2
The Background The Virtual Mayflower project concept c the University of Birmingham’s Human Meeting of Dartmouth Museum’s Suppo up with “live” demonstrations afterwar Reality project conducted in 2014 and ship, the wreck of which exists on Pett was a 70-gun third-rate ship of the lin Dockyard as part of a late 17th century Navy, overseen by Samuel Pepys. Laun twelve years later during the Battle of B John Tyrrell, the vessel was deliberate captured by the French. The wreck is Trust (the Shipwreck Museum Hastings) Team collaborated in an attempt to “re (VR), Augmented Reality (AR – superimp real-world wrecksite) – and small technologies. The 3D model of the Ann detail, one to support on-site AR visua interactions) and a higher fidelity versi and events, or in museums. The Goal Unlike the Virtual Anne project, the V challenge, as the intent is to develop mu of a ship moored alongside. The Virtual and educational exercise, involving me schoolchildren, artists, actors and many contribute to the development of the vir it is a goal of the project to involve relating to the history of Bayard’s Cov trades. In addition, the schoolchildren w models that will ultimately “frame” the into the final educational VR experience. Another goal is to involve local artists w of these scenes by providing rich visual the 3D models and bring them to life wi that the Virtual Mayflower project w involving similar groups and talents in t across the Atlantic” cultural legacy. The Technologies The hardware and software items requ are many and varied, especially given versions online, on PCs and laptops, ta gaming consoles. To build the 3D m came about following a presentation by n Interface Team at the 2015 Annual orters. Part of the presentation, backed rds, introduced attendees to a Virtual early 2015, focusing on a 17 th century Level Beach near Hastings. The Anne ne, built by Phineas Pett at Chatham y restoration of King Charles II’s Royal nched in 1678, the Anne was beached Beachy Head. Under the command of ely torched to prevent her from being now owned by the Nautical Museums and it is with this Museum that the HIT esurrect” the Anne using Virtual Reality posing the 3D model of the ship over its unmanned air vehicle, or “drone” ne was developed at two key levels of alisation trials (and subsequent online ion to feature at special presentations Virtual Mayflower presents more of a uch more than simply a “walkthrough” Mayflower will be both a collaborative embers of the public, local historians, y more “stakeholders”, all of whom will rtual models and scenes. For example, local schoolchildren in early research ve, its buildings, occupants and local will be taught how to develop basic 3D eir research and become incorporated . who will contribute to the development l materials that will be used to “paint” ith colour and texture. It is also hoped will develop an international angle, the USA, thus delivering a truly “hands uired to develop the Virtual Mayflower n the need to interact with the final ablets, Smartphones and possibly even model, the two main toolkits will be

The Virtual Mayflower - University of BirminghamThe Virtual Mayflower project concept came about following the University of Birmingham’s Human Interface Team at the 2015 Annual

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Page 1: The Virtual Mayflower - University of BirminghamThe Virtual Mayflower project concept came about following the University of Birmingham’s Human Interface Team at the 2015 Annual

The Background

The Virtual Mayflower project concept came about following

the University of Birmingham’s Human Interface Team at the 2015 Annual

Meeting of Dartmouth Museum’s Supporters. Part of the

up with “live” demonstrations afterwards, introduced attendees to a Virtual

Reality project conducted in 2014 and early 2

ship, the wreck of which exists on Pett Level

was a 70-gun third-rate ship of the line, built by Phineas Pett at Chatham

Dockyard as part of a late 17th century restoration of King Charles II’s Royal

Navy, overseen by Samuel Pepys. Launched in 1678, the

twelve years later during the Battle of Beachy Head. Under the command of

John Tyrrell, the vessel was deliberately torched to prevent her from being

captured by the French. The wreck is

Trust (the Shipwreck Museum Hastings) and it is with this Museum tha

Team collaborated in an attempt to “resurrect” the

(VR), Augmented Reality (AR – superimposing the 3D

real-world wrecksite) – and small unmanned air vehicle

technologies. The 3D model of the Anne

detail, one to support on-site AR visualisation trials (and subsequent online

interactions) and a higher fidelity version to feature at special presentations

and events, or in museums.

The Goal

Unlike the Virtual Anne project, the Virtual Mayflower

challenge, as the intent is to develop much more than simply a “walkthrough”

of a ship moored alongside. The Virtual Mayflower

and educational exercise, involving members of the public, local historians,

schoolchildren, artists, actors and many more “stakeholders”, all of whom will

contribute to the development of the virtual models and scenes. For example,

it is a goal of the project to involve

relating to the history of Bayard’s Cove

trades. In addition, the schoolchildren will be taught

models that will ultimately “frame” their research and

into the final educational VR experience.

