Professional Documents
Culture Documents
https://doi.org/10.1007/s12065-019-00314-6
SPECIAL ISSUE
Abstract
The current predicament of intangible cultural heritage is its vulnerability and rarity, and an expression that is difficult to
construct in the space-time dimension. It is difficult for visitors to really understand and touch these local intangible cultural
heritages. For this reason, the need to develop new methodologies for cultural heritage learning and art appreciation is always
present, and this is increasingly supported by digital technologies. The research in this paper is to apply the self-issuance
method to the folk intangible cultural heritage center. It is different from the traditional AR method of presenting crafts
directly through HMD. Instead, the use of low-cost technology, Augmented Reality technology and unity 3D technology
provide a new way of interaction. By using HMD, smartphone, Leap motion and software created in UNITY 3D, the appli-
cation of the augmented reality program is achieved. It allows users to interact with the intangible cultural heritage easily
and fully it in a virtual physical environment. Based on the principle of human natural interaction, it can be achieved by
structured light target image scanning and the design and experiment of photographic measurement. Then a local intangible
cultural heritage model database can be established to provide virtual prototype files. The results of the experimental show
that the data transmission is effective and the three-dimensional interaction between people and exhibits can be realized.
The research results can be applied to the interactive mode practice of the intangible cultural heritage center, and provide an
effective interactive mode for the intangible cultural heritage in the form of augmented reality interaction. In this way, visi-
tors can have a deep impression on the intangible cultural heritage and the culture can be spreaded widely all over the world.
Keywords Augmented reality · Unity 3D · Virtual reality · Interaction · Intangible cultural heritage
1 Introduction
* Weibo Huang In the era of rapid development of science and technology,
172564946@qq.com
AR technology is an emerging digital technology with great
Handun Xiang potential of development and application. From industrial
893652867@qq.com
design to smart healthcare, from entertainment and travel
Shaohui Li to education, the application of AR technology is becom-
shevyyy@163.com
ing more and more extensive. Intangible cultural heritage
1
Network and Information Center, Experimental Teaching is not only an important part of national culture but also an
Center, Guangdong University of Foreign Studies, important manifestation of national spirit and national con-
Xiaoguwei, Panyu District, Guangzhou Higher Education notation. However, due to the evolution of social processes,
Mega Center, Guangzhou 510006, Guangdong Province,
China the survival and development environment of intangible cul-
2 tural heritage has become increasingly severe. Many excel-
School of Art, Guangdong University of Foreign Studies,
Xiaoguwei, Panyu District, Guangzhou Higher Education lent intangible cultural heritage resources are even facing the
Mega Center, Guangzhou 510006, Guangdong Province, dilemma of disappearing. Therefore, digital protection and
China application development work has become a critical way to
3
School of English Education, Guangdong University save intangible cultural heritage. The main shortcomings
of Foreign Studies, Xiaoguwei, Panyu District, Guangzhou of the folk intangible cultural heritage museum are that the
Higher Education Mega Center, Guangzhou 510006, close interaction mode of visitors to the intangible cultural
Guangdong Province, China
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heritage is limited and the interactive mode is rigid [1]. It operating systems such as Window, MacOSX, and Android.
is difficult for visitors to approach truly and understand the You can also use the plugin for Unity web player to pub-
intangible cultural heritage due to its fragility and rarity, or lish web applications, and support web browsing on mobile
its expression form which is difficult to construct in space phones and computers [12].
