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SEGEBERG 1600 – RECONSTRUCTING A HISTORIC TOWN
FOR VIRTUAL REALITY VISUALISATION AS AN IMMERSIVE EXPERIENCE
S. Deggim a, *, T. P. Ke s en a, F. Tschi schwi z a, N. Hin ichsen b
a Ha enci y Uni e si y Hambu g, Pho og amme y & Lase Scanning Lab, Übe seeallee 16, D-20457 Hambu g, Ge many -
(simon.deggim, homas.ke s en, elix. schi schwi z)@hcu-hambu g.de
b Museum Al -Segebe ge Bü ge haus, Lübecke S aße 15, D-23795 Bad Segebe g, Ge many - [email p o ec ed]e
Commission II
KEY WORDS: 3D, cul u al he i age, gami ica ion, modelling, econs uc ion, i ual eali y, isualisa ion
ABSTRACT:
The 3D econs uc ion o his o ic buildings and ci ies o e s an oppo uni y o expe ience he his o y o ele an objec s and hei
de elopmen o e he cen u ies. Digi al isualisa ions o such his o ic objec s allow o a mo e na u al iew o his o y as well as
showing in o ma ion ha is no possible in a eal wo ld se ing. New p esen a ion o ms, such as he i ual eali y (VR) sys em HTC
Vi e, can be used o dissemina e in o ma ion in ano he dimension and simpli y he access by changing he use ’s iewpoin om a
lis ene and iewe in o being an in eg a ed pa o an in e ac i e si ua ion. In gene al, his app oach is a combina ion o educa ion and
en e ainmen , also known as “edu ainmen ” o “gami ica ion”, a e m used in he educa ion sec o as desc ibing whe e mo i a ion o
lea n is encou aged h ough adding a compe i i e elemen . I is hus a s ep away om simple consump ion o in o ma ion owa ds
expe iencing in o ma ion and a mo e li e al in e p e a ion o “li ing his o y”.
In his con ibu ion, we p esen he de elopmen o a 3D econs uc ion o he wo owns Segebe g and Gieschenhagen ( oday: Bad
Segebe g) in Schleswig-Hols ein, Ge many in he Ea ly Mode n Age a ound 1600. The his o ic landscape and i s con e sion om a
econs uc ed i ual own model in o an in e ac i e VR applica ion is also desc ibed. The econs uc ion is based on a ecen digi al
e ain model as well as su ey da a o su i ing buildings, his o ic isual in o ma ion based on his o ic d awings and w i en accoun s
om ha e a. All da ase s a e combined o a single walkable i ual wo ld ha spans app oxima ely 3 km².
1. INTRODUCTION
Recen ad ances in con empo a y Vi ual Reali y (VR)
echnologies a e going o ha e a signi ican impac on e e yday
li e. VR ypically e e s o compu e echnologies ha use a
combina ion o ha dwa e and so wa e o gene a e ealis ic
images, sounds and in e ac ions ha eplica e a eal en i onmen
and simula e a use 's physical p esence in his en i onmen . VR
has been de ined as a ealis ic and imme si e simula ion o a
h ee-dimensional en i onmen , expe ienced o con olled by
mo emen o he use ´s head and body, o as an imme si e,
in e ac i e expe ience gene a ed by a compu e (Reali y
Technologies, 2016). Th ough VR i is possible o i ually
explo e a compu e -gene a ed en i onmen as a di e en eali y,
and o imme se onesel in o he pas o in a i ual museum
wi hou lea ing he cu en eal-li e si ua ion. Cul u al he i age
monumen s o his o ic en i onmen s a e ideally sui ed bo h o
ho ough mul i-dimensional geome ic documen a ion and o
ealis ic in e ac i e isualisa ion in imme si e VR applica ions.
