A Virtual Tour of a Hardly Accessible Archaeological Site: The Effect of Immersive Virtual Reality on User Experience, Learning and Attitude Change
Journal
Frontiers in Computer Science
Date Issued
August 2020
DOI
10.3389/fcomp.2020.00023
Abstract
Some archaeological sites are not easily accessible by visitors due to mobility or
geographical restrictions. Digital technology can make such sites virtually accessible
and provide educational information at the same time. Toward this goal, we created
a digital reconstruction of the archaeological site of Choirokoitia. Given that a 3D
digital reconstruction can be used along with different technologies, we designed and
developed an interactive application, where users can navigate and get information about
the site, for two different systems: Virtual Reality (VR) systems and desktop computers.
A feasibility study was conducted where we compared aspects of the two systems
so as to allow the suggestion of the proper technology to utilize according to a user’s
aims. The results showed higher levels of presence and more positive experience by the
participants who used the VR system compared to those who used the desktop version.
On the other hand, greater learning gains were demonstrated in participants who used
the desktop version compared to those who used the VR version. No differences were
shown between the two groups regarding the participants’ change of attitudes toward
the archaeology of Cyprus.
geographical restrictions. Digital technology can make such sites virtually accessible
and provide educational information at the same time. Toward this goal, we created
a digital reconstruction of the archaeological site of Choirokoitia. Given that a 3D
digital reconstruction can be used along with different technologies, we designed and
developed an interactive application, where users can navigate and get information about
the site, for two different systems: Virtual Reality (VR) systems and desktop computers.
A feasibility study was conducted where we compared aspects of the two systems
so as to allow the suggestion of the proper technology to utilize according to a user’s
aims. The results showed higher levels of presence and more positive experience by the
participants who used the VR system compared to those who used the desktop version.
On the other hand, greater learning gains were demonstrated in participants who used
the desktop version compared to those who used the VR version. No differences were
shown between the two groups regarding the participants’ change of attitudes toward
the archaeology of Cyprus.
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