25,637 research outputs found

    Augmented Reality Markerless Multi-Image Outdoor Tracking System for the Historical Buildings on Parliament Hill

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    [EN] Augmented Reality (AR) applications have experienced extraordinary growth recently, evolving into a well-established method for the dissemination and communication of content related to cultural heritage¿including education. AR applications have been used in museums and gallery exhibitions and virtual reconstructions of historic interiors. However, the circumstances of an outdoor environment can be problematic. This paper presents a methodology to develop immersive AR applications based on the recognition of outdoor buildings. To demonstrate this methodology, a case study focused on the Parliament Buildings National Historic Site in Ottawa, Canada has been conducted. The site is currently undergoing a multiyear rehabilitation program that will make access to parts of this national monument inaccessible to the public. AR experiences, including simulated photo merging of historic and present content, are proposed as one tool that can enrich the Parliament Hill visit during the rehabilitation. Outdoor AR experiences are limited by factors, such as variable lighting (and shadows) conditions, caused by changes in the environment (objects height and orientation, obstructions, occlusions), the weather, and the time of day. This paper proposes a workflow to solve some of these issues from a multi-image tracking approach.This work has been developed under the framework of the New Paradigms/New Tools for Heritage Conservation in Canada, a project funded through the Social Sciences and Humanities Research Council of Canada (SSHRC).Blanco-Pons, S.; Carrión-Ruiz, B.; Duong, M.; Chartrand, J.; Fai, S.; Lerma, JL. (2019). Augmented Reality Markerless Multi-Image Outdoor Tracking System for the Historical Buildings on Parliament Hill. Sustainability. 11(16):1-15. https://doi.org/10.3390/su11164268S1151116Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S., & Gain, J. (2018). A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage. Journal on Computing and Cultural Heritage, 11(2), 1-36. doi:10.1145/3145534Gimeno, J., Portalés, C., Coma, I., Fernández, M., & Martínez, B. (2017). Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum. Computers & Graphics, 69, 92-103. doi:10.1016/j.cag.2017.09.001Kolivand, H., El Rhalibi, A., Shahrizal Sunar, M., & Saba, T. (2018). ReVitAge: Realistic virtual heritage taking shadows and sky illumination into account. Journal of Cultural Heritage, 32, 166-175. doi:10.1016/j.culher.2018.01.020Amakawa, J., & Westin, J. (2017). New Philadelphia: using augmented reality to interpret slavery and reconstruction era historical sites. International Journal of Heritage Studies, 24(3), 315-331. doi:10.1080/13527258.2017.1378909Kim, J.-B., & Park, C. (2011). Development of Mobile AR Tour Application for the National Palace Museum of Korea. Lecture Notes in Computer Science, 55-60. doi:10.1007/978-3-642-22021-0_7Barrile, V., Fotia, A., Bilotta, G., & De Carlo, D. (2019). Integration of geomatics methodologies and creation of a cultural heritage app using augmented reality. Virtual Archaeology Review, 10(20), 40. doi:10.4995/var.2019.10361Analysis of Tracking Accuracy for Single-Camera Square-Marker-Based Tracking. In Third Workshop on Virtual and Augmented Reality of the GI-Fachgruppe VR/AR, Koblenz, Germany, 2006http://campar.in.tum.de/Chair/PublicationDetail?pub=pentenrieder2006giCirulis, A., & Brigmanis, K. B. (2013). 3D Outdoor Augmented Reality for Architecture and Urban Planning. Procedia Computer Science, 25, 71-79. doi:10.1016/j.procs.2013.11.009You, S., Neumann, U., & Azuma, R. (1999). Orientation tracking for outdoor augmented reality registration. IEEE Computer Graphics and Applications, 19(6), 36-42. doi:10.1109/38.799738Wither, J., Tsai, Y.