Design and Creation of a Virtual World of Petra, Jordan
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University of Cape Town The copyright of this thesis vests in the author. No quotation from it or information derived from it is to be published without full acknowledgement of the source. The thesis is to be used for private study or non- commercial research purposes only. Published by the University of Cape Town (UCT) in terms of the non-exclusive license granted to UCT by the author. University of Cape Town i Plagiarism Declaration I know the meaning of plagiarism and declare that all the work in the document, save for that which is properly acknowledged, is my own. Cape Town, 16 February, 2015 ii iii Abstract This thesis presents the design and creation of a 3D virtual world of Petra, Jordan, based on the digital spatial documentation of this UNESCO World Heritage Site by the Zamani project. Creating digital records of the spatial domain of heritage sites is a well-established practice that employs the technologies of laser scanning, GPS and traditional surveys, aerial and close range photogrammetry, and 360-degree panorama photography to capture spatial data of a site. Processing this data to produce textured 3D models, sections elevations, GISs, and panorama tours to has led to the establishment of the field of virtual heritage. Applications to view this spatial data are considered too specialised to be used by the general public with only trained heritage practitioners being able to use the data. Additionally, data viewing platforms have not been designed to allow for the viewing of combinations of 3D data in an intuitive and engaging manner as currently each spatial data type must be viewed by independent software. Therefore a fully integrated software platform is needed which would allow any interested person, without prior training, easy access to a combination of spatial data, from anywhere in the world. This study seeks to provide a solution to the above requirement by using a game engine to assimilate spatial data of heritage sites in a 3D virtual environment where a virtual visitor is able to interactively engage with combinations of spatial data. The study first begins with an analysis of what virtual heritage applications, in the form of virtual environments, have been created, and the elements that were used in their creation. These elements are then applied to the design and creation of the virtual world of Petra. iv v Acknowledgements I would like to express my gratitude to my supervisor, Prof. Heinz Rüther, for his guidance and support during this research. I would also like to thank my co-workers at the Zamani project Roshan Bhurtha and Ralph Schroeder as well as Christoph Held, a former Zamani team member. This research was hosted by the Zamani project which is based in the Geomatics Division at the University of Cape Town. A further thank you goes to the UNESCO Staff in Amman, colleagues from the PAP and the Jordanian Department of Antiquities‘ and the Petra National Trust. I am especially thankful to UNESCO for giving the Zamani team the unique opportunity to document Petra, one of the most fascinating and important heritage sites in the world. Finally I would like to say thank you to my parents, sister and friends for supporting and encouraging me. vi vii Contents Abstract .......................................................................................................................................... iv Acknowledgements ........................................................................................................................ vi Contents ....................................................................................................................................... viii List of Figures ............................................................................................................................ xviii Abbreviations .............................................................................................................................. xxii 1 Introduction ............................................................................................................................. 1 2 Background ............................................................................................................................. 3 2.1 Cultural heritage ............................................................................................................... 3 2.1.1 Digital documentation of cultural heritage sites ....................................................... 4 2.1.2 Documentation of the World Heritage Site of Petra by the Zamani Project ............ 5 2.2 Virtual reality ................................................................................................................... 6 2.3 Augmented reality ............................................................................................................ 7 2.4 Virtual heritage ................................................................................................................. 7 2.4.1 Relevance of virtual heritage .................................................................................... 9 2.5 Virtual world .................................................................................................................. 10 2.5.1 Description of an ideal VW of heritage site............................................................ 10 viii 2.5.2 The need for a VW of Petra .................................................................................... 11 2.6 Problem statement .......................................................................................................... 12 2.7 Primary objectives .......................................................................................................... 12 2.8 Research questions ......................................................................................................... 13 2.9 Limitations and phases of the VW creation ................................................................... 13 2.10 Outline of the work ..................................................................................................... 14 3 Literature and software review ............................................................................................. 15 3.1 What makes an effective VH application ....................................................................... 15 3.1.1 Interactivity ............................................................................................................. 16 3.1.2 Meaning .................................................................................................................. 16 3.1.3 Player Character ...................................................................................................... 16 3.1.4 Other characters ...................................................................................................... 17 3.1.5 Accuracy and Realism ............................................................................................ 17 3.2 Panorama tours ............................................................................................................... 17 3.3 The major institutions in the VH world ......................................................................... 18 3.3.1 PublicVR ................................................................................................................. 18 3.3.2 Learning Sites ......................................................................................................... 19 3.4 Methods of creating virtual heritage environments ........................................................ 19 3.4.1 VRML and X3D ..................................................................................................... 20 3.4.2 Game engines .......................................................................................................... 20 ix 3.4.2.1 Unreal Engine ...................................................................................................... 21 3.4.2.2 Unity .................................................................................................................... 22 3.4.2.3 Comparison of Unity and Unreal Engine ............................................................ 22 3.5 Serious games ................................................................................................................. 23 3.6 Methods of viewing VH applications ............................................................................. 23 3.6.1 Window on the world.............................................................................................. 23 3.6.2 Head mounted displays ........................................................................................... 24 3.6.3 Virtual theatres and digital domes .......................................................................... 25 3.6.4 Cave automatic virtual environment (CAVE) ........................................................ 25 3.7 Case studies .................................................................................................................... 26 3.7.1 Dudley castle virtual tour ........................................................................................ 26 3.7.1.1 Background ......................................................................................................... 26 3.7.1.2 Description .......................................................................................................... 27 3.7.1.3 Useful design and data components