and time dimension [2]. Since the invention of digital com- Unity 3D supports mainstream 3D modeling softwares
puters, more and more digital systems have been used. In such as 3Ds max, Maya, Blender and more. Its shader uses
today’s world, the number of people accessing and under- the easy-to-use ShaderLab. The physical terrain editor is a
standing relevant information through online browsing has powerful feature of unity 3D and supports the creation of a
increased dramatically [3]. Based on the above data, we can variety of complex terrain and planes. Unity 3D’s built-in
see that smart terminals have become a huge scale founda- multiplayer engine will be a major multiplayer interaction
tion to build the 3D augmented reality technology in the in later experiments. Some objects in the translation cul-
intangible cultural heritage center [4]. Using smart phones to ture hall will simulate the physical feature attributes in real
connect the interactive mode of the folk intangible cultural space. Therefore, in the plug-in with physical effects in unity
heritage center can not only attract people to experience it 3D, you can use a computer program to simulate Newton’s
and interact with the intangible cultural heritage directly, mechanics, and set the quality, speed, friction air resistance
but also can enhance the interest of the intangible cultural and other factors into regular independent variables and
heritage. In recent years, augmented reality (AR) technology dependent variables. Unity also has a sophisticated physi-
has been successfully applied in museums, cultural relics, cal lighting system engine that can better simulate realistic
scientific exhibitions and tourist area. Some of these sites lighting effects and shadow texture. The built-in particle
use the AR application as a part of the exhibition [5], while simulation system can create special effects such as wind,
others use the technology as a guidance system [6]. rain, explosion, dust, etc., so that the intangible cultural
Augmented reality (AR) technology bridges the gap heritage can be enhanced in an ancient physical condition
between the real world and the virtual world, taking the [13]. This provides the user with more realistic and realistic
3D intangible cultural heritage in the real interaction [7]. experience. The setting of the resource server in Unity can
AR technology refers to the inclusion of virtual elements be multi-person collaborative development, which provides
in views of actual physical environments to create a mixed a good solution for subsequent improvement and update.
reality in real time. It supplements and enhances the per-
ceptions humans gain through their senses in the real world
[8]. In this way, we can enhance the experience of the peo- 3 The application requirements
ple by interacting with intangible cultural heritage [9]. For of augmented reality and unity 3d
instance, in AR learning environments, motivational factors technology in folk intangible cultural
related to attention and satisfaction are rated more highly heritage pavilions
than for slide-based environments [10]. As far as we know,
so far, the research community has not tried to combine AR, The folk intangible cultural heritage center is a permanent
unity 3d, and human–computer interaction in the museum existence in the local area. It reasonably organized the local
environment. The main difference from the traditional AR intangible cultural heritage, and established a type of non-
application in the cultural center is that the former focuses profit organization, a physical space, for acquisition, inherit-
on the field of visual performance, and our focus is on ance, protection and exchange. There is a vague boundary
human–computer interaction. People’s hands are used as between the intangible cultural heritage center and the vir-
interesting 3D interactive bridge tools. In the process of tual intangible cultural heritage center. Our definition of the
trying, we did not fully release the function of the handle, virtual intangible cultural heritage center is making good
but we were able to track the specific motions of the palm use of digital to map the physical intangible cultural herit-
and the fingers [11]. It means that we can grasp the strength age. The user’s hands act as a medium to connect the virtual
of the palms and grips, and make it more natural and agile. world and the reality.
Natural interaction is a type of human–computer interac-
tion that uses the user’s natural movement behavior and digi-
2 Unity 3d technology tal programs to communicate. For an interactive interface,
we don’t need to display every action button just like in a
Unity 3D is a multi-platform game engine with built-in IDE game. It is a recessive, uninterrupted, or natural interaction,
technology system. The software is mainly used in the pro- which makes it invisible through the user’s natural interac-
duction of game and augmented reality technology, and the tion. In an ideal interaction, people interact using everyday
interactive environment using graphic images is the primary behaviors. We can realize it by a variety of contact sur-
method. Unity 3D’s compiler can run on today’s mainstream faces or motion sensors, combining real intangible cultural
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heritage with digital virtual intangible cultural heritage. In system gesture collection is similar. Add a LEAP sensor to
the process of constructing the 3D entity, users can use the the system to identify each bone feature of the gesture, and
position of fingers to calculate the digital information of the then map to the server database to achieve human–computer
object such as the color and curvature of the virtual incom- interaction.
plete [14]. For this kind of interaction, it can be a natural
human–computer one, because the user uses it just like using
tools naturally in reality. 4 Design of the virtual program system
The focus of the latest cultural library interaction research
is that the research is based on Symbian and Android smart- What we are making is a realistic virtual program where
phones. It uses a smartphone camera to capture sample users can see virtual copies superimposed on them. Then, by
video. Users can see live video on the screen. Then the sam- hand interactions, the user is completely immersed in virtual
ple video is further processed by an image processing task to composition space. In an immersive environment, they are
detect predefined markers. If a marker is detected, AR reg- able to see the world around reality. In terms of enhancing
istration is performed between the real world and the three- productivity, we use the low-cost HMD, the Google card-
dimensional world. AR registration is a method of aligning board, the programmable graphics scanner and the social
virtual objects in a real environment properly, which enables server to build it. It can also be synced to the same mobile
users to perceive virtual objects in the correct position and device, which can be used to track the movement of objects.