Thus, VR o e s an a ac i e oppo uni y o isi objec s in he
pas (Gai a zes e al., 2001) o places ha a e no easily
accessible, including om posi ions ha a e no possible in eal
li e. Rua & Al i o (2011) desc ibed li ing in he pas o
his o ical esea ch, p esen ing speci ically a s udy o
a chi ec u al his o y o he Roman illa o Casal de F ei ia as a
case-s udy using game engines and i ual eali y as suppo ing
ools. The a chi ec u al de elopmen o a building’s his o y,
including he p esen a ion o he six cons uc ion phases o he
building om 1541 un il oday, has been p esen ed in he i s
i ual museum (Deggim 2016). The i ual museum was la e
ex ended o a VR p og am using he VR sys em HTC Vi e as a
* Co esponding au ho
Head Moun ed Display o imme si e expe iences (Ke s en e al.,
2017b). In o he wo k he Selimiye Mosque o Edi ne, Tu key is
one o he i s his o ical cul u al he i age monumen s in Tu key
o be p epa ed o VR isualisa ion using he HTC Vi e in a
p ojec co-ope a ion be ween BİMTAŞ, a company o he
G ea e Municipali y o Is anbul, Tu key, and he
Pho og amme y & Lase Scanning Lab o he Ha enCi y
Uni e si y Hambu g, Ge many (Ke s en e al., 2017a).
In he cu en con ibu ion, he econs uc ion o he his o ic
owns Segebe g and Gieschenhagen, No h-Ge many in he yea
1600 as i ual 3D models, and hei p ocessing o da a
in eg a ion in o he game engine Un eal, a e p esen ed. The
p ojec has been conduc ed in co-ope a ion be ween he
Pho og amme y & Lase Scanning Lab o he Ha enCi y
Uni e si y Hambu g and he museum Old-Segebe g Town
House, Bad Segebe g, Ge many. One o he majo pa s o he
p ojec was he econs uc ion o he Segebe g cas le
(Siegesbu g), which was des oyed 1644. The i ual e u n
( econs uc ion) o he Siegesbu g has been published by Deggim
e al. (2017). The wo k low om da a acquisi ion ia 3D
modelling o VR isualisa ion using he VR sys em HTC Vi e,
including he necessa y p og amming o na iga ion, is desc ibed
in he pape . Fu he mo e, he use (including simul aneous
mul iple use en i onmen s) o such a VR isualisa ion o
his o ic owns is discussed in his con ibu ion.
The In e na ional A chi es o he Pho og amme y, Remo e Sensing and Spa ial In o ma ion Sciences, Volume XLII-2/W8, 2017
5 h In e na ional Wo kshop LowCos 3D – Senso s, Algo i hms, Applica ions, 28–29 No embe 2017, Hambu g, Ge many
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Figu e 1. His o ic eng a ing o he wo owns Segebe g and
Gieschenhagen in he yea 1588 om B aun-Hogenbe g
2. HISTORY OF BAD SEGEBERG
Bad Segebe g is a small own in he s a e o Schleswig-Hols ein,
No h-Ge many, abou 50 km no h-eas o Hambu g and 25 km
wes o Lübeck. Today, i is mos ly known o he Ka l May
Fes i al in i s open-ai hea e loca ed a he Kalkbe g, a small
gypsum moun ain nea he own cen e. Howe e , he his o y o
he ci y da es back o he 12 h cen u y when he i s cas le
(Siegesbu g) was buil on op o he Kalkbe g. The own, which
a ha ime was only called Segebe g, de eloped a ound his
moun ain. This own g ew oge he wi h a nea by se lemen
(Gieschenhagen) and aced a ious des uc ions and
econs uc ions o he cas le and he own i sel due o wa , sieges
and i es. F om he 17 h cen u y on, he cas le ell in o uins and
he mining o he moun ain began. Today, only pa o he
Kalkbe g emains, while he only emnan s o he cas le a e he
lowe pa s o a well sha . In ecen decades, some o he his o ic
buildings in Bad Segebe g ha e been demolished, wi h he Al -
Segebe ge Bü ge haus (Old-Segebe g Town House) now being
he oldes house in he own. Fig. 1 illus a es he wo owns
Segebe g and Gieschenhagen in an eng a ing by B aun-
Hogenbe g in he yea 1588 (B aun & Hogenbe g, 1612-1618).
