This study took as its starting point the premise that a high degree of realism is not a necessary condition for the creation of a ‘sense of place’ in mediated experiences such as those presented through virtual reality. A sense of place is the sense of being present somewhere in particular. We report on the usefulness of an intentionally low fidelity virtual environment which relies on the metaphor of the ‘tourist gaze’ and the power of the visitor’s imagination in ‘fill-in the gaps’ to create a sense of place. This application was a non-immersive (desktop) representation of Edinburgh using augmented images and sound. It was evaluated by 25 participants who reported experiencing a sense of place rather than a mere collection of images. We ...
This chapter describes an approach to the development of virtual representations of real places. The...
Abstract We present a qualitative study investigating the effects of real-world stimuli and place f...
peer reviewedThis paper examines the effect that changing arena (i.e. an immersive CAVE or head mou...
This study took as its starting point the premise that a high degree of realism is not a necessary c...
This paper discusses our experiences of using a range of methods and techniques to measure the sens...
Recreating real places--as distinct from virtual spaces or environments--using virtual reality techn...
This paper discusses our experiences of using a range of methods and techniques to measure the sense...
This paper describes the design, application, and refinement of a qualitative tool designed to study...
This paper describes the design, application, and refinement of a qualitative tool designed to study...
This paper describes the design, application, and refinement of a qualitative tool designed to study...
Despite the advancement of digital technology in virtual heritage (VH) projects, there is still a pa...
The use of computer technology is becoming a necessity to many organizations particularly as a means...
The use of computer technology in the field of cultural heritage broadly defined as virtual heritage...
In this paper we conceptually explore the notion of sense of place and its potential use in the desi...
This paper describes the application and results of two studies using a qualitative tool designed to...
This chapter describes an approach to the development of virtual representations of real places. The...
Abstract We present a qualitative study investigating the effects of real-world stimuli and place f...
peer reviewedThis paper examines the effect that changing arena (i.e. an immersive CAVE or head mou...
This study took as its starting point the premise that a high degree of realism is not a necessary c...
This paper discusses our experiences of using a range of methods and techniques to measure the sens...
Recreating real places--as distinct from virtual spaces or environments--using virtual reality techn...
This paper discusses our experiences of using a range of methods and techniques to measure the sense...
This paper describes the design, application, and refinement of a qualitative tool designed to study...
This paper describes the design, application, and refinement of a qualitative tool designed to study...
This paper describes the design, application, and refinement of a qualitative tool designed to study...
Despite the advancement of digital technology in virtual heritage (VH) projects, there is still a pa...
The use of computer technology is becoming a necessity to many organizations particularly as a means...
The use of computer technology in the field of cultural heritage broadly defined as virtual heritage...
In this paper we conceptually explore the notion of sense of place and its potential use in the desi...
This paper describes the application and results of two studies using a qualitative tool designed to...
This chapter describes an approach to the development of virtual representations of real places. The...
Abstract We present a qualitative study investigating the effects of real-world stimuli and place f...
peer reviewedThis paper examines the effect that changing arena (i.e. an immersive CAVE or head mou...