The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
A survey of advances in vision-based human motion capture and analysis
Computer Vision and Image Understanding - Special issue on modeling people: Vision-based understanding of a person's shape, appearance, movement, and behaviour
Creating a Virtual Activity for the Intangible Culture Heritage
ICAT '06 Proceedings of the 16th International Conference on Artificial Reality and Telexistence--Workshops
Real Time Online Motion Capture for Entertainment Applications
DIGITEL '10 Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
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Experimental archaeology has long yielded valuable insights into the tools and techniques that were featured in past peoples’ relationships with the material world around them. However, experimental archaeology has, until now, confined itself to rigid, empirical, and quantitative questions. This article applies principles of experimental archaeology and serious gaming tools in the reconstructions of a British Iron Age round house. This article explains a number of experiments conducted to look for quantitative differences in movement in virtual versus material environments, using both “virtual” studio reconstruction as well as material reconstruction. The data from these experiments was then analysed to look for differences in movement that could be attributed to artefacts and/or environments. This article also explains the structure of the experiments, how the data was generated, what theories may make sense of the data, what conclusions have been drawn, and how serious gaming tools can support the creation of new experimental heritage environments.