3. DATA BASIS
3.1 Recons uc ion o he Kalkbe g
The his o ic Kalkbe g was econs uc ed bo h digi ally and
physically o an ea lie p ojec . I s main pu pose was he
c ea ion o a minia u e o he his o ic Segebe g in he museum.
Fi s , he modelling o he Kalkbe g was ca ied ou in bu e ,
using his o ic sou ces such as pain ings, isome ic maps and
desc ip ions, in o de o de i e only he shape o he moun ain
wi hou any scale. A e wa ds, he exis ing landscape was
modelled by meshing ai bo ne lase scanning (ALS) da a om
he na ional su ey o Schleswig-Hols ein. Fig. 2 (le ) illus a es
he ALS da a as a mesh, including he cu en Kalkbe g and he
open-ai s age o he Ka l May Fes i al in Bad Segebe g. F om
his DEM, sec ions wi h a spacing o 10 m we e gene a ed and
plo ed a a scale o 1:330. These sec ions we e ans e ed o
ca dboa d, cu ou and hen ixed up igh on a plana pla o m
(Fig. 2 cen e) o u he modelling using gypsum (Fig. 2 igh ).
Nex , he shape o he modelled bu e moun ain was isually
ans e ed o he physical 3D model by manual modelling. The
inished physical 3D model o he his o ic Kalkbe g (Fig. 3 le )
was pho og aphed wi h a Nikon D800 o digi isa ion using dense
image ma ching. The inal meshed model is illus a ed in Fig. 3
(cen e), which was combined wi h he meshed model om ALS
da a a e scaling (Fig. 3 igh ). The combined 3D model was he
base o he modelling o he Siegesbu g.
Figu e 2. The econs uc ion o he Kalkbe g om ai bo ne lase scanning da a: digi al ele a ion model (o iginal da a, le ),
p in ed scaled sec ions o he DEM (cen e) and physical 3D model o he Kalkbe g a i exis s oday ( igh )
Figu e 3. The his o ic physical 3D model o he Kalkbe g (le ), he his o ic digi al 3D model om dense image ma ching
(cen e) and he combina ion o wo DEMs om bo h oday (o ange) and he pas (g een) ( igh )
The In e na ional A chi es o he Pho og amme y, Remo e Sensing and Spa ial In o ma ion Sciences, Volume XLII-2/W8, 2017
5 h In e na ional Wo kshop LowCos 3D – Senso s, Algo i hms, Applica ions, 28–29 No embe 2017, Hambu g, Ge many
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3.2 P e ious 3D Models o he Siegesbu g
The i s i ual 3D model o he Siegesbu g (Fig. 4 le ) was
c ea ed in Cinema 4D by Dipl.-Ing. Uwe Oswald, lec u e o 3D
design a HTK – Academy o Design in Hambu g, some yea s
ago. Howe e , his i ual objec includes some small alse
assump ions abou he shape o he cas le and i had a low le el
o de ail. Thus, a second i ual model was c ea ed based on he
econs uc ed digi al e ain model o he Kalkbe g in Cinema 4D
using he expe ise o a his o ian. This was used by a model
builde o c ea e a physical cas le model on op o he Kalkbe g
o he museum exhibi ion. All hese sou ces we e used as a basis
o wo isualisa ion p ojec s o he Siegesbu g, ca ied ou in
2015: a) econs uc ion wi h 3dsMax (Fig. 4 op) (He zbe g,
2015), b) econs uc ion wi h Lumion 3D (Fig. 4 bo om)
(Deggim, 2015). Bo h isualisa ions a e publicly a ailable as
ideo sequences on he YouTube channel o he Geoma ics
Depa men o he Ha enci y Uni e si y Hambu g.1
Figu e 4. Recons uc ed 3D model o he Segebe g cas le -
Cinema 4D model ( op), 3ds Max model (cen e), Lumion 3D
model (bo om)
