4,372 research outputs found

    In-Situ Visualization for Cultural Heritage Sites using Novel Augmented Reality Technologies

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    [ES] Mobile Augmented Reality is an ideal technology for presenting information in an attractive, comprehensive and personalized way to visitors of cultural heritage sites. One of the pioneer projects in this area was certainly the European project ArcheoGuide (IST-1999-11306) which developed and evaluated Augmented Reality (AR) at a very early stage. Many progresses have been done since then, and novel devices and algorithms offer novel possibilities and functionalities. In this paper we present current research work and discuss different approaches of Mobile AR for cultural heritage. Since this area is very large we focus on the visual aspects of such technologies, namely tracking and computer vision, as well as visualization.The work discussed in this article was supported by the European Union IST framework (IST 1999-11306) project ArcheoGuide and is continued in the current project iTACITUS (IST 2.5.10 – 034520).Stricker, D.; Pagani, A.; Zoellner, M. (2010). In-Situ Visualization for Cultural Heritage Sites using Novel Augmented Reality Technologies. Virtual Archaeology Review. 1(2):37-41. https://doi.org/10.4995/var.2010.4682OJS374112LEPETIT V., LAGGER P., FUA P.: Randomized trees for real-time keypoint recognition. Conference on Computer Vision and Pattern Recognition 2 (2005), 775-781. http://dx.doi.org/10.1109/cvpr.2005.288VLAHAKIS, Vassilios; IOaNNIDIS, Nikos; KARIGIANNIS, John; TSOTROS, Manolis; GOUNARIS, Michael; STRICKER, Didier;GLEUE, Tim; DAEHNE, Patrick; ALMEIDA, Luis Archeoguide: Challenges and Solutions of a Personalized Augmented Reality Guide for archaeological sites IEEE Computer Graphics and Applications 22 (2002), 5, pp. 52-60STRICKER, Didier Tracking with Reference Images: A Real-Time and Markerless Tracking Solution for Out-Door Augmented Reality Applications International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST), Glyfada, Greece, 2001, pp. 91-96.ZOELLNER, Michael, PAGANI Alain, STRICKER, Didier: "Reality filtering: A visual time machine in augmented reality", in VAST 2008. Proceedings (December).ITACITUS, 2008. "Intelligent tourism and cultural information through ubiquitous services." http://www.itacitus.org.FISCHER, J. 2005. Stylized augmented reality for improved immersion. Proceedings of IEEE Virtual Reality, 195-202. http://dx.doi.org/10.1109/vr.2005.1492774http://dx.doi.org/10.1109/vr.2005.7

    VR Technologies in Cultural Heritage

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    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage

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    Tesis por compendio[ES] La RA consiste en la superposición de elementos virtuales sobre el entorno real, de manera que el usuario percibe estos elementos como si formaran parte de la realidad que está visualizando. Las aplicaciones de RA en dispositivos móviles permiten visualizar el contenido virtual a través de la cámara del dispositivo. La RA es una herramienta de divulgación muy potente ya que permite añadir a la realidad cualquier tipo de información, desde un simple texto informativo a un modelo 3D interactivo. Tiene infinitas utilidades, puede servir de guía en un museo, puede mostrar la recreación de un monumento destruido, o como en el caso de estudio aquí presentado, ayudar a la interpretación de pinturas rupestres. Esta tesis parte de la idea de que la RA puede mejorar mucho la interpretación del arte rupestre sin alterar ni dañar las pinturas. Puede servir para atraer a un público mayor, dar a conocer la historia de las pinturas rupestres y que al mismo tiempo el visitante tenga una experiencia mucho más enriquecedora. A lo largo de la tesis se ha estudiado en profundidad la técnica de visualización de RA mediante dispositivos móviles. Se han analizado las diferentes librerías de programación mediante casos de estudio en entornos reales y examinado los factores que pueden afectar al reconocimiento de las pinturas. Se ha desarrollado una aplicación de RA aplicada a un caso real de pinturas rupestres y posteriormente ha sido evaluada por un grupo de personas. Finalmente, se ha estudiado el efecto de la luz solar y sus cambios a lo largo del día sobre el reconocimiento de imágenes en entornos al aire libre. Este trabajo proporciona un punto de partida para el desarrollo de aplicaciones de RA aplicadas a la difusión del patrimonio cultural, especialmente centrado en el arte rupestre, un entorno que sufre de unas dificultades añadidas debido a su localización, dificultad de reconocimiento de puntos característicos en las pinturas y los cambios en la luz solar, problemas que se han tratado de resolver a lo largo del estudio. Las principales conclusiones han sido muy favorables, partiendo de librerías de programación disponibles y gratuitas. Se han podido desarrollar un conjunto de aplicaciones de RA en diferentes lugares. Las valoraciones han sido muy positivas, los usuarios que han probado las aplicaciones afirman que la interpretación de las pinturas les resulta más fácil y consiguen entender mejor el propósito de las mismas. El principal inconveniente encontrado es la falta de conocimiento sobre esta técnica y la pérdida de realismo en algunos casos debido a la oclusión, es decir, que los objetos virtuales no se posicionen por detrás de los objetos reales. La buena noticia es que esta tecnología evoluciona muy rápido y durante el desarrollo de la tesis ha habido avances muy grandes, entre ellos, el desarrollo de nuevas librerías de programación desarrolladas por Google y Apple, que proporcionan las herramientas necesarias para crear aplicaciones muy potentes e immersivas, donde el usuario se sentirá parte de los entornos creados.[CA] La RA consisteix en la superposició d'elements virtuals sobre l'entorn real, de manera que l'usuari percep aquests elements com si formaren part de la realitat que està visualitzant. Les aplicacions de RA en dispositius mòbils permeten visualitzar el contingut virtual a través de la cambra del dispositiu. La RA és una eina de divulgació molt potent ja que permet afegir a la realitat qualsevol tipus d'informació, des d'un simple text informatiu a un model 3D interactiu. Té infinites utilitats, pot servir de guia en un museu, pot mostrar la recreació d'un monument destruït, o com en el cas d'estudi ací presentat, ajudar a la interpretació de pintures rupestres. Aquesta tesi parteix de la idea que la RA pot millorar molt la interpretació de l'art rupestre sense alterar ni danyar les pintures. Pot servir per a atraure a un públic major, donar a conéixer la història de les pintures rupestres i que al mateix temps el visitant tinga una experiència molt més enriquidora. Al llarg de la tesi s'ha estudiat en profunditat la tècnica de visualització de RA mitjançant dispositius mòbils. S'han analitzat les diferents llibreries de programació mitjançant casos d'estudi en entorns reals i analitzat els factors que poden afectar el reconeixement de les pintures. S'ha desenvolupat una aplicació de RA aplicada a un cas real de pintures rupestres i posteriorment ha sigut avaluada per un grup de persones. Finalment, s'ha estudiat l'efecte de la llum solar i els seus canvis al llarg del dia sobre el reconeixement d'imatges en entorns a l'aire lliure. Aquest treball proporciona un punt de partida per al desenvolupament d'aplicacions de RA aplicades a la difusió del patrimoni cultural, especialment centrat en l'art rupestre, un entorn que pateix d'unes dificultats afegides a causa de la seua localització, dificultat de reconeixement de punts característics en les pintures i els canvis en la llum solar, problemes que s'han tractat de resoldre al llarg de l'estudi. Les principals conclusions han sigut molt favorables, partint de llibreries de programació disponibles i gratuïtes. S'han pogut desenvolupar un conjunt d'aplicacions de RA en diferents llocs. Les valoracions han sigut molt positives, els usuaris que han provat les aplicacions afirmen que la interpretació de les pintures els resulta més fàcil i aconsegueixen entendre millor el propòsit d'aquestes. El principal inconvenient trobat és la falta de coneixement sobre aquesta tècnica i la perduda de realisme en alguns casos a causa de l'oclusió, és a dir, que els objectes virtuals no es posicionen per darrere dels objectes reals. La bona notícia és que aquesta tecnologia evoluciona molt ràpid i durant el desenvolupament de la tesi hi ha hagut avanços molt grans, entre ells, el desenvolupament de noves llibreries de programació per Google i Apple, que proporcionen les eines necessàries per a crear aplicacions molt potents i immersives, on l'usuari se sentirà part dels entorns creats.[EN] AR consists of superimposing virtual elements on the real environment, so that the user perceives these elements as if they were part of the reality they are looking at. AR applications on smartphones allow virtual content to be visualised through the device's camera. AR is a very powerful tool for dissemination as it allows any type of information to be added to reality, from a simple informative text to an interactive 3D model. It can be used as a guide in a museum, it can show the recreation of a destroyed monument, or, as in the case study presented here, it can help in the interpretation of cave paintings. This thesis is based on the idea that AR can greatly enhance the interpretation of rock art without affecting or damaging the paintings. It can be used to attract a wider audience, to introduce the history of the rock art paintings and at the same time provide the visitor with a much more enriching experience. Throughout the thesis, the technique of AR visualisation using mobile devices has been studied in-depth. The different programming libraries have been analysed by means of case studies in real environments as well as the factors that can affect the paintings recognition. An AR application applied to a real case of rock art paintings has been developed and subsequently evaluated by a group of people. Finally, the effect of sunlight and its changes throughout the day on image recognition in outdoor environments has been studied. This work provides a starting point for the AR applications development applied to the dissemination of cultural heritage, especially focused on rock art, an environment that suffers from additional difficulties due to its location, the difficulty of characteristic points recognition and changes in sunlight, problems that have been tried to solve throughout the study. The main outcomes have been very favourable, using freely available programming libraries, and it has been possible to develop a set of AR applications in different places. The evaluations have been very positive, with users who have tested the applications confirming that the interpretation of the paintings is easier for them and they can better understand the purpose of the paintings. The major drawback is the lack of knowledge about this technique and the loss of realism in some cases due to occlusion, i.e. the virtual objects are not positioned behind the real objects. The good news is that this technology is evolving very fast and during the development of the thesis there have been great advances, among them, the development of new programming libraries developed by Google and Apple, which provide the necessary tools to create very powerful and immersive applications, where the user will feel part of the virtual environments created.Blanco Pons, S. (2021). Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/178895TESISCompendi