-T., & Azuma, R. (2011). Indirect augmented reality. Computers & Graphics, 35(4), 810-822. doi:10.1016/j.cag.2011.04.010Radkowski, R., & Oliver, J. (2013). Natural Feature Tracking Augmented Reality for On-Site Assembly Assistance Systems. Lecture Notes in Computer Science, 281-290. doi:10.1007/978-3-642-39420-1_30Rao, J., Qiao, Y., Ren, F., Wang, J., & Du, Q. (2017). A Mobile Outdoor Augmented Reality Method Combining Deep Learning Object Detection and Spatial Relationships for Geovisualization. Sensors, 17(9), 1951. doi:10.3390/s17091951Hoppe, H., DeRose, T., Duchamp, T., McDonald, J., & Stuetzle, W. (1993). Mesh optimization. Proceedings of the 20th annual conference on Computer graphics and interactive techniques - SIGGRAPH ’93. doi:10.1145/166117.166119Rossignac, J., & Borrel, P. (1993). Multi-resolution 3D approximations for rendering complex scenes. Modeling in Computer Graphics, 455-465. doi:10.1007/978-3-642-78114-8_29Gross, M. H., Staadt, O. G., & Gatti, R. (1996). Efficient triangular surface approximations using wavelets and quadtree data structures. IEEE Transactions on Visualization and Computer Graphics, 2(2), 130-143. doi:10.1109/2945.506225Botsch, M., Pauly, M., Rossl, C., Bischoff, S., & Kobbelt, L. (2006). Geometric modeling based on triangle meshes. ACM SIGGRAPH 2006 Courses on - SIGGRAPH ’06. doi:10.1145/1185657.1185839Pietroni, N., Tarini, M., & Cignoni, P. (2010). Almost Isometric Mesh Parameterization through Abstract Domains. IEEE Transactions on Visualization and Computer Graphics, 16(4), 621-635. doi:10.1109/tvcg.2009.96Khan, D., Yan, D.-M., Ding, F., Zhuang, Y., & Zhang, X. (2018). Surface remeshing with robust user-guided segmentation. Computational Visual Media, 4(2), 113-122. doi:10.1007/s41095-018-0107-yGuidi, G., Russo, M., Ercoli, S., Remondino, F., Rizzi, A., & Menna, F. (2009). A Multi-Resolution Methodology for the 3D Modeling of Large and Complex Archeological Areas. International Journal of Architectural Computing, 7(1), 39-55. doi:10.1260/147807709788549439Remondino, F., & El-Hakim, S. (2006). Image-based 3D Modelling: A Review. The Photogrammetric Record, 21(115), 269-291. doi:10.1111/j.1477-9730.2006.00383.xBruno, F., Bruno, S., De Sensi, G., Luchi, M.-L., Mancuso, S., & Muzzupappa, M. (2010). From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. Journal of Cultural Heritage, 11(1), 42-49. doi:10.1016/j.culher.2009.02.006Unity, The Photogrammetry Workflowhttps://unity.com/solutions/photogrammetry.Blanco, S., Carrión, B., & Lerma, J. L. (2016). REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART. Proceedings of the ARQUEOLÓGICA 2.0 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. doi:10.4995/arqueologica8.2016.3561Behzadan, A. H., & Kamat, V. R. (2010). Scalable Algorithm for Resolving Incorrect Occlusion in Dynamic Augmented Reality Engineering Environments. Computer-Aided Civil and Infrastructure Engineering, 25(1), 3-19. doi:10.1111/j.1467-8667.2009.00601.xTian, Y., Long, Y., Xia, D., Yao, H., & Zhang, J. (2015). Handling occlusions in augmented reality based on 3D reconstruction method. Neurocomputing, 156, 96-104. doi:10.1016/j.neucom.2014.12.081Tian, Y., Guan, T., & Wang, C. (2010). Real-Time Occlusion Handling in Augmented Reality Based on an Object Tracking Approach. Sensors, 10(4), 2885-2900. doi:10.3390/s10040288

    Visor de Realidad Aumentada en Museos (RAM) para Exposiciones Situadas en Entornos Cerrados

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    [ES] La realidad aumentada es una tecnología que ha evolucionado en gran medida en los últimos tiempos. La excelente característica de integración entre el mundo real y el virtual convierten a la realidad aumentada en un elemento óptimo para la utilización de modelos 3D en escenarios reales. El Visor de Realidad Aumentada para Museos es un sistema interactivo que permite al visitante integrar en tiempo real los contenidos virtuales sobre los restos o ruinas de una exposición. A medida que el visitante orienta el visor, se realiza un tracking de la posición y perspectiva de la cámara, permitiendo al modelo 3D conservar la misma perspectiva que la del entorno real. Este artículo describe el concepto, arquitectura y tecnología empleada en este dispositivo así como las técnicas de procesado, renderizado y control empleadas.