1 a) h ps://www.you ube.com/wa ch? =V-hESSCwOe0,
b) h ps://www.you ube.com/wa ch? =M1pQnAh Q4w
3.3 P e ious 3D Models o he Al -Segebe ge Bü ge haus
A coope a ion was o med be ween he museum Al -Segebe ge
Bü ge haus and he Ha enci y Uni e si y Hambu g (HCU) in
2011. S uden s o he uni e si y pe o med se e al su eys o he
his o ic building, using pho og amme y and lase scanning
(Ke s en e al., 2014). The esul ing 3D model was he basis o
se e al p ojec s in he ollowing yea s, including he
econs uc ion o he six cons uc ion phases o he building and
he anima ion o ideo sequences o he mode n and his o ic
building s ages. The la es s ep was he de elopmen o a i ual
museum o he Al -Segebe ge Bü ge haus (Fig. 5) (Deggim
2016), consis ing o in e ac i e menus o e e y pa o he
exhibi ion, ocusing on he building his o y, bo h as desk op and
i ual eali y e sions (Ke s en e al., 2017b).
Figu e 5. In o ma ion menu in he Vi ual Museum o he Al -
Segebe ge Bü ge haus demons a ing he six cons uc ion
phases in an anima ion
4. MODELLING
4.1 Concep and how o deal wi h his o ic sou ces
The p ojec Segebe g 1600 aims o a comple e 3D
econs uc ion o Segebe g and Gieschenhagen in he yea 1600,
when he own was in he ansi ion be ween la e medie al and
ea ly mode n age. 1600 was chosen because i is close o he da e
o o igin o he main his o ic sou ce: an eng a ing om B aun-
Hogenbe g om 1588, showing majo pa s o bo h owns om
he no h (Fig. 1). Alongside his and o he mino his o ic
isualisa ions, some w i en sou ces ha e been used (e.g. land
egis e ). I was ypical o ha e a ha o se e al easons
illus a ions o owns o landscapes did no accu a ely depic he
eali y. In his case, he own shown on he eng a ing is a much
dis o ed e sion o he ac ual landscape. In o de o show mo e
pa s o he own, buildings we e placed nex o he Kalkbe g
which would ha e been ( om he a is ’s poin o iew) behind
i o hidden by o he buildings. Also, some buildings a e shown
bigge han hey p obably we e, likely due o he in en ion o he
a is o depic hem in a mo e weal hy and powe ul s a e o
sa is y he baili o Segebe g, who was also he clien o he
eng a ing. Fu he mo e, e e y objec on he eng a ing has
signi ican e ical exagge a ion.
The in e p e a ion o hese sou ces was ca ied ou by a local
his o ian. An i e a i e wo k low has been es ablished in close
collabo a ion wi h he his o ian o ensu e he his o ically mos
likely appea ance o he landscape and he buildings. The concep
also includes se e al s eps o da a and c ea ion ime educ ion
and imp o ing p ocessing ime, e.g. ecycling o building pa s,
The In e na ional A chi es o he Pho og amme y, Remo e Sensing and Spa ial In o ma ion Sciences, Volume XLII-2/W8, 2017
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ex u es and making use o as many o he ea lie models as
possible, as long as hey i in he da a educ ion concep .
4.2 Town Houses
The modelling was ca ied ou wi h he CAD p og am Au o-
CAD by Au odesk. The main building ype in Segebe g and
Gieschenhagen du ing ha e a we e he so called “Bü ge häuse ”
( own houses), whe e mos o he people li ed and wo ked. The
museum Al -Segebe ge Bü ge haus is he las emaining
building o his ype and i was hus used as a basis o he models.
