The VR experience of a cave that's located in Lascaux, which allowed people to be able to see inside the cave and it’s magic without going all the way to its location. The cave of Lascaux is a treasured monument to a past ancient culture, it had a historical and magical significance that’s was brought out by the painting of its culture. Just as importantly, however, it represents how humans relate to one another.
The cave itself was lost shortly after the last ice age, and rediscovered in 1941. After the Second World War, it was opened to the public. The tremendous traffic of people who came to experience the cave caused it to deteriorate from the resulting increase in moisture and bacteria brought into the cave. After seeing …show more content…
the negative effect that was causing the cave, artist Benjamin Britton had searched about the cave and brought out the idea of creating an electronic version of the cave of Lascaux.
At first it wasn’t that simple to work on the idea since the cave was considered as a rare cultural treasure, by The Ministry of Culture of France, and they do not wish to see the cave lose its spirit and message through commercialization.
However, they were interested in Britton’s work in digitally capturing the essence of the cave, and respect. So they had supported and helped Britton and his collaborators created a virtual reality experience of the Cave of Lascaux. Which will highlight the concept of the communal aspects of the cave and bring the opportunity to participate his idea in a museum in a modern day communal event with a cave as basis. And by that, the Lascaux experience was …show more content…
created.
The experience was created as a work of art intended for a contemporary art audience. The artist had cleared that his goal wasn’t for scientific and historical purpose, this experience is a piece of art that showed the nature of the humankind and the finger-print of the historical past. The door of the cave’s design became really interesting too because it was designed in a Mycenaean style of constructions, it was concerned that the future archaeologists would think that the door of the cave had been built during the Bronze Age.
Britton had choose the cave of Lascaux for his VR idea as to make it easy for those who wants to experience the magic and beauty of the cave and what it had held, from outset, at the same time is to help to protect the place from getting damaged. That was his goal. Plus, the experience was only available in certain venues. Britton believed that the venues and social interactions of the participants make an immense contribution to how the work is perceived. He had the thought of making the museum an interesting place for all ages instead of just a place where old and ancient and historical item restored in. which had turned into reality, people did start to come in large groups with the effort of driving to the museum and parking contribute to a person’s overall experience the application.
Application Description: the Lascaux experience virtualize the cave itself, to be in a virtual world from the people to be able to experience the cave’s nature, since the location of the cave is sensitive and only few people are allowed to go there.
The virtual world creates a model of the cave including the textures of the walls and images the drawings. The participant can walk around the cave and explore caves surrounding (just like the fight city video game where the player is able to walk around and explore, and other 3d video games), including the French landscape of the nearby village of Montignac and the “Cosmos”.
This is how the cave looks in the virtual world application, and the path to walk on.
The “Cosmos” refers to the world beyond the perceivable, the universe. If the viewer chooses to explore not the cave but the valley surrounding the cave, they can fly “like Peter Pan.” If they fly up and into the sky, then they can fly through the sky and into a sort of outer space environment from where they can see the valley far below them, and the whole virtual world. This interpretation of the “Cosmos” was inspired by a 14th-century woodcut of a shepherd who climbed to the top of a mountain in order to pierce through the sphere of the heavens and witness the working of the “kosmos”.
Representation of Virtual World: The cave VR experience is to be designed in a realistic design, Britton goal was to strive for the highest verisimilitude attainable, making the veil as light and transparent as he could. As what he said in his words: “It have veil”. Its realistic texture shape with high-resolution photographs were to be used to complete the creation of the virtual cave. It’s also has some magical qualities in the re-created cave where the participant might trigger an event relating the pictures on the walls. For example, a video representing more recent human history can be triggered by certain circumstances in the cave. Or perhaps, the user might notice subtle changes in the cave; finding new items in a previously visited, formerly empty, area.