[EN] Augmented reality has been increasingly used for the last 10 years. Real and virtual world combination supported by this technology has made augmented reality become an essential element for computer generated data integration in real-world. Museum augmented Reality Viewfinder is an interactive system that allows visitors to overlay computer generate contents onto sites and archaeological exhibitions in real time. As the person move the camera around, the position and orientation of the camera perspective is tracked, allowing the overlaid material to remain tied to the physical world. This paper describes concept, architecture and technology inside the Museum augmented Reality Viewfinder, image processing, rendering and PTZ control techniques are also detailed.Flores Gutiérrez, M.; Rufete Martínez, T.; Macanás Vidal, J.; Martínez García, J.; López Martínez, CM.; Ramos Martínez, F. (2011). Visor de Realidad Aumentada en Museos (RAM) para Exposiciones Situadas en Entornos Cerrados. Virtual Archaeology Review. 2(3):87-91. https://doi.org/10.4995/var.2011.4619OJS879123T. Drummond and R. Cipolla (1999): "Real-time tracking of complex structures for visual servoing". In Workshop on Vision Algorithms, pp 69-84.G. Fernandez Navarro,(2009): "Museos de ciencia Interactivos", en Revista de Museología, pp. 22-23.M. Haller, W. Hartmann, T. Luckeneder, J. Zauner (2002): "Combining ARtoolkit with scene graph libraries". Augmented Reality Toolkit, The First IEEE International Workshop, 2pp. http://dx.doi.org/10.1109/art.2002.1106978W. Hoff, T. Lyon, K. Nguyen (1996): "Computer vision based registration techniques for augmented reality". Volume 2904, págs 538-548. Proc. of Intelligent Robots and Computer Vision XV, In Intelligent Systems and Advanced Manufacturing, SPIE, pp 19-21.H. Kato and M. Billinghurts (1999): "Marker tracking and hmd calibration for a video-based augmented reality conferencing system". In IWAR: Proceedings o the 2nd IEEE and ACM International Workshop on Augmented Reality, pp 85, Washinton, DC, USA, Octubre 1999. IEEE Computer Society. http://dx.doi.org/10.1109/IWAR.1999.803809T. Miyashita, P. Meier, T. Tachikawa, S. Orlic, T. Eble, V. Scholz, A. Gapel, O. Gerl, S. Arnaudov, S. Lieberknecht (2008): "An augmented Reality Guide". Symposium on Mixed and Augmented Reality archive Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality table of contents , pp 103-106.N. Mourkoussis, F. Liarokapis, J. Darcy, M. Pettersson, P. Petridis, P.F. Lister, M. White (2002), "Virtual and Augmented Reality Applied to Educational and Cultural Heritage Domains", Proc. Business Applications of Virtual Reality, BAVR 2002 - Workshop on Business Applications of Virtual Reality, Poznan, Poland, April 24-25, pp 367-372. ISBN: 83-916842-0-2.PLETINCKX, Daniel et al. (2004): "Telling the local story: an interactive cultural presentation system for community and regional settings", en Proceedings of the 5th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage, VAST 2004. pp. 233-239.J. Santan Mestre, Joan - F.X. Hernández Cardona (2006) "Museología Crítica", Ediciones Trea, Gijón, España.D.Striker (2002), "Personalized Augmented Reality Touring of Archaeological Sites with Wearable and Mobile Computers" ISWC Proceedings of the 6th IEEE International Symposium on Wearable Computers. 2002.A. Webster, S, Freiner, B. MacIntyre,(1996) et al "Augmented Reality in architectural construction, inspection and renovation." Proc ASCE Thid Congress on Computing in Civil Engineering, Anaheim, CA, June 17-19,pp 913-919,1996.R. Wojciechowski, K. Walczak, M. White, W. Cellary (2004): Building Virtual and Augmented Reality museum exhibitions. Proceedings of the ninth international conference on 3D Web technology, Monterey, California. Pp. 135-144. http://dx.doi.org/10.1145/985040.985060Michael Zoellner, Jens Keil, Timm Drevensek, Harald Wuest,(2009) "Cultural Heritage Layers: Integrating Historic Media in Augmented Reality," vsmm, pp 193-196, 15th International Conference on Virtual Systems and Multimedia. http://dx.doi.org/10.1109/vsmm.2009.3

    Virtual museum enriched by GIS data to share science and culture. Church of Saint Stephen in Umm Ar-Rasas (Jordan)

