The Virtual Choga: Hybrid 3D Acquisition of Large-Scale Cultural Heritage Objects Using Mobile Phone Scanning and PC-Based Photogrammetry
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Ko, Li Goan
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Marks, Stefan
Markovic, Katarina
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Auckland University of Technology
Abstract
This research investigates the use of digitalisation and virtual reality (VR) technologies in the context of preservation, education, and the experience of cultural heritage sites, choosing the traditional Choga house in Jeju Island as a case study.
The project employed a practice-based approach, incorporating spatial characteristics to create a playing path to experience Choga in VR. Three types of 3D scanning methods, photogrammetry, videogrammetry, and mobile LiDAR scanning were combined to improve data acquisition for generating 3D model components. The collected data were modified for use within a VR application aimed at creating an experience for users to learn about the cultural heritage.
The results and collected fieldwork experiences reveal the potential of hybrid scanning methods for generating better data acquisition results, but also highlight shortcomings and limitations. Despite the change in focus from creating a serious VR game to improving scanning workflows, this study keeps an eye on the optimisation of content for high-performance game engines to facilitate a positive play experience in a virtual world. Future work could expand the project to an entire village and engage users in a collaborative data collection process for cultural heritage preservation through gamification.