Another goal is to involve local artists who

of these scenes by providing rich visual materials that will

the 3D models and bring them to life with co

that the Virtual Mayflower project will develop an international angle,

involving similar groups and talents in the USA, thus delivering a truly “hands

across the Atlantic” cultural legacy.

The Technologies

The hardware and software items required to develop the

are many and varied, especially given the need to interact with the final

versions online, on PCs and laptops, tablets

gaming consoles. To build the 3D model, the two main toolkits will be

project concept came about following a presentation by

the University of Birmingham’s Human Interface Team at the 2015 Annual

Meeting of Dartmouth Museum’s Supporters. Part of the presentation, backed

up with “live” demonstrations afterwards, introduced attendees to a Virtual

Reality project conducted in 2014 and early 2015, focusing on a 17th

century

, the wreck of which exists on Pett Level Beach near Hastings. The Anne

ship of the line, built by Phineas Pett at Chatham

Dockyard as part of a late 17th century restoration of King Charles II’s Royal

Navy, overseen by Samuel Pepys. Launched in 1678, the Anne was beached

e of Beachy Head. Under the command of

John Tyrrell, the vessel was deliberately torched to prevent her from being

captured by the French. The wreck is now owned by the Nautical Museums

Trust (the Shipwreck Museum Hastings) and it is with this Museum that the HIT

in an attempt to “resurrect” the Anne using Virtual Reality

superimposing the 3D model of the ship over its

and small unmanned air vehicle, or “drone”

Anne was developed at two key levels of

site AR visualisation trials (and subsequent online

) and a higher fidelity version to feature at special presentations

Virtual Mayflower presents more of a

to develop much more than simply a “walkthrough”

Virtual Mayflower will be both a collaborative

involving members of the public, local historians,

and many more “stakeholders”, all of whom will

contribute to the development of the virtual models and scenes. For example,

local schoolchildren in early research

ove, its buildings, occupants and local

the schoolchildren will be taught how to develop basic 3D

“frame” their research and become incorporated

experience.

who will contribute to the development

rich visual materials that will be used to “paint”

the 3D models and bring them to life with colour and texture. It is also hoped

project will develop an international angle,

involving similar groups and talents in the USA, thus delivering a truly “hands

The hardware and software items required to develop the Virtual Mayflower

are many and varied, especially given the need to interact with the final

versions online, on PCs and laptops, tablets, Smartphones and possibly even

D model, the two main toolkits will be

Page 2: The Virtual Mayflower - University of BirminghamThe Virtual Mayflower project concept came about following the University of Birmingham’s Human Interface Team at the 2015 Annual

Autodesk’s 3ds Max and Trimble Navigation’s SketchUp. These software

packages allow developers to build each part of the ship to precise levels of

geometric detail, including its contents, such as cargo, and even avatars,

representing the passengers and crew. Then, to provide those components

with a visually realistic finish, representations of flag, sail and clothing material,

woodgrain effects, even skin texture, will be generated using image processing

packages such as Photoshop or Paint.net. These will support the design of

textures, or help to manipulate digital images, including those provided by

artists, that can then be “pasted” onto the 3D geometries. Once the models

and scenes have been constructed, they can be imported into a VR or game

“engine”, which enables the developer to add special effects, such as

simulated weather, ocean movement, time of day changes, sound effects and

many others. The same engine enables the end user to explore the scenes in

real time, using a variety of control technologies, and to interact with a variety

of objects, including the avatar passengers.

As well as the computing hardware and software, the Virtual Mayflower will be

viewable in 2D and 3D using VR head-mounted displays, high-definition and

ultra high-definition screens and projectors, Smartphones, tablets, and so on.

Exploration and interaction will be possible using a wide variety of devices,

including keyboard and mouse, gamepad controllers, joysticks, gesture and

motion capture systems.

Another exciting set of technologies that will be used during the project are

based on “drones”, mentioned earlier. Recent developments have equipped

some of the more professional drone systems with the capability to conduct

detailed aerial surveys of buildings and historical sites. Using special video

processing software, it is now possible to develop quite accurate 3D models of

these locations directly from the footage captured whilst the drone is in flight.

Dartmouth Castle will be one of the locations to be surveyed using this

technology.

Finally, once the 3D version of the Mayflower has been developed, there will

be opportunities for the residents of Dartmouth and elsewhere to test out

some of the new Augmented Reality technologies and, using tablets and/or

special head-mounted displays, bring the Virtual Mayflower back to the real

Bayard’s Cove (or any other waterfront location for that matter).

Further Information

Prof. Bob Stone

Human Interface Technologies Team

EESE

University of Birmingham

Edgbaston

Birmingham

B15 2TT

Tel.: (07740) 858901

E-Mail: [email protected]

www.birmingham.ac.k/stone

Web: www.birmingham.ac.uk/hit-team YouTube: https://goo.gl/3893RS