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VIRTUAL REALITY TECHNOLOGY IN MUSEUMS: AN IMMERSIVE EXHIBIT IN
THE “MUSEO LEONARDIANO”
Paolo Fiamma a and Nicoletta Adamo-Villani b a Department of Civil Engineering, University of Pisa, Pisa, Italy - [email protected]
b Department of Computer Graphics Technology, Purdue University, West Lafayette, IN USA -
KEY WORDS: Virtual Reality, 3D animation, VR museum exhibits, Leonardo da Vinci
ABSTRACT:
In this paper we describe the design and development of an interactive, immersive installation created for the Museo Leonardiano
(Leonardo’s museum) in Vinci, Italy. The exhibit was part of a series of events aimed at celebrating Leonardo da Vinci’s Genius
and its specific purpose was to let the viewers visualize and experience Leonardo’s visionary concept of an infinite, heliocentric
universe (anticipatory of the Copernican System) as opposed to Ptolemy’s model of a finite, geocentric world. The viewers were
first immersed in a 3D synthesized geocentric universe and taken through a virtual journey across the eight spheres of Ptolemy’s
cosmological model. Then they travelled through Leonardo’s heliocentric world and explored it from unique points of view. In the
first journey the visitors perceived the cosmos as a closed, static entity, whereas in the second voyage they experienced Leonardo’s
revolutionary concept of an open, dynamic universe part of an infinite space. The interactive exhibit was based on the use of Virtual
Reality (VR) and 3D Animation technologies. The hardware setup consisted of a single-screen portable immersive system with head
and hand tracking technology and passive stereo. The visual content included 3D renderings of Ptolemy’s and Leonardo’s universes
designed, modeled and animated by the authors in Autodesk Maya software. The audience reactions and comments demonstrated the
effectiveness of the technology for visualizing the two systems and for conveying the contrast between the two cosmological
models. The project described in the paper had two higher objectives. The first goal was to investigate the potential of VR
technology as an educational/entertainment tool and as an instrument of historic research, simulation, reconstruction and
dissemination in museums. The second objective was to initiate research toward the design of a novel museum space and
technological infrastructure to support the development and display of VR immersive exhibits in the Da Vinci museum.
1. INTRODUCTION
In this paper we describe the design and development of an
interactive exhibit created for the Museum Leonardo da Vinci
in Vinci, Italy. The exhibit was part of a series of events called
“Celebrazioni Leonardiane” (May 2008 - July 2008) that took
place in various locations in Leonardo’s home town. The events
included cultural, scientific, educational, artistic, and
entertainment activities which aimed at celebrating Leonardo’s
visionary ideas in a variety of fields spanning engineering,
science, art, anatomy, mathematics, and astronomy. The
emphasis of the “Celebrazioni Leonardiane” was on the
dissemination of many aspects of Leonardo’s work that are still
under study and exploration and, therefore, not fully known to
the general public. The specific objective of the exhibit
described in the paper was to visualize Leonardo’s intuition of a
heliocentric, infinite universe in opposition to Ptolemy’s theory
of a geocentric system.
The interactive installation made use of 3D animation and VR
technologies because of their advantages over traditional media
and 2D multimedia. VR-based museum exhibits have gained
popularity in recent years and a few examples have been
reported in the literature (Hirose, 2007) (Roussou, 1999).
Researchers argue that VR installations offer several benefits
over more traditional museum exhibitions (Roussou, 2007)
(Youngblut, 1997). These advantages, discussed in detail in
section 3, include: a more effective way of communicating the
scientific results of historical investigations through
photorealistic reconstructions of places and people that no
longer exist or may not be easily experienced; intuitive visual
representation of abstract concepts, systems and theories that
would be difficult to communicate with diagrams, textual
descriptions and static images; and enhanced viewer’s
engagement and motivation through high level of interactivity
and “immersion”. Immersion is defined as “the illusion of being
in the projected world.. surrounded by images and sound in a
way which makes the participants believe that they are really
there” (Roussou, 2001).