orientation. Then the generation of 3D computer graphics AR and virtual plugin are parts of this application even if
in real world video is completed. Users interact and control the object is not in the scope of the reference line of sight.
virtual objects through touch in touch enable phone or but- Generally, it does not need to display the full scene. How-
ton in non-touch phone. The focus of this technology is the ever, it needs to analyze the data of numerous sensors for
use of exchange patterns of specialized tool for interactive the implementation of tracking technology and 3D registra-
behaviors [15]. tion. As a result, there is a general need to run on specific
In augmented reality, the interaction mode of platforms and provide support for key technologies. The
human–machine is divided into spatial point interaction workflow is as follows:
mode, special tool exchange mode and command interac- The workflow of the work is roughly as shown in Fig. 1.
tion mode [16]. The way in which special tools interact is to
use some special tools that are easy to identify with simple 1. Get real-time scene information.
features as interactive devices. In the process of interaction, 2. Track and identify the information acquired by the sen-
these tools or actions are identified as commands for input- sor.
ting information. Most of the interactions in this folk intan- 3. Generate the virtual object.
gible cultural heritage center adopt a third type of command
interaction: initially by setting some actions and states as
running commands, such as contact, sliding, and pulling.
Two-dimensional spatial locations can also be used as input
to commands for such commands, such as human body lan-
guage gestures. By taking the position of the human body
language action in space, the relevant predetermined output
commands can be triggered.
Based on natural interaction, Shih proposed a user inter-
face design study to increase the willingness of the elderly
to use it. In the proposed content, the Kinect sensor is used
to retrieve the depth information of the elderly in motion,
so that the user interface of the operating system can be
used intuitively. On one hand, under the framework of the
system, use morphology to identify the characteristics of
the hand from the depth information obtained from the sen-
sor. The gesture is used to identify the user’s operational
behavior to achieve an interactive action, and collision
detection is used to check the effectiveness of the opera-
tion. On the other hand, by interpreting the structural model
(ISM), various design elements of the interactive interface
can be decomposed and implemented [17]. The principle of Fig. 1 The augmented reality system workflow
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4. Imaging at the display end. When a normal digital camera performs photogrammetry,
the requirements for data collection are completed by pho-
Complete Augmented Reality techniques are usually com- tographing. The more computational methods used are the
posed of hardware systems and software systems. Hardware Direct Linear Transformation Method and the Time-base-
systems include displays (ability to calculate continuously), line Parallax Method. Under certain conditions, the Light
processors (abilities to display and collect), sensors (abil- Beam Method is used. The Time-baseline Parallax Method
ity to sense the state of the target), interactions (ability of is mainly used to measure the motion or deformation of an
human–computer interaction), and network modules (ability object and to measure the two-dimensional plane deforma-
of serial communication). The software system includes a tion of an object, which has certain limitations. Therefore,
target recognition module, a registration and location infor- the Direct Linear Transformation Method is used here.
mation determination module of the tracking technology, a It has the following advantages in practical use.
three-dimensional image imaging rendering module, and an
intelligent display module. 1. The optical axes of the cameras do not need to intersect.
It is a general introduction to the traditional augmented 2. The camera position can be placed arbitrarily without
reality technology, and detailed innovative interaction meth- measurement.
ods will be described in system design. 3. Calculate the three-dimensional coordinates of the point
by taking two pictures of the same object from different
4.1 System experiment for 3D model acquisition angles.
4. The accuracy of the three-dimensional coordinates of
In the experiment, a three-dimensional model of a system- the point can be greatly increased by using a plurality of
atic experiment is acquired and organized, which usually photographs of different angles of the same object that
using the object image scanning and photogrammetry of ensure the coincidence ratio.
structured light. For the scanning of structured light, laser
triangulation is used, which is a kind of line scanning meth- In the use of photogrammetry, since the imaging is per-
ods. By projecting the light source onto the surface of the formed under an ideal state, the basic shape of the model can
object and then scanning on one side one-dimensionally, be in a better state. When processing the image scanned by
we can obtain the position depth of the object. Different computer, in the coordinate system of o0-uv space, although
structured light scanning algorithms require the SLM to be the coordinate origin can represent any position, to better
able to produce one of the secondary or grayscale graphics, standardize the operation process, try to use CCD array to
or to be able to produce both graphics. The use of high- perform.
contrast graphics helps maximize accuracy and durability
of the operation while handling changing object reflectance 4.2 The construction of object image projection
and ambient light conditions. Therefore, the adverse effects
of the surrounding environment are alleviated during the To make the coordinate origin coincide with the frame label,
measurement. The camera images the object during each you need to locate the X axis and the Y axis in the frame
line scan, as is shown in Fig. 2. label first, as is shown in Fig. 3.
