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Keywords = virtual stronghold

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17 pages, 9186 KB  
Article
Landscape Reconstruction with Earth-and-Timber Medieval Stronghold—Immersive Geovisualization
by Jakub Zawadzki and Beata Medyńska-Gulij
Land 2024, 13(8), 1323; https://doi.org/10.3390/land13081323 - 21 Aug 2024
Viewed by 1187
Abstract
This study focuses on the problem of reconstruction and immersive visualization of cultural heritage objects such as medieval strongholds. Geomatics-specific methods were applied, based on the use of reference data such as maps, topographic databases, LIDAR, aerial photography, and three-dimensional modeling. Search and [...] Read more.
This study focuses on the problem of reconstruction and immersive visualization of cultural heritage objects such as medieval strongholds. Geomatics-specific methods were applied, based on the use of reference data such as maps, topographic databases, LIDAR, aerial photography, and three-dimensional modeling. Search and transformation of reconstructed historical data were also carried out according to various historical–geographical–archaeological theories. The result of the work was the creation of a desktop application that presents the interactive landscape reconstruction as an immersive geovisualization of a typical medieval Eastern European earth-and-timber stronghold in two time periods and in its current state. Conclusions include the changes in land topographical levels, demonstrating how the topographical level has changed over time, and data identification to categorize and process it in order to visualize cultural heritage objects such as medieval strongholds in today’s landscape. Full article
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15 pages, 1218 KB  
Article
Daoism and the Operation of the Eastern Stronghold Temple in the Late Imperial China
by Zhaojie Bai and Teng Yao
Religions 2022, 13(2), 159; https://doi.org/10.3390/rel13020159 - 11 Feb 2022
Viewed by 3161
Abstract
The sacrificial ritual to Mount Yi (Yishan 沂山) or the Eastern Stronghold (Dongzhen 東鎮) was included in the traditional Chinese state ritual system to mountain and water gods, and therefore, originally, it was a Confucian ritual. The Eastern Stronghold Temple was operated by [...] Read more.
The sacrificial ritual to Mount Yi (Yishan 沂山) or the Eastern Stronghold (Dongzhen 東鎮) was included in the traditional Chinese state ritual system to mountain and water gods, and therefore, originally, it was a Confucian ritual. The Eastern Stronghold Temple was operated by officers and clerks appointed by the government. However, during the late imperial period, the situation changed and the Eastern Stronghold Temple became virtually operated by Daoism, mainly because of the government’s difficulty in maintaining the temple, the growth and power of Daoism, especially the Complete Perfection Daoism popular in northern China, and the further integration of Confucianism, Daoism, and folk beliefs. Daoist priests, who were named “temple guardians”, took responsibilities for guarding temple property, coordinating central and local government’s sacrificial rituals, administrating the daily operation of the temple, conducting reconstruction projects, and incorporating local people’s beliefs. As a result, the temple not only served as an official place of worship but also gained the functions and identity of a Daoist abbey and folk temple. As the first article discussing the Eastern Stronghold Temple in a western language, this study mainly applies the rediscovered source of stone inscriptions preserved in the temple to describe Daoism’s contributions to this religious–political–cultural symbolic site and the complicated relationship between governmental officials, Daoist priests, and local people. Full article
17 pages, 4899 KB  
Article
Mini-Map for Gamers Who Walk and Teleport in a Virtual Stronghold
by Krzysztof Zagata, Jacek Gulij, Łukasz Halik and Beata Medyńska-Gulij
ISPRS Int. J. Geo-Inf. 2021, 10(2), 96; https://doi.org/10.3390/ijgi10020096 - 22 Feb 2021
Cited by 44 | Viewed by 7241
Abstract
Studies of the effectiveness of multimedia cartography products may include mini-map design for navigation. In this study, we have touched upon designing gameplay to indicate the impact of the mini-map on the time effectiveness of a player that can walk or teleport himself/herself [...] Read more.
Studies of the effectiveness of multimedia cartography products may include mini-map design for navigation. In this study, we have touched upon designing gameplay to indicate the impact of the mini-map on the time effectiveness of a player that can walk or teleport himself/herself along marked out points in virtual topographic space. The eye-tracking examination of gamers’ effectiveness in a non-complex game of collecting coins in a reconstructed stronghold on the holm provided us with a new perspective on the role of mini-maps. The more time gamers took to examine the mini-map, the more time they needed to finish the game, thus decreasing their effectiveness. The teleporting gamers had significantly higher time effectiveness than walking gamers, however, the data obtained showed only a minor difference between the proportions of the mini-map examination time to the total game time for walking and teleportation. Full article
(This article belongs to the Special Issue Multimedia Cartography)
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17 pages, 9897 KB  
Article
Experts and Gamers on Immersion into Reconstructed Strongholds
by Beata Medyńska-Gulij and Krzysztof Zagata
ISPRS Int. J. Geo-Inf. 2020, 9(11), 655; https://doi.org/10.3390/ijgi9110655 - 30 Oct 2020
Cited by 26 | Viewed by 3444
Abstract
In this study, we have touched upon a problem in evaluating the method of immersion in specific historico-geographical virtual space constructed on the basis of traditional cartographic and graphic materials. We have obtained opinions from two groups of users on the perception of [...] Read more.
In this study, we have touched upon a problem in evaluating the method of immersion in specific historico-geographical virtual space constructed on the basis of traditional cartographic and graphic materials. We have obtained opinions from two groups of users on the perception of cultural objects reconstructed in a virtual reality previously unknown to them. To achieve our objective and answer the questions, we have adopted four main stages of research: to pinpoint concepts adopted by researchers by discussing two types of approach, to create a virtual reality application according to the scheme based on knowledge from analog sources and digital actions in several workspaces, to prepare and conduct a survey among experts and gamers, and to graphically juxtapose the results of the survey. The evaluation by experts in medieval strongholds and serious story game users of the specific ways of immersion in the VR of reconstructed buildings in the current area provides researchers with an extended view of its effectiveness and attractiveness as well as with suggestions for further design processes. Full article
(This article belongs to the Special Issue Multimedia Cartography)
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