3,715 research outputs found

    Virtual Heritage

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    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    A framework study on the use of immersive XR technologies in the cultural heritage domain

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    Most cultural promotion and dissemination are nowadays performed through the digitization of heritage sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality and educational effect of these sites by stimulating users’ senses in a more natural and vivid way. In this respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a more immersive experience that engages the visitor both physically and emotionally. This study contributes to the development and incorporation of AR, MR, and VR applications in the cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems, such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to handheld devices. We propose a framework study to identify the key features of headset-based Extended Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence, and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to improve the guests’ experience and the appreciation of the cultural heritage. An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online Library databases was conducted, including papers published from January 2018 to September 2022. To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending on the study’s purpose: education, entertainment, edutainment, touristic guidance systems, accessibility, visitor profiling, and management. Immersive cultural heritage systems allow visitors to feel completely immersed and present in the virtual environment, providing a stimulating and educational cultural experience that can improve the quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural heritage domain

    Moving Beyond the Virtual Museum : Engaging Visitors Emotionally

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    In this paper, we firstly critique the state of the art on Virtual Museums (VM) in an effort to expose the many opportunities available to enroll these spaces into transformative and engaging cultural experiences. We then outline our attempts to stretch beyond the usual VM in order to connect it to visitors in a measurably emotional, participatory, interactive and social fashion. We discuss the foundations for a conceptual framework for the creation of VMs, grounded in a user-centered design methodology and related design and evaluation guidelines. We then introduce two main cultural heritage sites, which are used as case studies at the core of our efforts, and conclude by describing the many challenges they bring for pushing the boundaries on the human-felt impact of the virtual museum

    Virtual Heritage

    Get PDF
    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    Proceedings of the International Workshop “Re-Thinking Technology in Museums: towards a new understanding of people’s experience in museums"

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    Proceedings of the International Workshop “Re-Thinking Technology in Museums: towards a new understanding of people’s experience in museums

    An Investigation into using Digital Games-Based Learning in Architecture Education

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    Through the evolution of human life, the changes that happen in all fields, such as transportation, industry, communication, etc., are recognized, however the classroom and its education facilities are still as they have been for a long time, based on the concept of transforming information or knowledge from the mind of the instructor to the minds of students. Students, as a new generation, have evolving skills in dealing with digital technologies, having begun the process in their childhood; therefore, they cannot be educated via conventional methods. This study introduces digital gaming in education as a new, futuristic learning technique to be used in architectural education to attract students to learn, based on the common ground between the processes of designing and playing games, from exploring possibilities under certain constraints to emphasizing decision-making and activity-based collaborations. The research has originated from the lack of studies regarding this subject, especially in the architectural field, aiming to introduce a theoretical approach to investigating the use of digital game-based learning (DGBL) in architectural education as an integration between real and virtual educational environments particularly through the virtual worlds based on the ’Second Life’- digital platform. This study is significant in terms of making design learning fun and constructive, reaching new possibilities in architectural design

    Museum as ecology: A case study analysis of an ambient intelligent museum guide

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    This paper explores the usefulness of the ecology concept as an analytical framework for designing interactive technology in museums. We aim to describe and evaluate an ecological approach to understanding museums and to examine information and cultural ecologies as analytical tools for guiding the design of interactive systems. We focus on two related concepts of ecology, cultural ecology (Bell 2002) and information ecology (Nardi and O\u27Day 1999). Utilizing each of the two frameworks, we analyze observational and interview data we collected during the research for an ambient intelligent museum guide. We also discuss the design implications of our analysis. In this paper we found that an ecology framework is highly appropriate for representing the complexities of activities, relationships, technologies and people connected to museums. We also found the information

    Determining Factors of Art Students’ Intention and Use Behavior Toward Online Art Exhibitions in Sichuan, China

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    Purpose: This study aims to explore the factors impacting the use of online art exhibitions in Chengdu universities. The framework proposes seven variables of causal relationships, including subjective norms, perceived ease of use, perceived usefulness, behavioral intention, perceived behavioral control, social impact, and behavior. Research design, data, and Technology: The researcher collected sample data (n=506), using quantitative methods and questionnaires. Before issuing the questionnaire, the validity and reliability of the data were tested using the Index of item objective congruence (IOC) and Cronbach’s alpha for the pilot tests (n=50). The data are analyzed by confirmatory factor analysis (CFA) and structural equation model (SEM) to verify the model's goodness of fit and confirm the causal relationship between the hypothesis test variables. Results: The results show that subjective norms have a significant impact on perceived usefulness, perceived ease of use has a significant impact on perceived usefulness, perceived ease of use has a significant impact on behavioral intention, perceived usefulness has a significant impact on behavioral intention, perceived behavioral control has a significant impact on behavioral intention, social impact has a significant impact on behavioral intention toward behavior. Conclusion: The study of conceptual models can predict and explain the behavioral intention of using online art exhibitions in higher education

    Their memory:exploring veterans’ voices, virtual reality and collective memory

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    This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veterans in Scotland. As part of the AHRC Immersive Experiences program, Their Memory was created to explore how game design techniques and immersive technology could be used to enhance existing historical research and enrich narratives to bring expansive experiences to hard-to-reach audiences. The project worked directly with the veterans’ charity, Poppyscotland, to create an environment and experience that would resonate with new audiences, and explore documentary and storytelling techniques for the commemoration of war and conflict. The design of the project evolved through co-design sessions with veterans and young people and culminated in the creation of a short, thought-provoking, narrative-driven experience. The VR experience enabled players to connect with the memories of veterans in Scotland and exploring the different conflicts or situations they experienced and how they make sense of them. The project brought together cross-sector expertise to research how immersive experiences can help memory-based organizations in engaging with wider audiences, raise awareness, and diversify current learning outputs. The paper details the design and development of the Virtual Reality project, through co-design, and how this engaged the audience and evolved the experience created. The paper includes a summative evaluation of events conducted with schoolchildren to assess the project and concludes with how the project evidences impact upon audiences and the potential for both technology and the experience

    Recording of heritage buildings: from measured drawing to 3D laser scanning

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    This entry is a transcription of the opening keynote for the two-day international, peer reviewed conference held at the Bartlett School of Architecture, UCL on November 10-11 2016. It was simultaneously published in the book, "Drawing Futures - Speculations in Contemporary Drawing for Art and Architecture", edited by Laura Allen and Luke Caspar Pearson. It outlines my 30 years of speculative architectural drawing
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