3,005 research outputs found
Mejora de la difusión de contenidos culturales del patrimonio mediante modelos virtuales 3dD y realidad aumentada: una aplicación a los artefactos romanos
[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). 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Enhancing heritage fruition through 3D virtual models and augmented reality: An application to Roman artefacts
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
Representation Challenges: Searching for New Frontiers of AR and AI Research
We have come to the second collection of essays that originated under the aegis of Representation Challenges and that, by reintroducing the combination of Augmented Reality (AR) and Artificial Intelligence (AI), explores its new frontiers
Museum Experience Design: A Modern Storytelling Methodology
In this paper we propose a new direction for design, in the context of the theme “Next Digital Technologies in Arts and Culture”, by employing modern methods based on Interaction Design, Interactive Storytelling and Artificial Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for Museum Experience Design, facilitating on the one hand traditional visual and multimedia communication and, on the other, a new type of interaction with artefacts, in the form of a Storytelling Experience. Museums are increasingly being transformed into hybrid spaces, where virtual (digital) information coexists with tangible artefacts. In this context, “Next Digital Technologies” play a new role, providing methods to increase cultural accessibility and enhance experience. Not only is the goal to convey stories hidden inside artefacts, as well as items or objects connected to them, but it is also to pave the way for the creation of new ones through an interactive museum experience that continues after the museum visit ends. Social sharing, in particular, can greatly increase the value of dissemination
Novel tools and best practices for education about invasive alien species
Increasing public awareness is a prerequisite for successful management of invasive alien species (IAS). Environmental education can play an important role in this process by providing relevant learning outcomes and experiences for youth and students, as well as professionals in different sectors associated with introduction pathways or who are involved in mitigation and eradication of IAS. This paper responds to the urgent call for the inclusion of the IAS topic in education through the development, implementation and evaluation of novel and user-friendly educational materials. The aim of this paper is to describe best practices in IAS education and to share the lessons learned from eight educational projects from seven different countries. We discuss four challenges for IAS education, related to (1) inconsistent and ambiguous terminology, (2) communicating risk, (3) implementation of education materials, and (4) evaluation of learning effects. Examples of best practices are the use of smartphone applications and gaming elements, place-based education and exhibitions. We also note the importance of open access publishing of education materials to make them easily available. We intend this discussion to serve as a source of inspiration to researchers, science communicators and teachers and to spur the development of new teaching materials worldwide.Peer reviewe
Virtual platforms for heritage preservation in the Middle East: the case of medieval Cairo
Much of the effort in VH is directed towards accurate representation of historic structures, objects or artefacts. There is little attention is paid, however, to the human aspects of city life, the intangible heritage to which people can actually relate. Digital models of historic buildings and spaces only give a sense of precision. Yet, rituals, human attitude and cultural traditions remained a gap in current research and advanced technology in heritage visualization. Virtual Heritage Environments (VHE) suffer from the lack of ‘thematic interactivity’ due to the limited cultural content and engaging modules largely used in photorealistic video gaming systems. In order to approach virtual fidelity and accurate reproduction of historic environments, this paper reports on a research process to investigate and incorporate a Cultural-feed into digital platforms of Virtual Heritage. In doing so, the paper focuses on the Middle East in general and Medieval Cairo in particular. It discusses conceptual and practical framework for the development of virtual heritage platforms as a research, educational and engagement tool that brings historic spaces and buildings back to the recognition of the public eye of the ordinary user. It analyses current practices and projects of the virtual heritage technologies and reports on field work that took place in Islamic Cairo with Five Start-Up entrepreneurs
VR Technologies in Cultural Heritage
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
Empowering cultural heritage professionals with tools for authoring and deploying personalised visitor experiences
This paper presents an authoring environment, which supports cultural heritage professionals in the process of creating and deploying a wide range of different personalised interactive experiences that combine the physical (objects, collection and spaces) and the digital (multimedia content). It is based on a novel flexible formalism that represents the content and the context as independent from one another and allows recombining them in multiple ways thus generating many different interactions from the same elements. The authoring environment was developed in a co-design process with heritage stakeholders and addresses the composition of the content, the definition of the personalisation, and the deployment on a physical configuration of bespoke devices. To simplify the editing while maintaining a powerful representation, the complex creation process is deconstructed into a limited number of elements and phases, including aspects to control personalisation both in content and in interaction. The user interface also includes examples of installations for inspiration and as a means for learning what is possible and how to do it. Throughout the paper, installations in public exhibitions are used to illustrate our points and what our authoring environment can produce. The expressiveness of the formalism and the variety of interactive experiences that could be created was assessed via a range of laboratory tests, while a user-centred evaluation with over 40 cultural heritage professionals assessed whether they feel confident in directly controlling personalisation
Aplicação móvel para enriquecer a experiência da Exposição "70 Cavaquinhos, 70 Artistas"
Mestrado em Engenharia de Computadores e Telem aticaMobile applications have been gaining impact and relevance in people's
quotidian, adding value not only in a professional level but also in a personal
one. The wide range of mobile applications provides support in distinctive
areas, from entertainment, to exercise, work, personal achievement, among
others.
