172 research outputs found

    X3DOM AS CARRIER OF THE VIRTUAL HERITAGE

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    Analysis of Visualisation and Interaction Tools Authors

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    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document

    Electronic Imaging & the Visual Arts. EVA 2019 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Science and Culture Developments & Applications; New Technical Developments & Applications; Cultural Activities – Real and Virtual Galleries and Related Initiatives, Access to the Culture Information. One Workshop regards Innovation and Enterprise. The more recent results of the Researches at national and international level are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    Advances in Cultural Heritage Studies : Year 2020 : Contributions of the European Students’ Association for Cultural Heritage

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    The announcement of the creation of a European Year of Cultural Heritage (year 2018) – by the Decision 2017/864 of the European Parliament – encouraged the creation, in 2017, of the European Students’ Association for Cultural Heritage (ESACH). ESACH has become the first still-growing interdisciplinary and cross- -generational network in the field. Currently brings together young researchers and researchers at early stages of their careers, in the fields of culture and heritage, from all kinds of academic disciplines and is made up of members from various European universities and research centres (see www.esach.org). Within the network, the main questions are: How do we engage with the past elements of our culture(s)? How and why do we protect culture as a genuine element of a contemporary cultural system? What do younger generations state as heritage and what ways do they see to safeguard and experience it? ESACH stands up for a participatory way of involvement and is eager to take part in the cultural discourse at European and national levels. Since ESACHS’ foundation, the Portuguese publisher Mazu Press (www.mazupress.com) has been associated with the initiatives of the Portuguese branch of ESACH based in Lisbon (Sharing Heritage Lisbon), firstly with the promotion actions and then with the publication of the book “New Perspectives in Interdisciplinary Cultural Heritage Studies. Contributions of the European Students’ Association for Cultural Heritage in the European Year of Cultural Heritage 2018”. In this atypical Covid-19 pandemic year, Mazu Press again invited ESACH to join the renewed idea of “unifying through Cultural Heritage”, creating the opportunity for all to associate their efforts to this volume of “Advances in Cultural Heritage Studies, Year 2020”. Until now, ESACH members have been given the opportunity to contribute their ideas in several European events organized by the respective stakeholders, such as the Genoa Meeting, in October 2019, which had the cultural, logistic and financial support of the University of Genoa and foremost the PhD Course in Study and Enhancement of the Historical, Artistic-Architectural and Environmental Heritage. This book brings together twenty chapters by twenty four authors from Canada, Greece, Ireland, Italy, Poland, Portugal, Slovakia, Spain and Turkey. This sharing of knowledge, culture and heritage studies, through various disciplines, shows the richness – advances and new perspectives – generated by the common passion for cultural heritage.Mazutech R&D; Università di Genova / Scuola di Scienze Umanistiche / Dottorato in Studio e Valorizzazione del Patrimonio Storico, Artistico-Architettonico e Ambientaleinfo:eu-repo/semantics/publishedVersio

    Representation Challenges

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    Virtual Heritage

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    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    Virtual Heritage

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    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    Electronic Imaging & the Visual Arts. EVA 2012 Florence

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    The key aim of this Event is to provide a forum for the user, supplier and scientific research communities to meet and exchange experiences, ideas and plans in the wide area of Culture & Technology. Participants receive up to date news on new EC and international arts computing & telecommunications initiatives as well as on Projects in the visual arts field, in archaeology and history. Working Groups and new Projects are promoted. Scientific and technical demonstrations are presented

    Representation Challenges

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    Augmented Reality (AR) and Artificial Intelligence (AI) are technological domains that closely interact with space at architectural and urban scale in the broader ambits of cultural heritage and innovative design. The growing interest is perceivable in many fields of knowledge, supported by the rapid development and advancement of theory and application, software and devices, fueling a pervasive phenomenon within our daily lives. These technologies demonstrate to be best exploited when their application and other information and communication technology (ICT) advancements achieve a continuum. In particular, AR defines an alternative path to observe, analyze and communicate space and artifacts. Besides, AI opens future scenarios in data processing, redefining the relationship between man and computer. In the last few years, the AR/AI expansion and relationship have raised deep transdisciplinary speculation. The research experiences have shown many cross-relations in Architecture and Design domains. Representation studies could arise an international debate as a convergence place of multidisciplinary theoretical and applicative contributions related to architecture, city, environment, tangible and intangible Cultural Heritage. This book collects 66 papers and identify eight lines of research that may guide future developments
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