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<front>
<journal-meta>
<journal-id journal-id-type="publisher">ISPRS-Archives</journal-id>
<journal-title-group>
<journal-title>The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences</journal-title>
<abbrev-journal-title abbrev-type="publisher">ISPRS-Archives</abbrev-journal-title>
<abbrev-journal-title abbrev-type="nlm-ta">Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci.</abbrev-journal-title>
</journal-title-group>
<issn pub-type="epub">2194-9034</issn>
<publisher><publisher-name>Copernicus Publications</publisher-name>
<publisher-loc>Göttingen, Germany</publisher-loc>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="doi">10.5194/isprsarchives-XL-5-W2-37-2013</article-id>
<title-group>
<article-title>IMPLEMENTATION OF 3D TOOLS AND IMMERSIVE EXPERIENCE INTERACTION FOR SUPPORTING LEARNING IN A LIBRARY-ARCHIVE ENVIRONMENT. VISIONS AND CHALLENGES</article-title>
</title-group>
<contrib-group><contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Angeletaki</surname>
<given-names>A.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Carrozzino</surname>
<given-names>M.</given-names>
</name>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Johansen</surname>
<given-names>S.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
</contrib>
</contrib-group><aff id="aff1">
<label>1</label>
<addr-line>Norwegian University of Science and Technology (NTNU) University Library, Gunnerus branch, Trondheim, Norway</addr-line>
</aff>
<aff id="aff2">
<label>2</label>
<addr-line>PERCRO, TECIP Institute, Scuola Superiore Sant&apos;Anna, Pisa, Italy</addr-line>
</aff>
<pub-date pub-type="epub">
<day>18</day>
<month>07</month>
<year>2013</year>
</pub-date>
<volume>XL-5/W2</volume>
<fpage>37</fpage>
<lpage>41</lpage>
<permissions>
<copyright-statement>Copyright: &#x000a9; 2013 A. Angeletaki et al.</copyright-statement>
<copyright-year>2013</copyright-year>
<license license-type="open-access">
<license-p>This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this licence, visit <ext-link ext-link-type="uri"  xlink:href="https://creativecommons.org/licenses/by/3.0/">https://creativecommons.org/licenses/by/3.0/</ext-link></license-p>
</license>
</permissions>
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<self-uri xlink:href="https://isprs-archives.copernicus.org/articles/XL-5-W2/37/2013/isprs-archives-XL-5-W2-37-2013.pdf">The full text article is available as a PDF file from https://isprs-archives.copernicus.org/articles/XL-5-W2/37/2013/isprs-archives-XL-5-W2-37-2013.pdf</self-uri>
<abstract>
<p>In this paper we present an experimental environment of 3D books combined with a game application that has been
developed by a collaboration project between the Norwegian University of Science and Technology in Trondheim, Norway
the NTNU University Library, and the Percro laboratory of Santa Anna University in Pisa, Italy. MUBIL is an international
research project involving museums, libraries and ICT academy partners aiming to develop a consistent methodology
enabling the use of Virtual Environments as a metaphor to present manuscripts content through the paradigms of interaction
and immersion, evaluating different possible alternatives. This paper presents the results of the application of two prototypes
of books augmented with the use of XVR and IL technology. We explore immersive-reality design strategies in archive and
library contexts for attracting new users. Our newly established Mubil-lab has invited school classes to test the books
augmented with 3D models and other multimedia content in order to investigate whether the immersion in such environments
can create wider engagement and support learning. The metaphor of 3D books and game designs in a combination allows the
digital books to be handled through a tactile experience and substitute the physical browsing. In this paper we present some
preliminary results about the enrichment of the user experience in such environment.</p>
</abstract>
<counts><page-count count="5"/></counts>
</article-meta>
</front>
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