To ensu e a a ie y in he ownscape, se e al e sions o he
ownhouse models wi h small adjus men s in geome y, ex u es
and size we e made (Fig. 6).
Figu e 6. Two di e en e sions o a own house wi h a ia ions
in size, windows and amewo k
In o al, 12 di e en e sions o own houses we e modelled and
duplica ed, esul ing in 230 models o own houses in he 3D ci y
model.
4.3 Unique buildings
Se e al buildings isible in he sou ces di e signi ican ly om
he own houses. The mos ob ious cases a e he la ge complexes
o he Siegesbu g on he Kalkbe g and he chu ch wi h he
adjacen monas e y in Gieschenhagen (Fig. 1 and Fig. 7).
The cas le is la gely based on he model o He zbe g (2015) wi h
some elemen s (e.g. he well house) o Deggim’s model (2015).
Fu he adjus men s we e made o his p ojec , including a
escaling o he whole cas le when he w ong scale became
appa en du ing VR es ing o he p og am. Landscape and de ails
we e added la e in he Un eal Engine (see sec ion 5.3).
The chu ch and he monas e y we e he i s models c ea ed
speci ically o his p ojec . Since mos o he medie al chu ch
s ill exis s oday, i could be used o alida e he dimensions o
he anished pa s o he monas e y. Howe e , he compa ison
be ween oday’s chu ch and he depic ion on he eng a ing (as
well as be ween oday’s Al -Segebe ge Bü ge haus and i s
depic ion) added o he conclusion ha he his o ic sou ce is no
e y eliable. O he unique buildings a e mos ly somewhe e
be ween he chu ch and he own houses in size and illus a e a
ce ain s a us o unc ion, like he own hall, he Ran zau-Palais
(palais o he baili ), own ga es, ba ns o adminis a i e
buildings.
Figu e 7. The econs uc ed chu ch and he monas e y in
Gieschenhagen, iew om no heas
4.4 Tex u e Mapping
Fo he ex u e mapping, he p og am 3ds Max was used. Almos
e e y building in Segebe g and Gieschenhagen had a imbe -
ame and/o b ick a chi ec u e. Thus, se e al ex u es wi h old
b icks and wood we e used. Mos o he ex u es we e
downloaded om an online da abase ( ex u es.com) bu o some
buildings, ac ual pho os om he emaining chu ch and own
house we e aken, p ocessed and used as ex u es. To educe he
da a size and p ocessing ime impac due o ex u e s eaming,
mos ex u es did no exceed a size o 1024 x 1024 (210 x 210)
pixels.
5. IMPLEMENTATION IN THE GAME ENGINE
5.1 Un eal Engine
A game engine is a so wa e amewo k ha p o ides a pla o m
o he c ea ion o in e ac i e so wa e. Game engines a e
ypically used o he c ea ion o ideo games o PCs, consoles
o mobile de ices. The engines di e in unc ionali y and
con en , bu mos include a ende ing engine o 2D o 3D
g aphics, engines o he de ec ion o physical in e ac ions like
collisions o o e lapping (physics engine) and a sc ip ing ool o
desc ibe and con ol he beha io o all elemen s wi hin he
ideo game as well as handling he playe inpu . Fu he ools
may include anima ion, audio sys ems, ne wo king (e.g.
mul iplaye ) and op imiza ion ea u es o g aphics and
pe o mance. A game engine con ols he cou se o he game and
is esponsible o he isual appea ance o he game ules. Fo he
de elopmen o i ual museums o in gene al in e ac i e
p og ams p esen ing 3D da a, game engines o e many
necessa y concep s wi h much unc ionali y so ha use s can
in e ac wi h he i ual en i onmen .
