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Segeberg 1600 - Reconstructing a historic town for virtual reality visualisation as an immersive experience

Abstract

The 3D reconstruction of historic buildings and cities offers an opportunity to experience the history of relevant objects and their development over the centuries. Digital visualisations of such historic objects allow for a more natural view of history as well as showing information that is not possible in a real world setting. New presentation forms, such as the virtual reality (VR) system HTC Vive, can be used to disseminate information in another dimension and simplify the access by changing the user’s viewpoint from a listener and viewer into being an integrated part of an interactive situation. In general, this approach is a combination of education and entertainment, also known as “edutainment” or “gamification”, a term used in the education sector as describing where motivation to learn is encouraged through adding a competitive element. It is thus a step away from simple consumption of information towards experiencing information and a more literal interpretation of “living history”. In this contribution, we present the development of a 3D reconstruction of the two towns Segeberg and Gieschenhagen (today: Bad Segeberg) in Schleswig-Holstein, Germany in the Early Modern Age around 1600. The historic landscape and its conversion from a reconstructed virtual town model into an interactive VR application is also described. The reconstruction is based on a recent digital terrain model as well as survey data of surviving buildings, historic visual information based on historic drawings and written accounts from that era. All datasets are combined to a single walkable virtual world that spans approximately 3 km².

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Segeberg 1600 - Reconstructing a historic town for virtual reality visualisation as an immersive experience

Author: Deggim, Simon,Kersten, Thomas,Tschirschwitz, Felix,Hinrichsen, Nils
Publisher: Copernicus
DOI: 10.5194/isprs-archives-XLII-2-W8-87-2017
Source: https://repos.hcu-hamburg.de/bitstream/hcu/814/1/isprs-archives-XLII-2-W8-87-2017.pdf
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
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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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
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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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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