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    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

    Enhancing heritage fruition through 3D virtual models and augmented reality: An application to Roman artefacts

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    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

    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. (2019). Enhancing heritage fruition through 3D virtual models and augmented reality: an application to Roman artefacts. Virtual Archaeology Review. 10(21):67-79. https://doi.org/10.4995/var.2019.11918SWORD67791021Antinucci, F. (2014). Comunicare nel Museo. Roma-Bari, Italy: Laterza, pp. 117-124.Bici, M., Guachi, R., Colacicchi, O., D'Ercoli, G., & Campana, F. (2019). Posture evaluation for fragment re-alignment of ancient bronze statues: The case study of the Principe Ellenistico. In F. Cavas-Martínez, B. Eynard, F. Fernández Cañavate, D. Fernández-Pacheco, P. Morer, & V. Nigrelli (Eds.), Advances on mechanics, design engineering and manufacturing II. Lecture notes in mechanical engineering (pp 323-335). Cham: Springer. https://doi.org/10.1007/978-3-030-12346-8_32Black, G. (2005). The Engaging Museum: Developing Museums for Visitor Involvement (pp. 179-210). London, UK:Routledge.Blanco-Pons, S., Carrión-Ruiz, B., & Lerma, J.L. (2019) Augmented reality application assessment for disseminating rock art. Multimedia Tools and Applications, 78(8), 10265-10286. https://doi.org/10.1007/s11042-018-6609-xBrawne, M. (1965). The New Museum: Architecture and Display. New York, US: Praeger.Caspani, S., Brumana, R., Oreni, D., & Previtali, M. (2017). Virtual museums as digital storytellers for dissemination of built environment: Possible narratives and outlooks for appealing and rich encounters with the past. International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-2/W5, 113-119. https://doi.org/10.5194/isprs-archives-XLII-2-W5-113-2017Castagnetti, C., Giannini, M., & Rivola, R. (2017). Image-based virtual tours and 3d modeling of past and current ages for the enhancement of archaeological parks: The visual versilia 3d project. International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-5/W1, 639-645. https://doi.org/10.5194/isprs-rchives-XLII-5-W1-639-2017Charitos, D., Lepouras, G., Vassilakis, C., Katifori, V., & Halatsi, L. (2000). A method for designing and implementing virtual museums. In R. Hollands (Ed.), Proceedings 7th International UK VR-SIG Conference, Glasgow, UK.Corti, C. (2001). Atlante dei Beni Archeologici della Provincia di Modena. III, Collina e Alta Pianura. Book 1, (pp. 190-191). Sesto Fiorentino (Firenze), Italy: All'Insegna del Giglio.Crespellani, A. (1899). Scavi nel Modenese (1896-1897). AMDST Province Modenesi Serie IV, IX, pp 269-288.Fazio, L., Lo Brutto, M., & Dardanelli, G. (2019). Survey and virtual reconstruction of ancient Roman floors in an archaeological context. 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A Virtual Museum for Design: New forms of interactive fruition. 16th International Conference on Virtual Systems and Multimedia, VSMM 2010 (pp. 242-249). https://doi.org/10.1109/VSMM.2010.5665977Guidi, G., & Remondino, F. (2012). 3D modelling from real data. In C. Alexandru (Ed.), Modeling and Simulation in Engineering (pp. 69-102). https://doi.org/10.5772/30323ICOM, International Council of Museums (n.d.). Museum Definition. Retrieved from https://icom.museum/en/activities/standards-guidelines/museum-definitionKleinhenz, C. (2004). Routledge Revivals: Medieval Italy (2004): An Encyclopedia (Vol. II). New York: Routledge.Krukar, J. (2014). Walk, look, remember: The influence of the gallery's spatial layout on human memory for an art exhibition. Behavioral Sciences, 4(3), 181-201. https://doi.org/10.3390/bs4030181Lanham, M. (2018). Learn ARCore - Fundamentals of Google ARCore: Learn to build augmented reality apps for Android, Unity, and the web with Google ARCore 1.0. Birmingham, UK: Packt Publishing Limited.Linowes, J. & Babilinski, K. (2017). Augmented Reality for Developers. Birmingham, UK: Packt Publishing Limited.Lo Brutto, M., Garraffa, A., Pellegrino, L., & Di Natale, B. (2015). 3D Mosaic documentation using close range photogrammetry. Proceedings of the 1st International Conference on Metrology for Archaeology (pp. 82-87). Benevento, Italy.Ludovico A., (2012). Augmented Art. In Communication Strategies Lab (Ed.), Realtà aumentate: esperienze, strategie e contenuti per l'Augmented Reality (pp. 109-133). Milano, Italy: Apogeo Education.Luigini, A., Brusaporci, S., Vattano, S., & Tata, A. (2019). 3D digital models for a widespread museum: the Renon's "Bauernhöfe". International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-2/W9, 447-453. https://doi.org/10.5194/isprs-archives-XLII-2-W9-447-2019Maícas, J. M., & Viñals, M. J. (2017). 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    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