These reported strengths have motivated the choice of VR
technology as the base for our exhibit which is the first example
of VR installation in the museo Leonardiano. The visitors’
comments have confirmed the effectiveness of VR and 3D
animation technologies for communicating Leonardo’s vision.
The full paper is organized as follows: In section 2 we describe
Leonardo’s visionary concept of a heliocentric infinite universe.
In section 3 we give an overview of virtual reality technology,
we report examples of VR museum exhibitions, and we discuss
the potential of VR as a tool for research, visualization and
education in informal settings. Detailed descriptions of the
installation including the immersive system, the animated
models, the architectural setting, and the viewer’s interaction
experience are presented in section 4. Discussion and
conclusive remarks are included in section 5.
2. LEONARDO’S UNIVERSE
Ptolemy’s geocentric model of the universe was the accepted
cosmological system during Leonardo’s times. It was based on
the theory that the earth is at the center of the universe and the
sun and other objects go around it. Belief in this system was
common in ancient Greece and was embraced by many
medieval astronomers and philosophers. In the first book of the
Almagest (Encyclopedia Britannica, 1952), Ptolemy described
his geocentric model and gave various arguments to prove that,
in its position at the center of the universe, the spherical earth
must be immovable. Ptolemy’s system consisted of a series of
concentric spheres containing the celestial objects positioned in
the following order: earth, moon, mercury, venus, sun, mars,
jupiter, and saturn. The heavenly bodies moved along deferents,
large circles centered on the earth, and epicycles, small circles
whose centers moved around the deferents. The sun, moon and
planets moved along the circumference of their own epicycles;
the universe ended in the sphere of the “fixed stars”. Beyond
were two crystalline spheres and an outer sphere named the
“primum mobile” or first motion, which was circumscribed by
the “coelum empyreum”, of a cubic shape, wherein happy souls
found their abode (Polaris Project,
http://www.polaris.iastate.edu/EveningStar/Unit2/unit2_sub1.ht
m). Ptolemy’s theory, which was able to justify the presence of
the celestial bodies and their apparent motion around the earth,
resulted in the conception of a finite, limited universe defined
by a very rigid sequence of concentric vaults.
Leonardo was interested in astronomy and anticipated several
fundamental concepts which are reported in: “Studies on the
dimensions of the Earth and Moon in relation to the Sun” (see
figure 1), in his drawings of the moon, in “Notes on the
illumination of the moon”, and in his studies on the heat of the
sun and scintillation of the stars (Leonardo da Vinci, Codex
Hammer). Of all his intuitions, the most revolutionary was the
one related to the centrality of the sun. While Leonardo’s early
reflections of 1482-1500, contained in the Codex Atlanticus
(Leonardo da Vinci, Codex Atlanticus), Arundel (Leonardo da
Vinci, Codex Arundel), Hammer (Leonardo da Vinci, Codex
Hammer), and F (Leonardo da Vinci, Codex F) show adherence
to Ptolemy’s theory: “il Sole che scalda tanto mondo quant’è
vede, e che in 24 ore fa si gran corso” (Codex Atlanticus, f.
30v), his later writings demonstrate his rejection of the
geocentric system: “Come la Terra non è nel mezzo del cerchio
del Sole, né nel mezzo del mondo, ma è ben nel mezzo de” suoi
elementi, compagni e uniti con lei, e chi stesse nella Luna,
quand”ella insieme col Sole è sotto a noi, questa nostra Terra
coll”elemento dell”acqua parrebbe e farebbe ofizio tal qual fa
la Luna a noi” (Codex F, f. 41v) (Calanca, 2007).
Fig 1: Leonardo’s drawing: “Annotazioni non organiche sulla
Terra e sulla Luna, con particolare riferimento alla loro
dimensione ed al rapporto col Sole” (Leonardo da Vinci, Codex
Hammer)
Leonardo realized that the earth is a planet which reflects light,
moves around its own axis, and is subject to a continuous cycle
of geological transformations. Further, in the W.L. manuscript
(f. 132r) (Calanca, 2007) Leonardo wrote: “El sol no si move”
(the sun does not move). These words and other observations
contained in the same manuscript lead to think that Leonardo
elaborated an early heliocentric theory several decades before
Nicolaus Copernicus wrote the De Revolutionibus (Copernicus,
1543). Although Leonardo did not possess any scientific
instrumentation able to plumb the depths of the skies and
therefore prove his intuitions, he believed in the possible
existence of a cosmological model in which the earth was not
an immobile entity at the center of the universe.