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    [EN] Umm ar-Rasas is a Jordan archaeological site, located 30 km southeast of the city of Madaba, in the northern part of Wadi Mujib. It preserves findings dating back the period from the end of 3rd to the 9th century AD and, since 2004, it belongs to the world heritage list of UNESCO. In 2015 a multidisciplinary work was undertaken over the archaeological site, mainly focusing on the Church of Saint Stephen, with the main purpose of enhancing the knowledge and documenting the conservation state of the polychrome mosaic floor, which covers the entire surface of the hall and presbytery. A huge amount of data has been collected, coming from archaeological and historical investigations, geophysics and geodetic inspections and geomatics surveying, which produced also a true orthophoto of the mosaic floor. Data has been organized in a geo-database, facilitating the exchange of information between different actors. Moreover, the management of data within a dedicated Geographic Information System (GIS), has allowed in-depth analysis for understanding the evolution of the iconographic repertoire that, over the centuries, has undergone several disfigurements due to the iconoclastic age. The knowledge of the mosaic has also been vital for the implementation of multimedia applications and for the creation of virtual experiences, in which the information can be conveyed and visualized directly on the virtual reconstruction of the whole archaeological site. The innovation of the proposed work, is therefore in the management of a data flow that can be exploited by different actors through different platforms: experts, thanks to the use of GIS, and visitors with the use of multimedia applications (such as Augmented Reality (AR) or highresolution web visualization) for dissemination purposes, in order to preserve this priceless mankind heritage.Highlights:Definition of a complete pipeline ranging from data acquisition to visualization in multi-channel multimedia applications.Management of heterogeneous data in Geographic Information Systems (GIS) and their exploitation in Augmented and Virtual Reality (AR/VR).GIS applied to the archaeological domain for expert and non-expert users.[ES] Umm er-Rasas es un sitio arqueológico de Jordania, ubicado a 30 km al sureste de la ciudad de Madaba, en la parte norte de Wadi Mujib. Conserva hallazgos que datan del período comprendido entre finales del siglo III y IX d.C. y, desde 2004, pertenece a la lista del patrimonio mundial de la UNESCO. En 2015, se realizó un trabajo multidisciplinar en el sitio arqueológico, que se centró principalmente en la Iglesia de San Esteban, con el propósito principal de mejorar el conocimiento y la documentación del estado de conservación del suelo con el mosaico policromado que cubre toda la superficie de la sala y el presbiterio. Se ha recopilado una gran cantidad de datos provenientes de investigaciones arqueológicas e históricas, inspecciones geofísicas y geodésicas y levantamientos geomáticos, que produjeron también una ortofoto verdadera del suelo con el mosaico. Los datos se han organizado en una geodatabase, facilitando el intercambio de información entre diferentes actores. Además, la gestión de los datos en un Sistema de Información Geográfica (SIG) dedicado, ha permitido un análisis profundo que facilita la comprensión de la evolución del repertorio iconográfico que, a lo largo de los siglos, ha sufrido varias desfiguraciones debido a la era iconoclasta. El conocimiento del mosaico también ha sido vital en la implementación de aplicaciones multimedia y en la creación de experiencias virtuales, en las que la información se puede transmitir y visualizar directamente en la reconstrucción virtual de todo el sitio arqueológico. La innovación del trabajo propuesto está, por lo tanto, en la gestión del flujo de datos que puede ser explotado por diferentes actores a través de diferentes plataformas: expertos, gracias al uso del SIG, y visitantes con el uso de las aplicaciones multimedia (como son la Realidad Aumentada (AR) o la visualización web de alta resolución) para fines de divulgación, con el fin de preservar este patrimonio incalculable de la humanidad.Malinverni, ES.; Pierdiccaa, R.; Di Stefano, F.; Gabrielli, R.; Albiero, A. (2019). Museo virtual enriquecido con datos GIS para compartir ciencia y cultura. La Iglesia de San Esteban en Umm er-Rasas (Jordania). Virtual Archaeology Review. 