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dc.contributor.authorGaitatzes, A.en_US
dc.contributor.authorChristopoulos, D.en_US
dc.contributor.authorPapaioannou, G.en_US
dc.contributor.editorY. Chrysanthou and K. Cain and N. Silberman and F. Niccoluccien_US
dc.date.accessioned2014-01-31T08:18:53Z
dc.date.available2014-01-31T08:18:53Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-18-5en_US
dc.identifier.issn1811-864Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/VAST/VAST04/019-028en_US
dc.description.abstractThis paper presents the virtual reality applications that the Foundation of the Hellenic World has produced associated with the Olympic Games in ancient Greece. The separate virtual reality shows are presented in terms of interactivity and educational value. The technical aspects of the productions are next explained in detail, with an emphasis on character animation, dynamics and occlusion culling for surround screen projection environments. These techniques were mostly utilised in the recent production regarding the ancient pentathlon, where much effort has been made to recreate the feeling of the games and help the user/spectator be an interacting part of the edutainment activity.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation, Virtual Reality. I.3.8 [Computer Graphics]: Applications. I.6.8 [Simulation and Modelling]: Animation, Gaming, Visual. J.2 [Physical Sciences and Engineering]: Archaeology. Additional Key Words and Phrases: Character Animation, Dynamics, Occlusion Culling.en_US
dc.titleThe Ancient Olympic Games: Being Part of the Experienceen_US
dc.description.seriesinformationVAST 2004: The 5th International Symposium on Virtual Reality, Archaeology and Cultural Heritageen_US


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