A Comparative Study of Virtual and Mixed Reality Blended Environments for Interacting with the Physical World During Virtual Guided Visits

dc.contributor.authorBonis, Michele Deen_US
dc.contributor.authorNguyen, Huyenen_US
dc.contributor.authorBourdot, Patricken_US
dc.contributor.editorCampana, Stefanoen_US
dc.contributor.editorFerdani, Danieleen_US
dc.contributor.editorGraf, Holgeren_US
dc.contributor.editorGuidi, Gabrieleen_US
dc.contributor.editorHegarty, Zackaryen_US
dc.contributor.editorPescarin, Sofiaen_US
dc.contributor.editorRemondino, Fabioen_US
dc.date.accessioned2025-09-05T21:02:38Z
dc.date.available2025-09-05T21:02:38Z
dc.date.issued2025
dc.description.abstractWe propose in this paper a Mixed Reality (MR) blending technique based on Point-of-Interest (PoI) alignment, designed to map differently shaped virtual environments onto a physical space. The primary application is to support remote guided visits to cultural heritage sites. The technique is grounded around three core principles: maintaining spatial coherence, enabling natural user movement, and allowing interaction with real objects. We compared this technique with a Virtual Reality (VR) setup that includes similar spatial alignment but excludes visual access to the physical world. A user study involving 17 participants was conducted across two scenarios: a virtual museum and an archaeological site. A portal-based navigation technique allowed the participants to access to various PoIs and get information about different artefacts. The participants could take notes during the visits: hand drawing on a virtual tablet in the VR condition and writing with a pen on a notebook in the MR environment. Results indicate that the blending technique supports manual dexterity and physical interaction without diminishing the sense of presence. The integration of physical objects also provides ergonomic flexibility and interaction flexibility which are often limited in VR-experiences. These findings suggest that the PoI-based blending approach holds potentials for cultural heritage applications, particularly for museum pre-visits and remote exploration of inaccessible sites.en_US
dc.description.sectionheadersPhygital Worlds and XR in Cultural Heritage
dc.description.seriesinformationDigital Heritage
dc.identifier.doi10.2312/dh.20253304
dc.identifier.isbn978-3-03868-277-6
dc.identifier.pages10 pages
dc.identifier.urihttps://doi.org/10.2312/dh.20253304
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/dh20253304
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Human-centered computing → Mixed / augmented reality; Virtual reality; Interaction paradigms; User studies; Applied computing → Archaeology; Media arts
dc.subjectHuman centered computing → Mixed / augmented reality
dc.subjectVirtual reality
dc.subjectInteraction paradigms
dc.subjectUser studies
dc.subjectApplied computing → Archaeology
dc.subjectMedia arts
dc.titleA Comparative Study of Virtual and Mixed Reality Blended Environments for Interacting with the Physical World During Virtual Guided Visitsen_US
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