Virtual Reality Systems and Applications: The Ancient Olympic Games

This paper presents the virtual reality systems, interaction devices and software used at the Foundation of the Hellenic World (FHW). The applications that FHW has produced, associated with the Olympic Games in ancient Greece, are then detailed. The separate virtual reality shows are presented in terms of interactivity and educational value. Technical aspects of the productions are explained, with an emphasis on surround screen projection environments. These techniques were mostly utilized in the recent production regarding the ancient Olympic Games, 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.

[1]  Seth J. Teller,et al.  Real-time occlusion culling for models with large occluders , 1997, SI3D.

[2]  Carolina Cruz-Neira,et al.  Surround-Screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE , 2023 .

[3]  Frédo Durand,et al.  A Survey of Visibility for Walkthrough Applications , 2003, IEEE Trans. Vis. Comput. Graph..

[4]  Georgios Papaioannou,et al.  Enhancing Virtual Reality Walkthroughs of Archaeological Sites , 2003, VAST.

[5]  Peter Shirley,et al.  A practical analytic model for daylight , 1999, SIGGRAPH.

[6]  Russell M. Taylor,et al.  VRPN: a device-independent, network-transparent VR peripheral system , 2001, VRST '01.

[7]  Alan Watt,et al.  Advanced animation and rendering techniques - theory and practice , 1992 .

[8]  Dave H. Eberly Game Physics , 2003 .

[9]  Georgios Papaioannou,et al.  The Ancient Olympic Games: Being Part of the Experience , 2004, VAST.

[10]  Maria Roussou,et al.  XP: An Authoring System for Immersive Art Exhibitions , 1998 .

[11]  Maria Roussou,et al.  Reviving the past: cultural heritage meets virtual reality , 2001, VAST '01.

[12]  Dinesh Manocha,et al.  Accelerated occlusion culling using shadow frusta , 1997, SCG '97.

[13]  Alan Watt,et al.  Advanced animation and rendering techniques , 1992 .

[14]  John Rohlf,et al.  IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics , 1994, SIGGRAPH.

[15]  W. Buxton Human-Computer Interaction , 1988, Springer Berlin Heidelberg.