10(21):31-39. https://doi.org/10.4995/var.2019.11919SWORD31391021Anichini, F., Bini, D., Bini, M., Dubbini, N., Fabiani, F., Gattiglia, G., ... Steffè, S. (2012). MAPPAproject: Methodologies applied to archaeological potential predictivity. MapPapers, 1en-I, 23-43.Anichini, F., Fabiani, F., Gattiglia, G., & Gualandi, M. L. (2012). A database for archaeological data recording and analysis. MapPapers, 1en-II, 21-38.Baik, A., Yaagoubi, R., & Boehm, J. (2015). Integration of Jeddah historical BIM and 3D GIS for documentation and restoration of historical monument. International Society for Photogrammetry and Remote Sensing, XL-5/W7, 29-34. https://doi.org/10.5194/isprsarchives-XL-5-W7-29-2015Barrile, V., Fotia, A., Bilotta, G., & De Carlo, D. (2019). Integration of geomatics methodologies and creation of a cultural heritage app using augmented reality. Virtual Archaeology Review, 10(20), 40-51. https://doi.org/10.4995/var.2019.10361Blanco-Pons, S., Carrión-Ruiz, B., Lerma, J. L., & Villaverde, V. (2019). Design and implementation of an augmented reality application for rock art visualization in Cova dels Cavalls (Spain). Journal of Cultural Heritage. https://doi.org/10.1016/j.culher.2019.03.014Bruno, F., Bruno, S., De Sensi, G., Luchi, M. L., Mancuso, S., & Muzzupappa, M. (2010). From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. Journal of Cultural Heritage, 11(1), 42-49. https://doi.org/10.1016/j.culher.2009.02.006Colosi, F., Fangi, G., Gabrielli, R., Orazi, R., Angelini, A., & Bozzi, C. A. (2009). Planning the Archaeological Park of Chan Chan (Peru) by means of satellite images, GIS and photogrammetry. Journal of Cultural Heritage, 10 (SUPPL. 1), 27-34. https://doi.org/10.1016/j.culher.2009.08.002d'Annibale, E., Tassetti, A. N., & Malinverni, E. S. (2014). Finalizing a low-cost photogrammetric workflow: from panoramic photos to Heritage 3D documentation and visualization. International Journal of Heritage in the Digital Era, 3(1), 33-49. https://doi.org/10.1260/2047-4970.3.1.33Dilek, A. P. S. E., Doğan, M., & Kozbe, G. (2019). The Influences of the Interactive Systems on Museum Visitors' Experience: A Comparative Study from Turkey. Journal of Tourism Intelligence and Smartness, 2(1), 27-38. Retrieved from http://dergipark.org.tr/jtis/issue/44975/559246Felicetti, A., Albiero, A., Gabrielli, R., Pierdicca, R., Paolanti, M., Zingaretti, P.,& Malinverni, E. S. (2018). Automatic Mosaic Digitalization: a Deep Learning approach to tessera segmentation. In METROARCHEO, IEEE International Conference on Metrology for Archaeology and Cultural Heritage. Cassino.Gabrielli, R., Portarena, D., & Franceschinis, M. (2017). Tecniche di documentazione dei tappeti musivi del sito archeologico di Umm Al-Rasas-Kastron Mefaa (Giordania). Archeologia e Calcolatori, 28(1), 201-218.Gabrielli, R., & Greco, G. (2018). Umm Ar-Rasas: The Application of Integrated Methodologies for the Valorization of a Unesco Site. Global Journal of Archaeology & Anthropology, 6(3), 555688. https://doi.org/10.19080/GJAA.2018.06.555688Han, D.-I. D., Weber, J., Bastiaansen, M., Mitas, O., & Lub, X. (2019). Virtual and augmented reality technologies to enhance the visitor experience in cultural tourism. In M. C. tom Dieck & T. Jung (Eds.), Augmented Reality and Virtual Reality (pp. 113-128). Cham: Springer. https://doi.org/10.1007/978-3-030-06246-0Hunter, J., Jateff, E., & van den Hengel, A. (2019). Using digital visualization of archival sources to enhance archaeological interpretation of the 'Life History'of Ships: The case study of HMCS/HMAS Protector. In J. McCarthy, J. Benjamin, T. Winton, & W. van Duivenvoorde (Eds.), 3D Recording and Interpretation for Maritime Archaeology (vol. 31, pp. 89-101). Cham: Springer. https://doi.org/10.1007/978-3-030-03635-5_6Kyriakou, P., & Hermon, S. (2019). Can I touch this? Using natural interaction in a Museum Augmented Reality System. Digital Applications in Archaeology and Cultural Heritage, 12. https://doi.org/10.1016/j.daach.2018.e00088Malinverni, E. S., Pierdicca, R., Giuliano, A., & Mariano, F. (2018). A geographical information system to support restoration activities: a methodological approach experienced upon the case study of Ascoli Satriano Fortress. Applied Geomatics, 10(4), 427-439. https://doi.org/10.1007/s12518-018-0216-4Ognibene, S. (2002). Umm al-Rasas. L'Erma di Bretschneider.Piccirillo, M. (1991). Il complesso di Santo Stefano a Umm al-Rasas Kastron Mefaa in Giordania (1986-1991). Liber Annuus Studii Biblici Franciscani, 41, 327-357.Piccirillo, M. (2008). La Palestina cristiana: I-VII secolo. EDB.Piccirillo, M., & Alliata, E. (1994). Umm al-Rasas Mayfa'ah I: gli scavi del complesso di Santo Stefano.Pierdicca, R., Frontoni, E., Malinverni, E. S., Colosi, F., & Orazi, R. (2016). Virtual reconstruction of archaeological heritage using a combination of photogrammetric techniques: Huaca Arco Iris, Chan Chan, Peru. Digital Applications in Archaeology and Cultural Heritage, 3(3), 80-90. https://doi.org/10.1016/j.daach.2016.06.002Pierdicca, R., Malinverni, E. S., Frontoni, E., Colosi, F., & Orazi, R. (2016). 