Leonardo’s intuition is of enormous importance and
significance, especially if we consider the historical context in
which it was formulated. The need not only to document and
visualize Leonardo’s vision, but also to convey the sharp
contrast between the conception of a finite geocentric world and
the vision of a heliocentric infinite space are the main reasons
for the realization of the exhibit described in the paper.
3. VR TECHNOLOGY IN MUSEUMS
VR is a technology that allows users to explore and manipulate
computer-generated, three dimensional, interactive
environments in real time (Sherman, 2003). VR is based on the
theory that people do not experience reality directly, they
receive a series of external stimuli which are interpreted by the
brain as reality. “If a computer application can send the same
external stimuli that the brain can interpret, then the simulated
reality is potentially undistinguishable from reality” (Akins,
1992). Two types of VR environments exist: desktop and total
immersion. The installation described in the paper is an
example of immersive, interactive VR environment. Immersive
VR applications are usually presented on single or multiple,
room-size screens, or through a stereoscopic head-mounted
display unit. The user interacts with the 3D environment with
specialized equipment such as a data glove, a wand or a 3D
mouse. Sensors on the head unit and/or data glove track the
user’s movements/gestures and provide feedback that is used to
revise the display, thus enabling smooth, real time interactivity.
The use of immersive VR technology is a relatively recent trend
originally limited to academic, military, and industrial research
and development centers. Until recently, the high cost of VR
displays and interaction devices coupled with difficulties in
usability, operation and system maintenance have posed major
barriers to the widespread use of the technology in schools and
public spaces such as museums and cultural centers.
Nevertheless, as the technology matures, VR applications are
entering multidisciplinary areas such as education, art, history,
and the humanities in general. Youngblut reports over forty
VR-based learning applications (Youngblut, 1997) and Roussou
describes about ten Virtual Environments designed for informal
settings (Roussou, 2006).
As representative institutions involved in research and
presentation of a variety of disciplines, museums are in an ideal
position to make use of VR technology in order to “investigate
its research, educational and entertainment potential while
effectively shaping how it can be used to deliver education and
recreation to the broad public” (Roussou, 2001).
To date, a few VR-based exhibitions have been produced in
museums worldwide. The first exhibit that made use of VR
technology is “The Virtual Ancient Egypt” installation funded
by Intel’s Design Education and Arts (IDEA) program. The
application presented users with a virtual recreation of the
Temple of Horus, constructed at Edfu during the New Kingdom
era in ancient Egypt. It was exhibited in networked form at the
Guggenheim Museum in New York and at the Machine Culture
exhibit of SIGGRAPH ‘93 (Interacting with “Machine Culture”,
1993).
Another early example is the “Virtual Endeavour” exhibit held
at the Natural History Museum in London, UK in 1997. The
installation included a 3D digital replica of Captain Cook’s HM
Bark Endeavour (The Natural History Museum,
http://www.nhm.ac.uk/ ).
More recent applications are the immersive installations at the
Foundation of the Hellenic World (FHW) in Greece (Roussou,
2000) (Gaitatzes, 2000). The VR exhibit “A Journey through
Ancient Miletus” allows participants to walk or fly over an
accurate 3D reconstruction of the city of Miletus, experience
the life of its people, examine architectural details from
different perspectives, and get an understanding of the sense of
scale, proportion and space used by the ancient Greeks.
Another VR-based exhibition is the “Mayan Civilization” held
at the National Science Museum in Tokyo in 2003 (Hirose,
2006). The exhibit included a VR theater with a 4mx14m
curved screen onto which 3 Hi-Vision equivalent images were
projected, and a large-capacity graphics workstation utilized for
image generation. The exhibit propelled the visitors on an
immersive voyage of discovery through a virtually synthesized
Copan acropolis.
