Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLII-2/W8, 87-94, 2017
https://doi.org/10.5194/isprs-archives-XLII-2-W8-87-2017
© Author(s) 2017. This work is distributed under
the Creative Commons Attribution 4.0 License.
 
13 Nov 2017
SEGEBERG 1600 – RECONSTRUCTING A HISTORIC TOWN FOR VIRTUAL REALITY VISUALISATION AS AN IMMERSIVE EXPERIENCE
S. Deggim1, T. P. Kersten1, F. Tschirschwitz1, and N. Hinrichsen2 1Hafencity University Hamburg, Photogrammetry & Laser Scanning Lab, Überseeallee 16, D-20457 Hamburg, Germany
2Museum Alt-Segeberger Bürgerhaus, Lübecker Straße 15, D-23795 Bad Segeberg, Germany
Keywords: 3D, cultural heritage, gamification, modelling, reconstruction, virtual reality, visualisation Abstract. The 3D reconstruction of historic buildings and cities offers an opportunity to experience the history of relevant objects and their development over the centuries. Digital visualisations of such historic objects allow for a more natural view of history as well as showing information that is not possible in a real world setting. New presentation forms, such as the virtual reality (VR) system HTC Vive, can be used to disseminate information in another dimension and simplify the access by changing the user’s viewpoint from a listener and viewer into being an integrated part of an interactive situation. In general, this approach is a combination of education and entertainment, also known as “edutainment” or “gamification”, a term used in the education sector as describing where motivation to learn is encouraged through adding a competitive element. It is thus a step away from simple consumption of information towards experiencing information and a more literal interpretation of “living history”.

In this contribution, we present the development of a 3D reconstruction of the two towns Segeberg and Gieschenhagen (today: Bad Segeberg) in Schleswig-Holstein, Germany in the Early Modern Age around 1600. The historic landscape and its conversion from a reconstructed virtual town model into an interactive VR application is also described. The reconstruction is based on a recent digital terrain model as well as survey data of surviving buildings, historic visual information based on historic drawings and written accounts from that era. All datasets are combined to a single walkable virtual world that spans approximately 3 km².

Conference paper (PDF, 4221 KB)


Citation: Deggim, S., Kersten, T. P., Tschirschwitz, F., and Hinrichsen, N.: SEGEBERG 1600 – RECONSTRUCTING A HISTORIC TOWN FOR VIRTUAL REALITY VISUALISATION AS AN IMMERSIVE EXPERIENCE, Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLII-2/W8, 87-94, https://doi.org/10.5194/isprs-archives-XLII-2-W8-87-2017, 2017.

BibTeX EndNote Reference Manager XML