User-Centered Design of Immersive Research Applications for Understanding Written Artefacts

dc.contributor.authorGabel, Jennyen_US
dc.contributor.authorBerns, Christofen_US
dc.contributor.authorBosch, Sebastianen_US
dc.contributor.authorEickmeyer, Josten_US
dc.contributor.authorHarter-Uibopuu, Kajaen_US
dc.contributor.authorMartin, Nathalieen_US
dc.contributor.authorOsthof, Ann Laurenen_US
dc.contributor.authorSteiger, Johann Anselmen_US
dc.contributor.authorSteinicke, Franken_US
dc.contributor.editorOrlosky, Jason and Reiners, Dirk and Weyers, Benjaminen_US
dc.date.accessioned2021-09-07T05:53:52Z
dc.date.available2021-09-07T05:53:52Z
dc.date.issued2021
dc.description.abstractWriting is an essential cultural technique that shaped our world's societies and is an important cultural heritage. The Cluster of Excellence 'Understanding Written Artefacts' is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called 'Written Artefacts (WA)', which include all sorts of objects on which visual signs are applied by hand. Through our work, the research field of human-computer interaction is represented in the Cluster for the first time. This paper introduces our interdisciplinary research on immersive applications for understanding WA. We motivate the usage of virtual reality (VR) technologies for the novel field of WA research, in which we explore new immersive ways of studying WA. Currently, only fieldwork provides the spatial context to the WA in the inscribed spaces. Immersive applications could provide researchers with virtual access to the spatial and even temporal context at any time, but so far, VR has not been used in academia for this use case. We developed two immersive VR systems with a user-centred design approach in close cooperation with academic experts from ancient history, classical archaeology, and theology, among other fields. Our VR systems visualize WA with their temporal and spatial context and provide additional content such as reconstructions, hidden layers, and meta information. Our tool was developed for two different application scenarios, (1) a large outdoor scenario of the ancient Roman theatre of Miletus, and (2) an interior scenario of the church at the Rittergut Lucklum.en_US
dc.description.sectionheadersVR, Memory, and Cognition
dc.description.seriesinformationICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.identifier.doi10.2312/egve.20211325
dc.identifier.isbn978-3-03868-142-7
dc.identifier.issn1727-530X
dc.identifier.pages31-35
dc.identifier.urihttps://doi.org/10.2312/egve.20211325
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20211325
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman centered computing
dc.subjectHuman computer interaction (HCI)
dc.subjectInteractive systems and tools
dc.subjectUser centered design
dc.subjectVirtual reality
dc.titleUser-Centered Design of Immersive Research Applications for Understanding Written Artefactsen_US
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