Then, through one-dimensional scanning on one side, the At this time, the origin of the coordinate and the XY
depth information of the entire object is obtained. value of the positioning is the internal variance, which is
used to restore the photographic beam. The external variance
Fig. 2 The front view scanning process and the top view scanning Fig. 3 The coordinate system of coordinate instrument and the image
process plane coordinate system
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of the three linear elements and the three angular elements coordinates and image space auxiliary coordinates are (x,
determines the position and orientation of the center of the y, -f) and (Xm, Ym, Zm). According to the assumption that
photograph. the three points of S, m, and M are collinear, the following
In the photogrammetric system, to represent the point formula can be obtained.
position of each pixel in the picture sequence at the plane A collinear conditional equation can be obtained by
position and the point position of the real position of the combining the above formula:
space represented by the pixel, five coordinate systems ( ) ( ) ( )
including the intermediate conversion coordinate system are a1 XA − XS + b1 YA − YS + c1 ZA − ZS
x = −f ( ) ( ) ( ) (3)
established. They are five kinds of coordinate systems such a3 XA − XS + b3 YA − YS + c3 ZA − ZS
as image plane coordinate system, image space coordinate
system, image space auxiliary coordinate system, photo- ( ) ( ) ( )
grammetric coordinate system and object space coordinate a2 XA − XS + b2 YA − YS + c2 ZA − ZS
system. The theoretical basis of photogrammetry is the pre- y = −f ( ) ( ) ( ) (4)
a3 XA − XS + b3 YA − YS + c3 ZA − ZS
condition for photogrammetry of ordinary digital cameras.
This condition is based on the relative position of pixels in In fact, the digital camera of this calculation method
the sequence of pictures and the topological relationship in does not exist. When imaging is carried out in the actual
the real position of space. This topological relationship is a digital camera, the image plane is not strictly zero. Instead,
function of the relative positional relationship between the there is a certain distortion error, which is recorded as (x0,
coordinate spaces and the focal length of the camera. In the y0) [5]. Other factors such as the distortion of the objec-
solution picture sequence, the equation of the real position tive lens distortion of the lens of the digital camera, cause
coordinate information of the pixel in space is to solve the the image points to deviate from the theoretical position
object space coordinates by using the known camera param- (x, y) on the image plane (Δx, Δy). So the final collinear
eters and the image space coordinates. conditional equation for the actual image point is:
The final step is to use the collinear equation to construct
( ) ( ) ( )
the relationship between the image point and the projection. a1 XA − XS + b1 YA − YS + c1 ZA − ZS
x − x0+ Δx = −f ( ) ( ) ( )
a3 XA − XS + b3 YA − YS + c3 ZA − ZS
⎡X⎤ ⎡ XA − XS ⎤ (5)
⎢ Y ⎥ = 1 ⎢ YA − YS ⎥ (1)
⎢ ⎥ 𝜆⎢ ⎥ ( ) ( ) ( )
⎣Z⎦ ⎣ ZA − ZS ⎦ a2 XA − XS + b2 YA − YS + c2 ZA − ZS
y − y0+ Δy = −f ( ) ( ) ( )
a3 XA − XS + b3 YA − YS + c3 ZA − ZS
(6)
⎡X⎤ ⎡ x ⎤ ⎛ a1 a2 a3 ⎞⎡ x ⎤ 4.3 Processing of the intangible cultural heritage
⎢ Y ⎥ = R⎢ y ⎥ = ⎜ b1 b2 b3 ⎟⎢ y ⎥ (2)
⎢ ⎥ ⎢ ⎥ ⎜ ⎟⎢ ⎥ model
⎣Z⎦ ⎣ −f ⎦ ⎝ c1 c2 c3 ⎠⎣ −f ⎦
After passing the photogrammetry and laser triangulation,
The coordinate system is extracted from the image these models are weakened to minimize vertex processing.
sequence and the coordinate system is transformed, and Such an operation will change the original shape of the
finally the real coordinate position of the object space is object, and the intangible cultural heritage models used
calculated. The algorithm is the collinear equation algo- in vertex weakening store their color information in the
rithm. Its essence is that under the absolute condition, the vertices. However, using the open source 3D modeling
object point, the shooting point and the image point are software Blender can also reduce surface-related textures,
on the same line. The biggest feature of the equation algo- as shown in Fig. 4.