In addition to the fact that VR technology is becoming more
affordable, VR exhibits are gaining popularity primarily
because they offer three main advantages over traditional
museum exhibits: (a) representational fidelity; (b) immediacy of
control and high level of active user participation; and (c)
presence (Hedberg, 1994).
(a) Representational fidelity refers to the degree of realism of
the rendered 3D objects and the degree of realism provided by
temporal changes to these objects. (b) User control and high
level of participation refer to the ability to look at objects from
different points of view, giving the impression of smooth
movement through the environment, and the ability to pick up,
examine and modify objects within the virtual world (Dalgarno,
2002). (c) The feeling of presence, or immersion, occurs as a
consequence of realism of representation and high degree of
user control. It makes the VR exhibit intrinsically motivating
and engaging by giving the users the illusion of really being
part of the reconstructed world, and by allowing them to focus
entirely on the task at hand. In addition, several studies have
shown that immersive VR applications can provide effective
tools for learning in both formal and informal settings
(Youngblut, 1997) (Roussou, 2007) (NCAC, 2003).
Because of this unique set of characteristics, we have focused
on Virtual Reality as the technology of choice for the exhibit
described in the paper.
4. THE IMMERSIVE EXHIBIT
4.1 The visual content
The visual content included 3D animated models of the
geocentric and heliocentric systems. Both systems were
modeled textured and animated in Maya 8.5 software (Autodesk
Maya, http://www.autodesk.com). The Ptolemaic model
consisted of eight polygonal spheres (the earth and seven
planets), eight semi-transparent, concentric hemispheres, and a
3D avatar standing on top of the earth. The hemispheres
represented the vaults enclosing the planets and the “sky of the
fixed stars”. The avatar’s eyes defined the position of the point
of view for the beginning of the virtual journey. Leonardo’s
universe included ten spheres (eight planets, the sun, and the
moon) and one scaled-up hemisphere which symbolized the
infinite galaxy. The Ptolemaic system is shown in figures 2-3;
Leonardo’s heliocentric model is shown in figure 5.
Figure 2: 3D renderings of Ptolemy’s universe
Figure 3: 3D renderings of close-up views of planets (left) and
Earth with avatar (right), both from Ptolemy’s universe
Figure 4: Reference images used to model Ptolemy’s universe:
illustrations from Andreas Cellarius Harmonia Macrocosmica,
(left and middle), and from the Christian Aristotelian cosmos
(right)
In order to maintain high speed of response in a real-time
immersive environment, the polygon count of each model was
kept fairly low (e.g. <30,000 polygons per universe). To realize
high visual quality with a limited number of polygons, surface
details were added by the use of a variety of colour,
transparency and bump textures painted by the authors and
applied to the surfaces as projection and parameterized maps.
The textures of the Ptolemaic system were based on images
from Andreas Cellarius Harmonia Macrocosmica, 1660/61
(Van Gent, 2003) and from the Christian Aristotelian cosmos,
engraving from Peter Apian’s Cosmographia, 1524 (Britannica
online, http://www.britannica.com/ ). Three of the reference
images are shown in figure 4. The textures of the planets in the
heliocentric system were created in Maya Paint Effects with
reference to NASA images (NASA,
http://pds.jpl.nasa.gov/planets/ ), while the surface of the
moon is based on Leonardo’s “Notes and drawings relating to
the Moon” and on “Studies of the Illumination of the Moon”
(Leonardo da Vinci, Codex Hammer). A rendering of the 3D
model of the moon and Leonardo’s drawing are shown in figure
6.
Figure 5: 3D rendering of Leonardo’s heliocentric system
(top); wireframe model showing the polygonal meshes and
animation paths (bottom)
Figure 6: 3D rendering of Leonardo’s moon (left), Leonardo’s
drawing of the moon (right)
The lighting setup of Ptolemy’s model included two directional
lights with 0.5 intensity; Leonardo’s system was illuminated by
one directional light with 0.4 intensity and one omni light
(positioned in the center of the sun) with 1.0 intensity and glow
effect. All planets were animated using motion path animation:
the spheres were attached to circular paths in the geocentric
system, and to elliptical curves in the heliocentric model.