The virtual world of the cave is stored as a polygonal description of the cave surfaces with thousands of detailed texture maps, covering nearly the entire cave. The video events are stored as full-motion video files that are loaded into the system at the perfect timings. The participant who’s using the application can see the real shapes of the rocks and the wall painting as the real thing. It can give the participants the feeling as if they are in cave itself. And adding more of that, there are audio elements as well.
Most of the sounds heard by the immersed participant are long ambient soundtracks mixed together partially based on their location in the virtual world. The ambient sounds include a Chinese flute song titled “Autumn,” and several sounds recorded in Kentucky’s Mammoth Cave. A flute sound is heard when the listener is outside the cave, and inside, a mixture of various sounds clips of Mammoth Cave are heard. A few other sounds such as door squeaks and bursts of wind are immediately played to correspond with appropriate events.
(Alan B, 2009, Representation of Virtual World, ch.8.3)
Key words example meaning
Polygonal(Polygon) “polygonal structure” Having many sides or relating to a surface marked by polygons.
Verisimilitude "the detail gives the novel some verisimilitude” The appearance of being true or real.
Attainable "yields in excess of 6 % are easily attainable" Able to be attained; achievable.
Interaction with the Virtual World:
• The virtual world of the cave is able to navigate such as; Navigating through the world is quite simple. The participant controls travel using a standard desktop 6-DOF device such as a Spaceball™ or a Magellan™ (aka Spacemouse™).
(Alan B, 2009, Interaction with the Virtual World, ch.8.3)
• Inside the cave, the user is forced to move in limited placed, there are buttons on the device to help the user to point out just by putting pressure on the input device, with that, it will responds by moving the user to a new location and directions that they want to move in to.
• While the user is exploring the cave inside and outside, they are able to see the nearby village of Montignac, France. Once they are they, they’re able to fly to “Cosmos”.
• When the users are exploring the cave inside, they can stop at particular image on the wall and that will cause the image they are staring at to turn into a moving image.
VR system:
The intended venues for the LASCAUX experience provided the primary constraint on the system design: low cost. Art museums frequently spend on the order of $50,000 for an exhibit. In the early 1990s it was more challenging to meet this constraint for a virtual reality–based experience. In fact, the cost of producing a VR experience is generally much higher than this, and artists working in such a technologically based medium can find it difficult to have access to the latest technology. The cost of producing LASCAUX was about $500,000. Individual installations of the exhibit can cost as little as $25,000.
SYSTEM CHOICE
DISPLAY PARADIGM
A head-mounted display was selected as the display paradigm, specifically the Virtual I/O unit an inexpensive model (less than $1000) that includes a system for orientation tracking.
Computer System
A dual processor Intel-CPU computer running Windows NT and Intergraph graphics processors with 64 megabytes of texture memory was chosen as the computer platform to run the
application.
Input System
A Spaceball™ 6-DOF input device or a standard mouse is used to allow the user to move through the virtual world.
DESIGN CHOICE
The combination of a monoscopic image without translational tracking was selected for this system for better user comfort and lower system cost.
(Alan B, 2009, VR System, ch.8.3)
Application Implementation:
There were a lot of tools that were used to bring together the application, such as; Conclusion:
In conclusion, all this process were Britton was able to bring out the Cave of Lascaux to the world and his work. This experience is It is about the cave, it’s not supposed to be the cave. It is about the spirit of the cave that was once lost through the history of and ice age. In the words of the artist, LASCAUX is a blend of empirical human knowledge and manifest physical reality. It is not about VR. It is not about the cave. It is not about science. It features the cave for an art work of our time. It is about each individual’s search to understand what it means to exist as a human being.
(Alan B, 2009, Conclusion, ch.8.3)
Resources:
• http://www.transparencynow.com/lascaux.htm
• http://www.lascaux.culture.fr/#/en/00.xml
• http://www.nwitimes.com/uncategorized/the-virtues-of-virtual-reality/article_1a5b484e-01cb-5bde-a226-0dcc129f63a8.html
• William R, 2002, How the Venue Shapes the VR Experience