    Artificial Intelligence and Augmented Reality: A Possible Continuum for the Enhancement of Architectural Heritage

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    Augmented reality and artificial intelligence technologies are increasingly involved in the interpretation, classification, and eventually in our understanding of the built environment. This paper collects three recent on-site research experiences, which developed mobile app prototypes and experimented with these advancements in the relationship between computer vision and architectural artifacts. The first project concerns the vaulted atria of Baroque Turin and integrates a work of analysis and representation with augmented reality applications to visualize interpretative 3D models. The second project focuses on the development of a mobile app to access data on monuments, exploiting deep learning technologies for image recognition. The application field is the Imperial Fora in Rome. The third project is part of the so-called "third mission" of universities, being developed in partnership with a company operating in the electronic telecommunications infrastructure sector. The project explores automatic methods for updating existing building information modeling databases on antenna tower sites. This experience, the last in chronological order, though focused on a modern architectural asset, is meant to reframe and integrate the previous ones, updating the methods and the foreseen developments, and stressing the potential of the combined use of the studied technologies. The joint consideration of the three projects is aimed at reflecting on the processes, which from different techniques for the recognition of spatial features, produce schematic understanding and operational uses of the shape of built heritage

    Digital tourism: an alternative view on cultural intangible heritage and sustainability in Tavira, Portugal

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    The digitalization of cultural routes and virtual storytelling has emerged as a way of showcasing to individuals the heritage of different cultural universes. Regarding this fractional environment, and as a by-product of the international EU funded iHERITAGE project, (B_A.2.1_0056), the goal is to create, through an innovation-driven growth process and technological transfer, brand strategies for the affirmation and better knowledge of intangible realities in the Mediterranean region. The Sicilian Tourism Department in Italy is the project’s lead beneficiary, with representative partners throughout six Mediterranean countries (Italy, Egypt, Spain, Jordan, Lebanon, Portugal). The case study in Portugal is being developed in Tavira, through the intangible cultural heritage of the Mediterranean diet. The research based on the cultural experience, the history of the landscape and the sense of identity and continuity of knowledge is reassigned into a digital platform—the creation of apps and, within this, the design of a virtual route that navigates key geographical places. These apps will later revolve around one of the cultural elements of the Mediterranean, namely, the olive oil activity, with a detailed presentation of the manufacturing process, as well as its didactic interpretation and dissemination about the protection and conservation of Mediterranean research. The methodological approach is developed through the analysis and interpretation of a detailed list of references, fieldwork in a plurality of sites, contextual inquiries and interviews. As a powerful tool for internet marketing and research, these apps will reinforce identity, hospitality and tourism enterprises connected through the virtual itinerary, allowing a closer interaction between tourists and locals, endorsing the rise of technological development, as well as to drastically reduce environmental and ecological risks.info:eu-repo/semantics/publishedVersio

    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

    Enhancing cultural tourism by a mixed reality application for outdoor navigation and information browsing using immersive devices

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    In this paper a mixed reality application is introduced; this application runs on Microsoft Hololens and has been designed to provide information on a city scale. The application was developed to provide information about historical buildings, thus supporting cultural outdoor tourism. The huge amount of multimedia data stored in the archives of the Italian public broadcaster RAI, is used to enrich the user experience. A remote application of image and video analysis receives an image flow by the user and identifies known objects framed in the images. The user can select the object (monument/building/artwork) for which augmented contents have to be displayed (video, text audio); the user can interact with these contents by a set of defined gestures. Moreover, if the object of interest is detected and tracked by the mixed reality application, also 3D contents can be overlapped and aligned with the real world

    VR Technologies in Cultural Heritage

    Get PDF
    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism
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