Camera motion was controlled in real time by the participant
during the interactive journey.
The animated models were exported from Maya to VRML
format and imported in Vizard 3.0 software (WorldViz,
http://www.worldviz.com/products/vizard/index.html). Vizard
is a 3D development interface that supports real-time rendering
and interaction in the VR immersive environment as well as
communication with the visualization display and tracking
devices.
Images and videos of the models are available at:
http://www2.tech.purdue.edu/cgt/i3/da%20vinci/leonardo.htm
4.2 The immersive system
The VR system consisted of a screen and frame, a high-end
laptop, two commodity projectors, a pair of polarizing filters,
and passive polarized glasses. Despite the very limited size of
the room, the use of back projection allowed the audience to
enjoy a usable space of 3x4x2.5m in front of the screen.
Interaction was limited to navigation through the environments
and was controlled remotely or by the participant. When
controlled remotely, the user point of view was based on the
position of the eyes of an imaginary viewer located
approximately in the center of the group of visitors. Figure 7,
left, shows a visitor travelling through the geocentric model.
Figure 7: Participant interacting with the exhibit (left); Torre
della Rocca dei Conti Guidi (right). The arrow points to the
location of the installation
4.3 The architectural space
We chose to locate the VR exhibit in the “Hall of the Platonic
Solids”, the highest room of the museum on the top floor of the
“Tower of the Rocca dei Conti Guidi” (see figure 7, right). The
choice of the spatial setting contributed to further emphasize the
innovative and unique nature of the installation. Although the
room is located in the heart of the museum itinerary, it is, at the
same time, an independent and unique space with distinctive
features that set it apart from the other museum rooms.
The room can be accessed through a steep staircase which
immerses the visitors in a typical medieval setting, thus helping
them assimilate the historical context in which Leonardo
conceived his visionary ideas. The architectural space appears
pure and essential, defined by the walls of the tower, on three
sides, by the “sky of the wooden platonic solids”, and
completely open on the entrance side. The environment has no
predefined directionality and is designed as an “absent,
invisible” space seamlessly and unobtrusively combined with
the exhibit itself. No major changes to the room lighting
conditions, temperature, and accessibility were implemented.
Although just a first experimentation, the VR exhibit and the
design of its spatial setting have allowed us to identify specific
architectural and technical requirements (i.e. optimum spatial
layout, lighting conditions, temperature, security, accessibility,
maximum capacity) which will guide the design of a new
museum environment for technology-based exhibits.
4.4 The viewer’s experience
The purpose of the installation was to let the viewers visualize
and experience Leonardo’s visionary concept of an infinite,
heliocentric universe (anticipatory of the Copernican System)
as opposed to Ptolemy’s model of a finite, geocentric world.
The viewers were first immersed in the geocentric universe and
taken through a virtual journey across the eight spheres of
Ptolemy’s cosmological model. Then they travelled through
Leonardo’s infinite universe and explored it from unique points
of view. The first journey allowed the visitors to experience the
cosmos as a closed, static entity. The viewers navigated
through a sequence of concentric hemispheric vaults
(represented as semi-transparent shells) which enclosed
perfectly spherical vitreous planets. The journey ended in the
“vault of the fixed stars” visualized as a tangible,
insurmountable edge. Representative frames of a visitor’s
virtual journey through Ptolemy’s universe are included in
figure 8.
Figure 8: Frames extracted from the animation simulating a
viewer’s virtual journey through Ptolemy’s universe
In the second journey the participants experienced Leonardo’s
revolutionary concept of an open, dynamic universe part of an
infinite time. The participant’s view could span freely in any
direction across an open system of planets moving along
elliptical orbits. The virtual journey never ended, as the space
has no visible, reachable limits. The animation suggested a
sense of spatial-temporal infinity which enshrouded the viewer
throughout the duration of the voyage. Representative frames of
a visitor’s journey through Leonardos’s universe, showing
close-up views of the sun, planets and moon, are included in
figure 9. We note that the frames in figure 9 show the point of
view of the participant, therefore they do not represent the
correct size of the sun and planets in relation to each other.
