3-D Moment Forms: Their Construction and Application to Object Identification and Positioning
IEEE Transactions on Pattern Analysis and Machine Intelligence
Advanced animation and rendering techniques
Advanced animation and rendering techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
A practical analytic model for daylight
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
High-end interactive media in the museum
ACM SIGGRAPH 99 Conference abstracts and applications
Human-Computer Interaction
Reviving the past: cultural heritage meets virtual reality
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Game Physics
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Enhancing virtual reality walkthroughs of archaeological sites
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Virtual reality systems and applications: the ancient olympic games
PCI'05 Proceedings of the 10th Panhellenic conference on Advances in Informatics
Interactive dynamics for large virtual reality applications
PCI'05 Proceedings of the 10th Panhellenic conference on Advances in Informatics
Visitors' evaluations of ICTs used in cultural heritage
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
A serious game model for cultural heritage
Journal on Computing and Cultural Heritage (JOCCH)
Hi-index | 0.00 |
This 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.