922 research outputs found

    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

    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

    A user experience analysis for a mobile Mixed Reality application for cultural heritage

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    Mixed Reality has emerged as a valuable tool for the promotion of cultural heritage. In this context, in particular, the metaphor of virtual portals allows the virtual visit of monuments that are inaccessible or no longer exist in their original form, integrating them into the real environment. This paper presents the development of a Mixed Reality mobile application that proposes a virtual reconstruction of the church of Sant’Elia in Ruggiano, in the southern province of Lecce (Italy). By placing the virtual portal in the same place where the entrance of the church was located, the user can cross this threshold to enter inside and make a virtual journey into the past. The user experience was evaluated by administering a questionnaire to 60 users who tried the application. From the data collected, four user experience factors were identified (interest, focus of attention, presence and usability), which were compared between young and old, male and female users, and between users who had already visited the church in person and all other users. In general, the scores reveal a total independence of the other three factors from usability and a very high level of interest

    Guidance and surroundings awareness in outdoor handheld augmented reality

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    Handheld and wearable devices are becoming ubiquitous in our lives and augmented reality technology is stepping out of the laboratory environment and becoming ready to be used by anyone with portable devices. The success of augmented reality applications for pedestrians depends on different factors including a reliable guidance system and preventing risks. We show that different guidance systems can be supplementary to provide directions to a point of interest and offer clues that help the user find the augmented data when they get close to the location they have to visit. We tested the helpfulness of a map with the points of interest, an image preview of the next point of interest to visit, and an arrow showing the direction to it. The results show that the effectiveness of these guidance systems depend on the distance to the point of interest and the accuracy of the data obtained from the Global Positioning System. We also measured the total time that participants spent looking at the screen, as well as the perceived elapsed time as a measurement of real world dissociation. Finally, we discuss preliminary results to minimize the risk of accidents when using augmented reality applications in an outdoor urban environment

    Augmented Reality in Tourism – Research and Applications Overview

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    Augmented reality is a complex interdisciplinary field utilizing IT technologies in diverse areas such as medicine, education, architecture, industry, tourism and others, augmenting the real-time, real-world view with additional superimposed information in chosen format(s). The aim of this paper is to present an overview of both research and application aspects of using augmented reality technologies in tourism domain. While most research, and especially applications, are dealing with and developing visual-based augmented reality systems, there is a relevant amount of research discussing the utilization of other human senses such as tactioception and audioception, both being discussed within this work. A comprehensive literature analysis within this paper resulted with the identification, compilation and categorization of the key factors having the most relevant impact on the success of utilization of augmented technology in tourism domain

    Virtual Community Heritage:An Immersive Approach to Community Heritage

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       Our relationship with cultural heritage has been transformed by digital technologies. Opportunities have emerged to preserve and access cultural heritage material while engaging an audience at both regional and global level. Accessibility of technology has enabled audiences to participate in digital heritage curation process. Participatory practices and co-production methodologies have created new relationships between museums and communities, as they are engaged to become active participants in the co-design and co-creation of heritage material. Audiences are more interested in experiences vs services nowadays and museums and heritage organisations have potential to entertain while providing engaging experiences beyond their physical walls. Mixed reality is an emerging method of engagement that has allowed enhanced interaction beyond traditional 3D visualisation models into fully immersive worlds. There is potential to transport audiences to past worlds that enhance their experience and understanding of cultural heritage

    Reopening for Business Post-COVID-19: Augmented Reality as a Strategy for Attracting Visitors to a Tourist Destination

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    Critical thoughts about tourist destinations overcoming and mitigating impacts from COVID-19 lie in the opportunities created by the pandemic. In this paper, an innovative way to attract tourists to Madeira Island and specifically for the Caminho Real (CR) is proposed, assisted by augmented reality. There are important con siderations for developing software suitable for mobile devices such as smartphones and tablets; values and benefits for sustainable tourism development and for being an educational experience respecting social dis tancing; and services included in the augmented reality application. Therefore, some propositions are presented to evaluate the possibility of augmented reality as a secure opportunity to show historical, cultural, and eth nographic aspects when visiting a tourist destination, while respecting social-distancing constraints.info:eu-repo/semantics/publishedVersio

    The integration of an augmented reality module within the Way- Cyberparks app. : the case study of Valletta city

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    Latest improvements on mobile devices capabilities are changing the way people interact with their surroundings. Nowadays, devices are able to sense the environment and user’s location, enabling the user to experience improved digital services. This is a key aspect of public spaces enhancement, which plays a pivotal role for the improvement of public spaces; a key to make public locations more accessible, interactive and enjoyable. One of the most powerful technologies enabling this innovative set of services is known as Augmented Reality (AR). More in depth, AR allows users to visualise in real time virtual information about the physical objects of the real world, directly on the display of their own devices. AR provides innovative way-finding widgets and context-awareness services. Along with the aims of the COST Action Cyberparks, our aim is to improve the App delivered during the first stages of the project (Way-Cyberparks) with AR functionalities, by developing a location-based AR module tailored to be integrated within Way-Cyberparks. The AR section will link virtual geo-tagged annotations as an interface to (geo) spatial and attribute data, allowing users to quick access digital sensory inputs. The overarching idea is to populate the App with virtual signage fostering the fruition of public spaces by allowing users to experience new ways of moving within specific places. Thanks to that, on one hand, the App works as an interactive path-finder tool, heading visitors towards the most interesting locations or landmarks within a specific area (Points of Interest or POIs). On the other, users are enabled to create their own contents and upload them into the network of available POIs, enabling a true participative community. The city of Valletta has been chosen as first case study; here the AR module will be tested to identify historical locations and heritage buildings, acting as contextual objects for the Way- Cyberparks App.Funded by the Horizon 2020 Framework Programme of the European Union.peer-reviewe

    Exploration Games:Can Game-Guided Systems Support Users in Automated Exhibition Sites?