Overall, the visitors’ comments and reactions were very
positive and enthusiastic. A selected group of participants (12)
was asked to fill out a survey containing rating questions related
to key aspects of the exhibition. More specifically, the subjects
were asked to use a 5-point Likert scale (1=lowest score;
5=highest score) to rate the following features of the
installation: usability, comfort, accessibility, spatial setting,
visual quality, quality of interaction, degree of immersion,
innovation, and overall quality of the experience. The mean
rating values are reported in table 1.
Figure 9: Close-up views of sun and planets extracted from the
animation simulating a viewer’s virtual journey through
Leonardo’s universe
Feature Mean Ratings (1-5)
Usability 4
Comfort 4
Accessibility 4
Spatial setting 4
Visual quality of content 4
Quality of interaction 4
Degree of immersion 4
Innovation 5
Overall quality of the
experience
5
Table 1. Survey results (mean rating values)
5. DISCUSSION AND CONCLUSION
In this paper we have described a VR exhibit developed for the
Leonardo’s museum in Vinci Italy. The purpose of the exhibit
was to communicate the contrast between Leonardo’s
revolutionary concept of a heliocentric universe and Ptolemy’s
geocentric system. The setup of the installation consisted of a
low-cost portable immersive system with head and hand
tracking technology and passive stereo. The visual content
included 3D animated reconstructions of the heliocentric and
geocentric cosmological models projected onto a single flat
screen. The viewer sat in front of the screen wearing a pair of
passive polarized glasses and navigated through the
environment using a 6DOF (degrees of freedom) wand or pinch
glove.
Although the audience’s reactions were very positive, the
exhibition presented some weaknesses. For example, several
visual details of the animated models created in Maya were not
able to display correctly in the VR environment because of
problems related to real-time rendering pipelines and file
translation from the 3D software to the real-time environment.
This loss resulted in a lower visual quality of the 3D content
and therefore in a less engaging user experience. In addition,
the installation did not provide a “fully immersive experience”
because of limitations of the hardware system. According to
Slater et al. (Slater, 1996) immersion is a quantifiable
characteristic of a technology and is defined by the extent to
which VR devices are extensive, surrounding, inclusive, vivid
and matching. VR systems are considered extensive if “they can
accommodate many sensory systems”; they are surrounding if
the information arrives at the participant’s sensory organs from
any (virtual) direction; and they are inclusive to the extent that
all sensory data from reality is excluded. Vividness refers
primarily to resolution and quality of the visual display, as well
as richness of the information content, and matching refers to
the correspondence between the “participant’s proprioceptive
feedback about body movements and the information generated
on the displays”. Although our installation met the
requirements of vividness, matching, and, to a certain extent,
inclusiveness, the system was not extensive, nor surrounding. It
provided visual feedback only (sound and haptic feedback were
not included), and the information content arrived at the user
from only one direction (the screen).
Further, it can be argued that the major weakness of the exhibit
was its limited interactivity. However, restricting the interaction
to travel through the environments was the authors’ choice,
primarily determined by the purpose and content of the exhibit.
The goal of the installation was not to let the viewers
manipulate objects but to let them explore the two universes,
observe objects from unique and diverse points of view, and
directly experience the differences between the two
cosmological models. We anticipate that the content of future
VR exhibits will lead to development of more sophisticated
interaction experiences which will require object selection,
manipulation, and dynamic change of the virtual content.
Despite its limitations, the exhibit was very successful and the
audience’s reactions confirmed the effectiveness of VR
technology as a visualization, research, education,
dissemination and entertainment tool. This project can be
considered a first case study which paves the way for the design
of a novel museum space and for the establishment of a new
technology infrastructure that will allow the introduction of VR
exhibitions in the Leonardo’s museum. The new museum
environment will include a CAVE-like VR system with
multiple screens and multi-sensory feedback, therefore many of
the limitations listed above will be overcome.
5.1 References and/or Selected Bibliography
References from Journals:
Hedberg, J., and Alexander, S., 1994. Virtual Reality in
Education: Defining Researchable Issues. Educational Media
International, 31, pp. 214-220.
