review
Source abstract
Abstract
Virtual Reality (VR) is becoming an increasingly important tool for the research, the communication and the popularization of cultural heritage. A great deal of 3D interactive reconstructions of artefacts, monuments and entire sites have been realized which meet the consent of both specialist and public at large. However, until a few years ago most of these reconstructions were basically static and often missing an important factor: human presence. Thanks to the advancements in the technology, in latest years Virtual Humans (VHs) have started being used in a variety of cultural-related VR applications. From simple 2D characters to complex 3D avatars, technology continues to evolve and so is the adoption of virtual assistants in digital heritage. The acceptance of such tools deserves a greater attention from the scientific community. When designing such applications, researchers need to take into consideration not only motivations and constraints, but also the type of virtual human fitting in the scenario. In this paper we aim at providing a state-of-the-art on this subject, focusing specifically on the cultural heritage area, underlining the technological challenges and also analyzing the effects of avatar interaction on user engagement, sense of immersion and learning effectiveness. This review also presents the usage of VHs from user's perspective and from the design point of view. We finally discuss the strengths and weaknesses of current approaches and point out unsolved issues, identifying a set of recommendations and good practices to follow when designing VR-based cultural heritage applications including VHs.
Source: openalex_inverted_index · Quality: baseline
Research context
OpenAlex topics: Virtual Reality Applications and Impacts · Evacuation and Crowd Dynamics · Human Motion and Animation
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
References (71)
Show source-provided references
1. Virtual agents and 3D virtual worlds for preserving and simulating cultures
2. Emerging trends in virtual heritage10.1109/93.848421 ↗
3. An Immersive VR experience to learn the craft of printmaking
4. Gruen · 2013 · 109
5. Research of autonomous active control for virtual human based on emotion-driven model
6. Geometric issues in reconstruction of virtual heritage involving large populations
7. Tan · 2009 · 143
8. Relational agents improve engagement and learning in science museum visitors
9. Roussou · 2008 · 225
10. Lessons learned from virtual humans10.1609/aimag.v31i1.2284 ↗
11. Agent-based virtual humans in co-space: An evaluative study
12. Making them remember emotional virtual characters with memory10.1109/MCG.2009.26 ↗
13. Sénécal · 2017 · 395
14. Scanning 3d full human bodies using kinects10.1109/TVCG.2012.56 ↗
15. Templateless quasi-rigid shape modeling with implicit loop-closure
16. KinectAvatar: fully automatic body capture using a single kinect
17. Avatar reshaping and automatic rigging using a deformable model
18. Dynamic shape capture using multi-view photometric stereo10.1145/1618452.1618520 ↗
19. Rapid avatar capture and simulation using commodity depth sensors10.1002/cav.1579 ↗
20. Frankenrigs: building character rigs from multiple sources
21. A statistical model of human pose and body shape
22. Human model adaptation for multiview markerless motion capture
23. Sizing avatars from skin weights
24. Avatar customization based on human body measurements
25. Robust treatment of collisions, contact and friction for cloth animation10.1145/566654.566623 ↗
26. Volino · 2008
27. An overview of interactive wet cloth simulation in virtual reality and serious games
28. Can virtual humans be more engaging than real ones?
29. A conversational agent as museum guide–design and evaluation of a real-world application
30. Ada and Grace: toward realistic and engaging virtual museum guides
31. Populating ancient pompeii with crowds of virtual romans
32. Flocks, herds and schools: A distributed behavioral model. SIGGRAPH 1987
33. A physically-based particle model of emergent crowd behaviors
34. Better group behaviors in complex environments using global roadmaps
35. Fast and accurate goal-directed motion synthesis for crowds. SCA 2005
36. A continuum theory for the flow of pedestrians10.1016/S0191-2615(01)00015-7 ↗
37. Continuum crowds SIGGRAPH 2006
38. Ryder · 2005 · 108
39. Interactive visualization of crowds for the rescue of cultural heritage in emergency situations
40. Developing virtual heritage applications as normative multiagent systems
41. Establishing Social Order in 3D Virtual Worlds with Virtual Institutions
42. Mobile augmented heritage: Enabling human life in ancient pompeii
43. Virtual Hagia Sophia: Restitution, visualization and virtual life simulation
44. Navigating 3D virtual environments by following embodied agents: a proposal and its informal evaluation on a virtual museum application
45. Tools for populating cultural heritage environments with interactive virtual humans
46. Developing effective interfaces for cultural heritage 3d immersive environments
47. Archeoguide: an augmented reality guide for archaeological sites10.1109/MCG.2002.1028726 ↗
48. Giving Life to John Calvin the Reformer
49. Real-Time recreated ceremonies in VR restituted cultural heritage sites
50. AMICA: Virtual Reality as a tool for learning and communicating the craftsmanship of engraving
51. An immersive virtual sailing on the 18th-century ship Le Boullongne10.1162/PRES_a_00231 ↗
52. A multi-modal virtual walkthrough of the virtual past and present based on panoramic view, crowd simulation and acoustic heritage on mobile platform
53. Becker · 2007 · 49
54. Living with a virtual agent: Seven years with an embodied conversational agent at the Heinz Nixdorf Museums Forum
55. Exploring canons cathedrals with open virtual worlds: The recreation of St Andrews cathedral, St Andrews day, 1318
56. Virtual agora: representation of an ancient greek agora in virtual worlds using biologically-inspired motivational agents
57. Learning cultural heritage by serious games10.1016/j.culher.2013.04.004 ↗
58. Brain-controlled serious games for cultural heritage
59. Experiencing a town of the Middle Ages: An application for the edutainment in cultural heritage
60. Interface design for serious game visual strategies the case study of “Imago Bononiae”
61. A game-engine based virtual museum authoring and presentation system
62. Mobile Augmented Reality edutainment applications for cultural institutions
63. Integrating a location-based mobile game in the museum visit: evaluating visitors’ behaviour and learning
64. Muru in Wonderland: an immersive video tour with gameful character interaction for children
65. Schrader · 2013 · 19 · 38
66. Cultural engagement in virtual heritage environments with inbuilt interactive evaluation mechanisms
67. Mosaker · 2001 · 12 · 15
68. The responses of people to virtual humans in an immersive virtual environment10.1162/1054746053890242 ↗
69. The morphology of space in virtual heritage
70. Applying game design theory to virtual heritage environments
71. 3D self-portraits10.1145/2508363.2508407 ↗