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    This article delves into the potential of incorporating elements fromadventure games into museum exhibitions, with a particular focus on automatedexhibition sites. We advocate that principles derived from adventure games canadeptly bridge the two primary expectations of exhibitions: enlightenment andexperience. Exploration-based games, such as Explore the Redoubt (XTR)crafted for automated venues, enable users to fulfill both these objectives. XTR,conceived to address the prevailing research voids, integrates game mechanicsinto the automated exhibition environment, enhancing visitor motivation andengagement. It harnesses interactive digital mediums to present cultural heritagein a relaxed, informal manner.Existing research scarcely touches upon the design of experiential learninggames developed for automated sites, which encompass both indoor and outdoordisplays. Our methodology contemplates the transformation of visitor conduct atexhibitions, morphing them into avid knowledge seekers. We challenge theadequacy of current user experience models in portraying exhibitions striving toprovide both enlightenment and an immersive experience. Consequently, weintroduce a framework for museum interactions that deeply engages users, urgingthem to define their exploration trajectories, seamlessly fusing enlightenment,and engagement. Our study is set in a 17th-century redoubt where initialobservations indicated greater outdoor engagement compared to indoor spaces.This observation fueled our initiative to amplify indoor visitor participation.After testing XTR with 30 participants and employing a combination ofobservations and interviews, we derived key insights on designing digitalexploration games that seamlessly combine enlightenment and engagement. Weconclude with three design strategies to enhance visitor curiosity and exploration

    Senseable Spaces: from a theoretical perspective to the application in augmented environments

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    openGrazie all’ enorme diffusione di dispositivi senzienti nella vita di tutti i giorni, nell’ ultimo decennio abbiamo assistito ad un cambio definitivo nel modo in cui gli utenti interagiscono con lo spazio circostante. Viene coniato il termine Spazio Sensibile, per descrivere quegli spazi in grado di fornire servizi contestuali agli utenti, misurando e analizzando le dinamiche che in esso avvengono, e di reagire conseguentemente a questo continuo flusso di dati bidirezionale. La ricerca è stata condotta abbracciando diversi domini di applicazione, le cui singole esigenze hanno reso necessario testare il concetto di Spazi Sensibili in diverse declinazioni, mantenendo al centro della ricerca l’utente, con la duplice accezione di end-user e manager. Molteplici sono i contributi rispetto allo stato dell’ arte. Il concetto di Spazio Sensibile è stato calato nel settore dei Beni Culturali, degli Spazi Pubblici, delle Geosciences e del Retail. I casi studio nei musei e nella archeologia dimostrano come l’ utilizzo della Realtà Aumentata possa essere sfruttata di fronte a un dipinto o in outdoor per la visualizzazione di modelli complessi, In ambito urbano, il monitoraggio di dati generati dagli utenti ha consentito di capire le dinamiche di un evento di massa, durante il quale le stesse persone fruivano di servizi contestuali. Una innovativa applicazione di Realtà Aumentata è stata come servizio per facilitare l’ ispezione di fasce tampone lungo i fiumi, standardizzando flussi di dati e modelli provenienti da un Sistema Informativo Territoriale. Infine, un robusto sistema di indoor localization è stato istallato in ambiente retail, per scopi classificazione dei percorsi e per determinare le potenzialità di un punto vendita. La tesi è inoltre una dimostrazione di come Space Sensing e Geomatica siano discipline complementari: la geomatica consente di acquisire e misurare dati geo spaziali e spazio temporali a diversa scala, lo Space Sensing utilizza questi dati per fornire servizi all’ utente precisi e contestuali.Given the tremendous growth of ubiquitous services in our daily lives, during the last few decades we have witnessed a definitive change in the way users' experience their surroundings. At the current state of art, devices are able to sense the environment and users’ location, enabling them to experience improved digital services, creating synergistic loop between the use of the technology, and the use of the space itself. We coined the term Senseable Space, to define the kinds of spaces able to provide users with contextual services, to measure and analyse their dynamics and to react accordingly, in a seamless exchange of information. Following the paradigm of Senseable Spaces as the main thread, we selected a set of experiences carried out in different fields; central to this investigation there is of course the user, placed in the dual roles of end-user and manager. The main contribution of this thesis lies in the definition of this new paradigm, realized in the following domains: Cultural Heritage, Public Open Spaces, Geosciences and Retail. For the Cultural Heritage panorama, different pilot projects have been constructed from creating museum based installations to developing mobile applications for archaeological settings. Dealing with urban areas, app-based services are designed to facilitate the route finding in a urban park and to provide contextual information in a city festival. We also outlined a novel application to facilitate the on-site inspection by risk managers thanks to the use of Augmented Reality services. Finally, a robust indoor localization system has been developed, designed to ease customer profiling in the retail sector. The thesis also demonstrates how Space Sensing and Geomatics are complementary to one another, given the assumption that the branches of Geomatics cover all the different scales of data collection, whilst Space Sensing gives one the possibility to provide the services at the correct location, at the correct time.INGEGNERIA DELL'INFORMAZIONEembargoed_20181001Pierdicca, RobertoPierdicca, Robert
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