Hirose, M., 2006. Virtual Reality Technology and Museum
Exhibit. The International Journal of Virtual Reality, 5(2), pp.
31-36.
Interacting with "Machine Culture". IEEE Computer Graphics
and Applications, September/October 1993, 13(5), pp. 4-8.
Roussou, M. and Efraimoglou, D., 1999. High-end Interactive
Media in the Museum. Computer Graphics, ACM SIGGRAPH,
pp. 59-62.
References from Books:
Sherman, W.S. and Craig, A.B., 2003. Understanding Virtual
Reality. Morgan Kaufmann, San Francisco, CA.
Van Gent, R., 2003. Andreas Cellarius, Harmonia
Macrocosmica - Multilingual Edition. TASCHEN Books,
Germany.
References from Other Literature:
Akins, A.S., 1992. Virtual Reality and the Physically Disabled:
Speculations of the Future. In: Proc. of Virtual Reality and
Persons with Disabilities Conference, California State
University, Northridge.
Dalgarno, B., Hedberg, J., and Harper, B., 2002. The
contribution of 3D environments to conceptual understanding.
In: Proc. of ASCILITE 2002, New Zealand.
Gaitatzes, A., Christopoulos, D., Voulgari, A., and Roussou,
M., 2000. Hellenic Cultural Heritage through Immersive Virtual
Archaeology. In: Proc. of VSMM 2000 - 6th International
Conference on Virtual Systems and MultiMedia, Japan.
Leonardo da Vinci. Codex Arundel, 1490s–c1518. British
Library, London, UK.
Leonardo da Vinci. Codex Atlanticus, 1478 to 1519. Ambrosian
Library, Milano, Italy.
Leonardo da Vinci. Codex F, 1492-1516. Institute of France,
Paris.
Leonardo da Vinci. Notes and drawings relating to the moon.
Codex Hammer (ex Leicester), 1504-1506. Gates Collection,
Seattle (Washington) USA, c. 2r.
NCAC (National Center on Accessing the General Curriculum),
2003. Virtual Reality/Computer Simulations. Curriculum
Enhancement. U.S. Office of Special Education Programs.
Roussou, M., 2000. Immersive Interactive Virtual Reality and
Informal Education. In: Proc. of User Interfaces for All:
Interactive Learning Environments for Children, Athens,
February 2000.
Roussou, M., Kavalieratou, E., and Doulgeridis, M., 2007.
Children Designers in the Museum: Applying Participatory
Design for the Development of an Art Education Program. In:
Proc. of the 6th International Conference on Interaction Design
and Children, June 6-8, 2007, Aalborg, Denmark, pp. 77-80.
Slater, M., Linakis V., Upshot M., Kooper, R., 1996.
Immersion, Presence, and Performance in Virtual
Environments: An Experiment with Tri-Dimensional Chess. In:
M G (ed.), ACM Virtual Reality Software and Technology
(VRST), pp. 163-172.
Youngblut, C., 1997. Educational Uses of Virtual Reality
Technology. In: VR in the Schools - coe.ecu.edu, 3(1).
References from websites:
Autodesk Maya 2008. http://www.autodesk.com (Accessed on
20 May 2008)
Britannica Online Encyclopedia. Cosmos: Christian Aristotelian
cosmos.
http://www.britannica.com/eb/art/print?id=3029&articleTypeId
=0 (Accessed on 20 May 2008)
Calanca, R., 2007. L’astronomia e l’ottica di Leonardo da
Vinci. In: Astronomia Coelum Online.
http://www.coelum.com/index.php?goto=articoli&id=22&p=5
(Accessed on 9 June 2008)
Copernicus, N., 1543. De Revolutionibus Orbium Coelestium.
http://ads.harvard.edu/books/1543droc.book/ (Accessed on 2
June 2008)
NASA’s planetary exploration program.
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5.2 Acknowledgements
This project is supported in part by the Museo Leonardiano in
Vinci, Italy, by Universita’ degli Study di Pisa, department of
Civil Engineering, Italy, and by the Envision Center for Data
Perceptualization at Purdue University, USA.