Visualizing History: Tunnels of Vauquois

2017

Credits:

• Creative Director, Programming, VR integration, Immersive Environment - Zach Duer
• Project Lead - Todd Ogle
• Learning Design - David Hicks
• Environment Creation Supervision - Thomas Tucker
• 3D Scanning - DongSoo Choi
• Full Credits - https://tinyurl.com/zcxuufyf

Publications:

• IEEE Computer Graphics and Applications, Vol. 40, No. 4 - "Making the Invisible Visible: Bringing to Light the Hidden Histories of the World War I Tunnels at Vauquois Through a Hybridized Physical and Virtual Reality Exhibition," 2020
• SIGGRAPH 2020 - "If This Place Could Talk ... First World War Tunnel Warfare Through Haptic VR," Online, July 19, 2020
• ACCelerate: ACC Smithsonian Creativity and Innovation Festival 2019 - "Exploring the World War I Tunnels of Vauquois through Virtual Reality," - Washington D.C., April 5-7, 2019
• College Art Association 2019 Annual Conference - "Educational Platforms for Immersive Student-Driven Learning," New York City, NY, February 16, 2019
• National Council for the Social Studies - "Virtual Reality and Immersive Experiences of a Great War Battlefield," Chicago, IL, December 1, 2018
• Salem Museum & Historical Society, Salem, VA, June 7 - November 11, 2018
• Digital Scholarship Lab, Michigan State University, East Lansing, MI, June, 2018
• American Educational Research Association - "If This Place Could Talk: The Lost Village of Vauquois," New York City, NY, April 17, 2018
• IEEE VR 2018 - "Experiencing an Invisible World War I Battlefield Through Narrative-Driven Redirected Walking in Virtual Reality," Reutlingen, Germany, March 18, 2018

Sponsored by:

• VT Institute for Creativity, Arts, and Technology - Major SEAD Grant

Visualizing History: Tunnels of Vauquois (VHTV) is an educational immersive virtual reality exhibit that makes the invisible history of World War I soldiers’ experiences in the tunnels of Vauquois, France visible to contemporary audiences. The exhibit presents the visitor with both discrete knowledge and the opportunity for emotional awareness. The virtual environment is recreated from scanned data of the original site. Visitors traverse the tunnel through the use of a head-mounted display, redirected walking, passive haptics, aligned physical and virtual environments, interactive tracked props, and narration.

More 

Demonstration of virtual tunnel and redirected walking in VR

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SIGGRAPH 2020 Presentation

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ACCelerate 2019 Documentation

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Documentation of field work

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