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SIMULACIÓN 3D CON INTERFACES HÁPTICAS PARA LA RECUPERACION DEL PATRIMONIO CULTURAL DEL TREN EN RIOBAMBA
Author(s) -
M. Duque,
F. Proaño,
Ramiro Santos
Publication year - 2016
Language(s) - English
Resource type - Conference proceedings
DOI - 10.4995/arqueologica8.2016.3564
Subject(s) - usability , interactivity , cultural heritage , haptic technology , computer science , software , recreation , human–computer interaction , multimedia , 3d model , simulation , geography , operating system , archaeology , political science , law , artificial intelligence
The present work had studied and determined various levels of usability and interactivity in haptic interfaces for manipulating 3D applications. It was applied to a Heritage Cultural system composed by Train Station and Steam Locomotive. A physical model and a railroad model were built. The system was operated by high school students. The information gathering was performed by the deductive method, collecting data about preferences, needs, and requirements for developing a 3D virtual environment using 3DSMAX 2011 Trial (3D Modeled Software) and Unity 4.3 Trial (Simulation Software), capable to engage and transmit information relevant to geographical, social and cultural aspects of the central highlands. Subsequently connected to a real model controlled by electronic systems. The inquiry made from high school students shows that 56 % possess ability and willingness for interfaces manipulation. Also, it was found an 80% of criteria for usability acceptance, and interactivity of 84% towards the current applications on mobile devices. As the final evaluation of the application, it was shown that the intervention of haptic interfaces on threedimensional applications connected to tangible environments, increased 95% of the usability and 100% of interactivity. We conclude that combining virtual systems with real ones accelerates learning processes at the secondary education level. It improves retention of information and allows the user to actively participate in virtual environments, converting recreational applications into academic and research tools.

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