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秦始皇陵及兵马俑坑作为世界文化遗产,承载着深厚的中华民族精神与血脉。在秦陵K9901陪葬坑出土的百戏俑,生动反映了秦代百戏艺术等宫廷娱乐活动及百戏艺人形象,为后人了解秦代社会提供了一个新的视角,具有重要历史、艺术和科学价值。当前已有秦俑数字化工作主要围绕兵马俑陪葬坑及文物展开,鲜有以百戏俑为对象的数字化研究与实践。该文旨在针对百戏俑这一重要文化遗产,利用虚拟现实(VR)技术对秦百戏俑的知识传播与体验问题展开研究。首先,对百戏俑三维模型数据进行处理和加工,通过基于人工势场的重定向行走和基于球体相交的碰撞检测算法,引导用户在VR环境中的运动,实现了复杂交互动作的实时与精确反馈;其次,采用基于学习的渐进式设计方法,搭建了秦百戏俑VR体验系统;最后,结合技术接受与使用统一理论(UTAUT)模型和用户行为倾向,从知识传播效果(KDR)、有用性(PE)、易用性(EE) 3个方面对百戏俑VR与传统传播方式(纪录片和网页)进行比较研究,并对用户体验数据及其差异性等做分析评估。实验结果表明,与传统方式相比,百戏俑VR体验系统显著提高了用户的学习动机和探索意愿,增强了受众对百戏俑文化遗产的知识体验,为面向年轻群体的文化遗产知识传播提供了有效的解决方案。
Abstract:As the world cultural heritage, the Mausoleum of Qinshihuang with the Terracotta Warriors pits, carries the deep spirit and bloodline of the Chinese nation. The acrobat figure unearthed in the Qin Mausoleum's K9901 burial pit, vividly reflects the acrobat arts and other court entertainment activities of Qin Dynasty and shows the image of acrobat artists at that time. It provides a new perspective for future generations to understand the society of the Qin Dynasty, with important historical, artistic, and scientific value. Currently the digitalization of the Terracotta Warriors mainly focuses on Warriors burial pits and cultural relics, there are few digitalized researches and practices targeting the acrobat figure. For the acrobat figure, the important cultural heritage, this paper aims to conduct research on the knowledge dissemination and experience of the acrobat figure using virtual reality(VR) technology. Firstly, the 3D data of the acrobat figure is processed, the user's movement in the VR environment is guided by the redirected walking algorithm based on artificial potential fields, and the real-time and accurate feedback of the complex interactive actions is achieved by spherical intersection based collision detection algorithm; secondly, a Qin Dynasty Baixi VR experience system is constructed by adopting the progressive design method based on learning; finally, combining with the unified theory of acceptance and use(UTAUT) model and the user's behavioral tendency, Baixi VR is compared with the traditional ways(documentary and webpage) of cultural heritage knowledge dissemination in aspects of knowledge dissemination results(KDR), performance expectancy(PE), and effort expectancy(EE), then the users' experience data and their differences are analyzed and evaluated. The experimental results show that compared with the traditional approach, the Baixi VR experience system significantly improves the users' motivation and willingness of exploration, and enhances the audiences' knowledge experience of the cultural heritage of the acrobat figure, which provides an effective solution for the dissemination of cultural heritage knowledge in the audience, especially in the young group of the audience.
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基本信息:
DOI:10.16152/j.cnki.xdxbzr.2025-01-007
中图分类号:G206;TP391.9;K879.3
引用信息:
[1]徐锦宁,温超,耿国华等.面向文化遗产知识传播的百戏俑VR体验系统[J].西北大学学报(自然科学版),2025,55(01):85-97.DOI:10.16152/j.cnki.xdxbzr.2025-01-007.
基金信息:
国家重点研发计划项目(2020YFC1523301)