Exhibitions focus on the artistic expression, in the most diverse ways. The
support to the exhibitions has been achieved mainly through
yers or written
messages, however more recently also with mobile applications.
In this context, the aim of this project concerns the development of a mobile
application able to provide support to the \70 Cavaquinhos, 70 Artistas"
exhibition, in a complementary way. In particular, the application should be
able to foment the public's interest on this speci c exhibition, considering,
however, the advantage of building an application easily adapted to other
exhibitions.
The interactive nature of the application was explored through the integration
of speci c features, as a reading system or an exhibition-related
game.
Two applications were developed for two di erent platforms, in Java for
Android and in Swift for iOS, maintaining, however, a similar content. As
expected, some adjustments of functionalities and speci c features for each
operating system had to be implemented. A common backend for both
applications was also developed - Firebase. The Android application can
be already found on Play Store, while the iOS application is ready to be
published.
The two developed applications ful l the initial established criteria, providing
additional and relevant information about the exhibition, thus o ering a
better experience not only during the exhibition itself but also before and
after it. Additionally, these applications can be easily adapted to other
exhibitions, just by modifying the data inserted in the backend database.As aplicações moveis têm cada vez mais impacto e relevância no quotidiano,
acrescentando valor tanto a nível profissional como a nível pessoal.
A grande variedade de aplicações existente fornece apoio nas mais diversas
áreas, desde entretenimento, pratica de exercício, melhoria de produtividade,
valorização pessoal, entre muitas outras.
As exposições são espaços dedicados a expressão artística, nas mais variadas
formas. O apoio as exposições tem sido concretizado na sua maioria através
de panetos ou mensagens escritas e, mais recentemente, também com
aplicações moveis.
Neste contexto, o objetivo deste projeto consiste no desenvolvimento de
uma aplicação móvel capaz de fornecer suporte a exposição \70 Cavaquinhos,
70 Artistas", numa forma complementar a exposição. Em particular,
procura-se uma aplicação capaz de fomentar o interesse do público para esta
exposição em especifico, sem, no entanto, deixar de considerar a vantagem
da aplicação ser construída de forma a ser adaptada para outras exposições.
Procurou-se explorar a natureza interactiva dos dispositivos moveis com
características como a integração de um sistema de leitura de identificadores
ou a inclusão de um jogo relacionado com a exposição.
Foram desenvolvidas duas aplicações para duas plataformas diferentes, em
Java para Android e em Swift para iOS, mantendo, no entanto, o conteúdo
semelhante. Como seria de esperar, foram realizadas adaptações de funcionalidades
e características especificamente para cada sistema operativo
móvel. Foi, ainda, desenvolvida uma base de dados comum as duas
aplicações - Firebase. A aplicação em Android pode ser ja encontrada na
Play Store, enquanto que a aplica c~ao em iOS se encontra pronta a ser
publicada.
As duas aplicações desenvolvidas cumprem os critérios inicialmente estabelecidos,
fornecendo informação adicional e relevante para uma boa experiência, não só o aquando da visita a exposição, mas também antes e
depois da mesma. Adicionalmente, estas aplicações podem ser adaptadas
facilmente a outras exposições, mudando apenas os dados inseridos no back-end
- …