In he pas , he de elopmen o game engines was mos ly based
on he de elopmen o a speci ic game wi h paid licensing o
ex e nal game de elope s. In ecen yea s, howe e , mos o he
la ge engine p o ide s ha e ocused mo e on he ad ancemen o
engines and addi ionally o e ee access o de elope s. Some
o he game engines wi h ee po en ial use a e he engine
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Uni y om Uni y Technologies, he C yEngine o he Ge man
de elopmen s udio C y ek, and he engine Un eal om Epic
Games. A cu en o e iew and compa ison o di e en game
engines can be ound e.g. in O’Flanagan (2014) and Lawson
(2016). The selec ion o he app op ia e engine o a p ojec is
based on he p o ided componen s men ioned abo e, he
adap abili y in he exis ing wo k p ocesses as well as special
p e e ences o he (game) de elope . In he amewo k o his
p ojec , he game engine Un eal was selec ed due o he
oppo uni y o de elop applica ion and in e ac ion logics using a
isual p og amming language called Bluep in s. Visual
p og amming wi h Bluep in s does no equi e he w i ing o
machine-complian sou ce code. Thus, i p o ides oppo uni ies
o non-compu e scien is s o p og am all unc ions o an
in e ac i e p og am using g aphic elemen s. The sa ing in ime
associa ed wi h his me hod o so wa e de elopmen allows o
he gene a ion o addi ional scena ios and o mo e in ensi e use
es ing. Game engines a e, he e o e, e y well-sui ed o he
de elopmen o i ual museums, i ual show ooms o
econs uc ed en i onmen s and alike.
5.2 Da a Impo and Da a Reduc ion
Though mos o he buildings ha e al eady been combined o a
own model in 3ds Max, e e y building ype was impo ed as an
indi idual objec in o he game engine o allow o u he da a
educ ion by ins ancing. I he same objec is placed mo e han
once in a scene, i is be e o c ea e an ins ance o his objec han
o copy he whole objec . Thus, only he new loca ion, o ien a ion
and o he loca ion-speci ic in o ma ion has o be sa ed o each
indi idual building. Geome y and ex u es s ay he same o all
ins ances and hus ha e o be sa ed only once.
The imp o emen o pe o mance is a majo ask when c ea ing
eal- ime applica ions. In con as o ideo ende ings, e e y
ame has o be compu ed “on he ly”. Fo he VR sys em HTC
Vi e, 90 ames pe second ( ps) a e ecommended – o each
eye, esul ing in wice he esolu ion (2160 x 1080 in o al). I his
h eshold is no me , he ames a e no pe cei ed anymo e as a
con inuous low and i is likely ha he use s a s o su e om
mo ion sickness. To ensu e he compliance o his h eshold, a
comp omise has o be ound be ween he quan i y and quali y o
objec s and isual e ec s on one side and low pe o mance cos s
on he o he side. Nex o he al eady men ioned s eps his has
been achie ed by low-poly-modelling, di e en ex u e
esolu ions and objec LoDs (depending on he iewe ’s dis ance
om he objec ), p ecompu a ion o s a ic shadows as well as an
adjus able sc een esolu ion wi hin he p og am o adap o he
pe o mance powe o di e en PC sys ems.
5.3 Landscape and De ails
The 3D model o he Kalkbe g was he basis o he landscape
modelling in he Un eal Engine. The engine p o ides a
comp ehensi e landscape edi o ha allows o a a ie y o
e ain manipula ions. G ound ex u es, plan s, ocks and ees
can be impo ed and placed on he e ain wi h a b ush ea u e
ha allows o a quick placemen o many objec s. As he pas
400 yea s ex ensi ely changed he landscape, only he ough
pa e n o he p esen appea ance can be used. The his o ic
sou ces, on he o he hand, a e known o be inaccu a e in some
loca ions (see 4.1), e.g. he dis ibu ion o hills a ound he illage
Segebe g. Fig. 8 shows he de elopmen om ecen and his o ic
sou ces o he inal landscape in he model. Fields and pas u es,
sepa a ed by a ne wo k o ences, single ees and small o es s,
bushes, lakes and a swamp we e placed acco ding o a landscape
ske ch om a his o ian (Fig. 8 cen e). To block he isual axis
in he dis ance, a sligh og was added, no only p o iding a
ealis ic eeling o dis ance bu also limi ing he a ea, which had
o be illed wi h landscape elemen s and 3D objec s. Fo he same
pu pose, he bo de s o he 3D model we e decla ed inaccessible
and illed mos ly wi h ees.