rithm is that it is more rigorous. It is necessary to calibrate The key element of spatial interaction is how to project
the camera’s parameters when calculating the real coordi- a virtual object onto the display without errors. It is nec-
nate position of the object point. In the imaging principle essary to restore the already collected image to a realistic
of ordinary digital cameras, there are several important three-dimensional space, and determine the coordinate
parameters, such as light center, image point, focal length, point at which the virtual object is located in the space. In
pixels, and object points. Let the lens optical center S have most cases, markers are used to establish a spatial coordi-
its object space coordinate system coordinate (Xs, Ys, Zs); nate system. For the innovation of human–computer inter-
any object space point M whose object space coordinate action systems, traditional known tests cannot be used to
is (X, Y, Z), its image on the image m The image space select the marking method. Therefore, after repeated set-
ting and experiment in the operation, it is found that the
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Through modeling and algorithm processing of 3D can experience the reality of nature in the process of vir-
objects, 3D objects are superimposed in a real space envi- tualization. This has brought about tremendous changes
ronment, and virtual visual display is performed to help in human–computer interaction. By interacting with com-
users better understand the real environment. When the puter-generated digital information through different chan-
position of the mobile device changes in space, the virtual nels, users can immerse themselves directly in the scene,
graphics can automatically adapt to the perspective size thus enhancing the user experience.
position relationship in the scene under the three-dimen- To build a simple system yourself, we can choose the
sional graphics module algorithm. Regardless of the user’s Android SDK. Sensor performance conditions may be poor
observation at any angle, the European theorem can be during subsequent testing, but can support smooth per-
followed and the object is consistent in the real scene. formance. The rebuilded system retains the use of mobile
4. Intelligent display module devices as a form of HMD, but it does not affect this pro-
The purpose of using the smart display module is to cess. The interaction can still be done by hands and the Leap
connect the imaging of the virtual image through the motion sensor is directly connected. While being analyzed, it
head mounted display. To be accurate, the relationship interacts with the virtual proxy server, and the server termi-
between the world axis coordinate system, the camera nal of Unity that uses the proxy is connected to the network.
coordinate system, and the openGL coordinate system By placing the chart on the table, you can enable virtual
must be known. This module is a direct visual bridge tracking. Top: The Orthogonal View Scene Panel. Medium:
between the user and the device, and is an important The Front View Orthogonal Panel. Bottom: The Front Cam-
factor in determining whether the user can actually expe- era View Game Panel.
rience the virtual environment. The process of implementing the mobile location and the
virtual interaction on the server is to connect the sensor of
the lEAP motion to the system server. The user’s hands’
5 Generation of virtual object interaction above the level up, as shown in Fig. 5.
It analyzes the movement of the hand. The sensor provides
Interaction module is an important factor influencing tracking data in real time during the skeletal movement of the
the user experience. In traditional museum interactions, hand. There are two ways to identify the posture and manipu-
smart devices typically employ touch screen interaction lation of the hand. It tracks the closing of the palm between
and voice interaction. Interact with virtual intangible the two extremes of the palm (value 0) and the palm (value
cultural heritage other than WIMP (window, icon, menu, 1). When the value of the closed palm is greater than 0.75, as
pointer), however, this is not necessarily a natural way of in Fig. 5, it can be determined that it is a grab state. When the
interacting. The behavior of the hand can be divided into position of the Intangible Cultural Heritage is close to the palm,
two categories: the interaction of the hand and the natural the position and space properties match the palm. Meanwhile,
interaction of the hand. You need to build a data reposi- the object position and rotation are synchronized on the server.
tory that uses system identification for manual interaction. You can create a scene for the user to hold the virtual intangible
The natural interaction of the hand, on the contrary, does cultural heritage on the hand. Then proceed to the next step.
not require a fixed database to identify. This interaction The second is to set a setting to the standard, in which
allows users to exist in the form of numbers, and they the hand is pinched. The intangible cultural heritage
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of its unpredictability, it is less natural than in the condi- 4. Rossetti V, Furfari F, Leporini B, Pelagatti S, Quarta A (2018)
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Conflict of interest We all declare that we have no conflict of interest artificial intelligence and virtual reality (AIVR)
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