3D visualization tools to explore ancient architectures in South America. Virtual Archaeology Review, 7(15), 44-53. https://doi.org/10.4995/var.2016.5904Rahaman, H., Champion, E., & Bekele, M. (2019). From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience. Digital Applications in Archaeology and Cultural Heritage, 13. https://doi.org/10.1016/j.daach.2019.e00102Salonia, P., & Negri, A. (2003). Cultural Heritage emergency: GIS-based tools for assessing and deciding preservation. In Proceedings of the Twenty-Third Annual ESRI International User Conference, San Diego, CA, USA (pp. 7-11).Saygi, G., & Remondino, F. (2013). Management of architectural heritage information in BIM and GIS: State-of-the-art and future perspectives. Internationa

    Teaching Cultural Heritage using Mobile Augmented Reality

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    open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Veneto’s and the surrounding territories’ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Mejora de la difusión de contenidos culturales del patrimonio mediante modelos virtuales 3dD y realidad aumentada: una aplicación a los artefactos romanos

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    [EN] The spatial characteristics of museum exhibitions may limit visitors’ experience of the artefacts on display. In the case of large artefacts, limited space may affect their whole visualization, or inhibit the visualization of the details farthest from the observer. In other cases, the storage of artefacts in distant sites (museums or archaeological areas) may influence their knowledge process or the possibility for comparative analysis. Moreover, the precarious state of preservation of some artefacts, with damaged or missing parts, makes it difficult to perceive their original appearance. To overcome these limitations, we propose an integrated approach based on 3D virtual models and Augmented Reality (AR) to enhance the fruition of artefacts, improving their visualization, analysis and personal/shared knowledge, also by overcoming space and time constraints. The final AR application is an easily accessible tool for most users from a mobile device, used both inside and outside museums, opening new perspectives for fruition. The framework encourages the use of free and open source software and standard devices, to maximize their dissemination and exploit the potential of such technologies, which is far greater than current use in the cultural heritage field. Selected case studies to test and validate the integrated framework are proposed, dealing with some Roman artefacts found in the area of Modena (Italy). The first is a Roman floor mosaic, found in Savignano sul Panaro (near Modena) in 2011, of which less than half of its original 4.5 x 6.9 m surface is preserved. The others are two Roman funerary lion sculptures: the first is one of two lions flanking the main door of Modena Cathedral, and the second, well-preserved but damaged, is housed in the Museo Lapidario Estense of Modena. Finally, the application was tested by museum experts and visitors both inside and outside the museum, and positively assessed. Highlights: Digital practice is not understood as a prerogative of a small number of people, but as a tool to guarantee and expand artefact fruition, using standard devices and free and open source software. Experimentation of new settings to re-contextualize artefacts and establish possible links among them, offering engaging and customized experiences to improve their accessibility and enjoyment. Promotion of artefact fruition not only in but also outside museums, such as in a classroom or an open and shared space, opening to new approaches in the fruition of cultural heritage.