Figu e 8. Ae ial o hopho o supe imposed wi h his o ic
buildings ( op), aw 3D model wi h landscape and p ope y
ske ch (cen e), and ex u ed 3D model in he Un eal Game
Engine (bo om, g een lines ep esen ences o p ope y a eas).
Fo be e compa ison wi h he eng a ing, sou h is up.
Fo addi ional a ie y, small objec s like ches s, bucke s, boxes,
ables, benches, cannons and many o he small cons uc ions
such as a wooden shel e and a ca we e modelled and placed in
he scene (Fig. 11). These de ails a e impo an o he model o
appea ali e. The 3D model hus p o ides he imp ession o
depic ing he e e yday li e a ha ime.
5.4 Vi ual Reali y
Vi ual Reali y (VR) means he eplacemen o he eal wo ld
wi h a digi al one, le ing he use belie e ha hey a e mo ing
The In e na ional A chi es o he Pho og amme y, Remo e Sensing and Spa ial In o ma ion Sciences, Volume XLII-2/W8, 2017
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91
h ough his a i icial en i onmen by acking his mo emen s
and p o iding a co esponding isual ou pu o a headse . Fo his
p ojec , he HTC Vi e was used. I is a i ual eali y headse o
oom-scale i ual eali y. I was de eloped by HTC and he
Val e Co po a ion, was eleased on 5 Ap il 2016, and is cu en ly
a ailable on he ma ke o EUR 699. Basic componen s a e he
headse o he imme si e expe ience, wo con olle s o use
in e ac ions and wo "Ligh house" base s a ions o acking he
use 's mo emen (Fig. 9).
Figu e 9. The componen s o he VR Sys em HTC Vi e ( op)
and sys em se up o he HTC Vi e (bo om) (HTC Co po a ion
2017)
By means o VR, he use can di e much deepe in o he 3D
model han would be possible wi h a desk op applica ion. Ha ing
he imp ession o ac ually s anding in he model is a o ally
di e en expe ience han jus looking a a minia u e om he
ou side. Tes s wi h he VR e sion o he i ual museum o he
Al -Segebe ge Bü ge haus e ealed ha his imme si e
app oach has a la ge posi i e impac on he use expe ience and
he in e es in he p esen ed opic (Deggim e al., 2017; Ke s en
e al., 2017b). I has he e o e been decided ha he 3D model o
Segebe g 1600 shall be a ailable in VR as well.
5.5 Game Logic
The use can mo e a ound wi hin he physical limi s o he VR
sys em (e.g. cable leng h, dis ance om acking s a ions). The
posi ion and o ien a ion o he headse co espond o he posi ion
and o ien a ion o he a a a in he i ual en i onmen . This
allows o an a ea o mo emen o ypically a ew squa e me e s.
To each loca ions ou side o his a ea, a elepo a ion sys em has
been implemen ed. By using a hand con olle , which is acked
he same way as he headse , he use can poin owa ds he
loca ion he wan s o elepo o. When clicking, he endpoin o
he elepo a ion pa abola becomes he new cu en loca ion o
he use . He can hus jump h ough he en i e 3D model. Since
his model is e y la ge, u he quick links ha e been
p og ammed o enable he use o go di ec ly o he mos
impo an loca ions o he model.
The accessible a ea was de e mined bo h au oma ically (e.g.
minimal dis ance om objec s, inaccessibili y o s eep slopes o
oo s) and manually (e.g. limi a ea o pa s wi h buildings and /
o ele an landscape, inaccessibili y o lakes) (Fig. 10).