    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

    MORE THAN JUST SMOKE AND LIGHTS: THE ARCHITECTURE OF CONCERT STAGE DESIGN

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    Live music creates an environment that allows your mind to go silent, where all your senses are stimulated in perfect harmony. It’s a heightened sense of reality, a place to escape and be consumed in something that feels like your bones are being hugged. Architecture is what is used to make these ethereal moments a reality. Architecture plays a pivotal role in amplifying the overall experience for the audience and performer by creating an immersive spectacle, yet architects have frequently been left out of the conversation of concert stage design, which has led to underdeveloped immersive concerts. Concert design has now become an oversaturated field and an architect’s contributions have not yet been fully understood. By understanding how the skills of an architect can be utilized in concert design, elements such as space, scale, sightlines, functionality and aesthetics can transform arenas into engaging environments, and transcend the audience into new realms. To understand the role of an architect within this field of design, research was conducted to understand the last 100 years of performance history, the core materials and effects used in sets, the different types of stages, the expectation of the spectacle, and design logistics. With this research, I seek to contribute to the broader discourse on the fusion of architecture, live music, and emotion, by analyzing how different architectural elements such as stage shape and scale can evoke different emotions for the audience. The findings of this research are tested through the comprehensive design of three stages, each of which aims to emphasize specific emotional responses, and use different architectural elements that transform space to address said emotions. The stages are designed respectively around three songs composed and performed by the R & B artist Labrinth. Labrinth is a highly dynamic and versatile artist with a discography of music that includes a range of styles, tempos and emotions. Additionally, Labrinth has yet to go on a full arena scaled tour, allowing for an uninfluenced imagining of his performances. The first stage is designed for his song “Jealous”. “Jealous” is a slow and dreamy composition, therefore the corresponding stage uses lightweight architectural elements, including hanging, interactive fabrics that evoke an ethereal environment. The second stage is designed for the song “When I R.I.P.” which is a more rhythmic and high tempo song, so the corresponding stage design transitions into a profile stage with a grounded, heavy base and overhanging roof. This stage typology creates an intense and edgy environment due to its invasive protrusion into the audience, and added stark materiality. The final stage is for Labrinth’s song “Sexy MF” which is an upbeat, high energy song that inspires dancing and togetherness. The resulting stage design utilizes a large roof structure that encapsulates both Labrinth and the audience, effectively creating an interconnection within the space. These architectural contributions will envision new possibilities that push the boundaries of concert stage design past just smoke and lights, revolutionizing the way we experience live performances

    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

    3D Information Technologies in Cultural Heritage Preservation and Popularisation

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    This Special Issue of the journal Applied Sciences presents recent advances and developments in the use of digital 3D technologies to protect and preserve cultural heritage. While most of the articles focus on aspects of 3D scanning, modeling, and presenting in VR of cultural heritage objects from buildings to small artifacts and clothing, part of the issue is devoted to 3D sound utilization in the cultural heritage field
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