[ES] Las características espaciales de la exhibición en museos puede limitar en los visitantes la experiencia de los artefactosque se presentan. En el caso de artefactos de gran tamaño, la limitación de espacio puede afectar su visualización completa o inhibir la visualización de los detalles más lejanos al observador. En otros casos, el almacenamiento de artefactos en sitios lejanos y apartados (museos o zonas arqueológicas) puede influir en su proceso de conocimiento o en su análisis comparativo. Es más, el precario estado de conservación de algunos artefactos, con partes dañadas o perdidas, hace difícil percibir su aspecto original. Para superar estas limitaciones, proponemos un enfoque integrado de modelos 3D y realidad aumentada (RA) que mejore el disfrute de los artefactos, mejorando su visualización, análisis y conocimiento personal/compartido, incluso sobrepasando las limitaciones de espacio y tiempo. La aplicación final es una herramienta fácilmente accesible para la mayoría de usuarios mediante un portátil, que se use dentro, pero también fuera de los museos, abriendo nuevas perspectivas de disfrute. El enfoque promueve el uso de software libre y gratuito y herramientas estándar, con vistas a maximizar su amplia distribución y reivindicar las potencialidades de dichas tecnologías, que son superiores a su actual uso en el campo del patrimonio cultural. Se proponen casos de estudio seleccionados para testear y validar el enfoque integrado, a partir de algunos artefactos Romanos encontrados en la zona de Módena (Italia). El primero es un suelo de mosaico Romano, encontrado en Savignano sul Panaro (cerca de Módena) en 2011, que conserva menos de la mitad de sus 4.5 x 6.9 m de superficie originales. Los otros son dos esculturas funerarias romanas de león: el primero es uno de los dos leones que flanquean la puerta principal de la Catedral de Módena, y el segundo, bien conservado pero dañado, se almacena en el Museo Lapidario Estense de Módena. Finalmente, la aplicación se prueba por expertos del museo y visitantes dentro y fuera del museo, y se evalúa positivamente.Gherardini, F. 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    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    Visualisation of semantic architectural information within a game engine environment

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    Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualisation technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualisation for architectural design and construction

    Comparative study of AR versus video tutorials for minor maintenance operations

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    [EN] Augmented Reality (AR) has become a mainstream technology in the development of solutions for repair and maintenance operations. Although most of the AR solutions are still limited to specific contexts in industry, some consumer electronics companies have started to offer pre-packaged AR solutions as alternative to video-based tutorials (VT) for minor maintenance operations. In this paper, we present a comparative study of the acquired knowledge and user perception achieved with AR and VT solutions in some maintenance tasks of IT equipment. The results indicate that both systems help users to acquire knowledge in various aspects of equipment maintenance. Although no statistically significant differences were found between AR and VT solutions, users scored higher on the AR version in all cases. Moreover, the users explicitly preferred the AR version when evaluating three different usability and satisfaction criteria. For the AR version, a strong and significant correlation was found between the satisfaction and the achieved knowledge. Since the AR solution achieved similar learning results with higher usability scores than the video-based tutorials, these results suggest that AR solutions are the most effective approach to substitute the typical paper-based instructions in consumer electronics.This work has been supported by Spanish MINECO and EU ERDF programs under grant RTI2018-098156-B-C55.Morillo, P.; García García, I.; Orduña, JM.; Fernández, M.; Juan, M. (2020). Comparative study of AR versus video tutorials for minor maintenance operations. Multimedia Tools and Applications. 79(11-12):7073-7100. https://doi.org/10.1007/s11042-019-08437-9S707371007911-12Ahn J, Williamson J, Gartrell M, Han R, Lv Q, Mishra S (2015) Supporting healthy grocery shopping via mobile augmented reality. 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