The s a ing poin in he 3D model is a he monas e y,
app oxima ely in he middle o he model. A li le in oduc ion
ex nea his s a ing poin p o ides he necessa y explana ions
o na iga e h ough he scene.
Figu e 10. O e iew o he 3D model his o ic own Segebe g
and Gieschenhagen including he accessible a ea o he model
(colou ed in ligh g een) and he a ea bo de s which ollow
obs acles in he model such as ences, eelines o s eep slopes
6. CONCLUSIONS & OUTLOOK
The i ual eali y applica ion Segebe g 1600 has been
success ully implemen ed using he econs uc ed his o ic owns
Segebe g including he cas le and Gieschenhagen including he
chu ch and he monas e y. The dimensions o he inal 3D model
a e 1.8 kilome e s om eas o wes and 1.6 kilome e s om
no h o sou h. I includes he his o ic en i onmen s o bo h owns
Segebe g and Gieschenhagen wi h mo e han 300 buildings o
majo s uc u es in o al, he moun ain ( he his o ic Kalkbe g)
wi h he Siegesbu g and he su ounding landscape wi h pas u es,
o es s and lakes. The model has been illed wi h e y de ailed
ege a ion and scene y objec s o he explo a ion and expe ience
o his o ic li e in he yea 1600. Addi ionally, he scene has been
expanded in all di ec ions o c ea e a ealis ic eeling o dis ance
and o pu he his o ic own in he con ex o he su ounding
landscape. The use will be able o na iga e h ough he scene
wi h a elepo a ion unc ion, which can be ope a ed wi h he
handheld mo ion con olle s o he VR sys em. The 1.0 e sion
o he p og am has a size o 3.1 GB and uns on 64bi Windows
sys ems wi h Win 7 o highe . The cos s o he echnical
equipmen including he VR sys em HTC Vi e and a powe ul
gaming desk op PC a e app oxima ely 3000 EURO, which
co esponds o low-cos . Howe e , he gene a ion o he da a
including he ex u ed 3D model in he game engine Un eal cos s
in o al 30.000 EURO, which co esponds o a ac o 10 o he
sys em cos s.
The VR applica ion will be included in he museum exhibi ion in
2018. Tes demons a ions wi h his new way o in o ma ion
dissemina ion and simila VR p og ams showed a high
accep ance o his new o m o isualisa ion, inc easing he
in e es o he audience bo h in he ci y his o y and in he 3D
echnology. Fig. 11 shows some imp essions o he inished
his o ic 3D model o Segebe g and Gieschenhagen.
The In e na ional A chi es o he Pho og amme y, Remo e Sensing and Spa ial In o ma ion Sciences, Volume XLII-2/W8, 2017
5 h In e na ional Wo kshop LowCos 3D – Senso s, Algo i hms, Applica ions, 28–29 No embe 2017, Hambu g, Ge many
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92
Figu e 11. Imp essions o he his o ic li e in Segebe g and
Gieschenhagen in he yea 1600 – om op o bo om: Lübecke
S aße, s ee in on o he monas e y cou , wes en ance o
he monas e y, well house in he cas le cou
I is planned o expand he con en o he p og am in he nea
u u e. I is also possible o ex end he unc ionali y o he
p og am and include u he in e ac i e elemen s, such as
in o ma ion menus, ideos o – ollowing he gami ica ion
concep – li le asks o he use ha he has o sol e in o de o
ob ain some in o ma ion abou an objec . A combina ion o his
model wi h Segebe g models o o he e as is also possible and
would p o ide a 4D expe ience abou he u ban de elopmen o
Bad Segebe g o e he cen u ies. Fu he ideas include a
mul iplaye sys em and he imp o emen o isual quali y by
highe ex u e esolu ions, addi ional ex u e ea u es like no mal
and displacemen maps as well as u he pe o mance
imp o emen s by he means o bo h be e ha dwa e and
op imized p og amming.
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