Virtual Time Travel – Exploring the Past With
Transcription
Virtual Time Travel – Exploring the Past With
Virtual Time Travel – Exploring the Past With Google Cardboard Adeola Fabola ([email protected]) - First year research student Supervisor: Dr Alan Miller ([email protected]) School of Computer Science, University of St Andrews Introduction Combining digital reconstruction with mobile technologies has the potential of enriching visitors’ experience to historic sites. This work discusses the design and implementation of a mobile App for the Google Cardboard which acts as a digital guided tour of the remains of St Andrews Cathedral, thus leveraging technology already in peoples’ pockets to provide immersive onsite exploration of historic sites. The App brings together traditional media such as audio, images, panoramas, 3D video and 4 Pi Steradian (or 360°) video with a mobile smartphone and Google Cardboard to provide a tour of one of Scotland’s most important historic sites. St Andrews Cathedral St Andrews Cathedral represents an important figure in Scottish history as it was central to religious life in Scotland for many years. It was the largest church in Scotland and was home to eminent religious figures and activities in its prime [1]. Significant fires and the Scottish reformation heralded a series of events that caused the Cathedral to gradually descend into ruins, which still constitute a popular tourist attraction to this day. Fig 1: Reconstructed view of the Cloister as it stood in 1318 Fig 7: Equirectangular projection of the interior of the St Andrews Cathedral Chapter House Fig 8: Stereoscopic video of the reconstructed St Andrews Cathedral System Evaluation The system was deployed to and tested on both the Android (Google Nexus 7, Samsung Galaxy Note 4) and iOS (iPhone5, iPhone6) platforms, which uncovered varying levels of support for WebGL and 3DCSS on Android and iOS devices. An on-going work is the development of the system for use on the Samsung VR Gear (see fig 9c), to take advantage of the high-end hardware (e.g. headtracking sensors which translate to less latency and improved levels of immersion). This would facilitate a comparison of the two versions of the system and provide an insight into the relationship between the quality of service and quality of experience in virtual reality systems. Preliminary user studies have been conducted (see figs 9a-c) to compare the experience using the light-weight VR system (Google Cardboard) and a higher-fidelity system (Samsung Gear VR) and an interesting comparison has emerged, thus necessitating further investigation into how interaction techniques and technological composition of HMDs affect user experience. Fig 2: Real world view of the Cloister at the remains of the St Andrews Cathedral Design and Implementation To provide an engaging experience in the mobile exploration of cultural heritage sites, a Virtual Tour App was developed by capturing panoramic images from a 3D reconstruction of the St Andrews Cathedral (see Figs 1 – 2). Stereoscopy was incorporated into the system and the Google Cardboard [2] (shown in Fig 4) was leveraged to produce a light-weight, virtual reality system – an app that features a strong immersive experience without the encumbrances and cost implications of venerable VR headsets like the Oculus Rift [3]. Fig 9: Exploring the St Andrews Cathedral using a) plastic Google Cardboard headset (top-left) b) cardboard Google Cardboard headset (bottom-left) and c) Samsung Gear VR headset (right) Fig 3: Google Cardboard. Source: [2] Fig 5: Trail location: Cathedral Cloister Fig 4: Top level menu for visual trail Fig 6: Trail location: Cathedral Nave Features 1. Visual Trail: Several 360°image and video panoramas – where each represents a location – linked together to form a trail. a. Stereoscopic Image Panoramas: Cubic panoramas made from six images, with incorporated stereoscopic effects (see Figs 5 – 6). b. 4 Pi Steradian Video Panoramas: Videos in equirectangular projection (see Fig 7), mapped around the surface of a sphere. 2. Audio Narratives: Recordings associated with each site to reinforce users’ knowledge. 3. Stereoscopic Videos: Video flythrough with offset perspectives for the left and right views to provide transition effects from one location to the next (see Fig 8). 4. 3D Objects: Hotspots embedded within each location to facilitate user interaction. 5. Hands-free navigation: a. Manual navigation: Focusing a crosshair selector on a hotspot (see Fig 4) triggers an action (e.g. navigating to the next site). b. Location-based navigation: Automatic navigation to a site when a user is within a (user-defined) threshold radius (e.g. 20 meters), facilitated by GPS. c. Time-based navigation: Automatic navigation from one site to the next after a defined period (e.g. 60 seconds). Conclusion The combination of a smartphone and a lightweight virtual reality headset like the Google Cardboard opens up new possibilities for onsite exploration of heritage sites and arguably provides an improved user experience, by tackling some of the challenges that have been uncovered in previous works. The system design (which taps into the inbuilt GPS of smartphones) detailed in this work occludes the need for translating real world latitude and longitude coordinates to virtual world coordinates. As a user explores the site, the system periodically polls the device’s GPS for location data, compares the latitude and longitude values to those of the different locations present around the site, and triggers a navigation effect when the user is within range of a site location. This eliminates the overhead that arises from translating real world coordinates to virtual world coordinates and thus constitutes an improvement on performance. In addition, the enclosure of the smartphone in the VR headset provides a level of immersion that may not be available when viewing objects on a device’s screen. Furthermore, it makes the system well-suited for onsite exploration of a site, as the casing serves an additional function of eliminating any glare (from the sun) that hampers vision; an issue which may arise when viewing objects on a screen outdoors. References 1. S. Kennedy, et al. ”Exploring canons & cathedrals with Open Virtual Worlds: The recreation of St Andrews Cathedral, St Andrews day, 1318” 2013 Digit. Herit. Int. Congr., pp. 273-280, Oct. 2013. 2. Google. Google Cardboard [Online]. Available: https://www.google.com/get/cardboard/ . [Accessed: 23 May 2015]. 3. Oculus VR. Oculus Rift – Virtual Reality Headset for 3D Gaming [Online]. Available: https://www.oculus.com. [Accessed: 23 May 2015].