954 research outputs found

    VIRTUAL TOURS FOR SMART CITIES: A COMPARATIVE PHOTOGRAMMETRIC APPROACH FOR LOCATING HOT-SPOTS IN SPHERICAL PANORAMAS

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    The paper aims to investigate the possibilities of using the panorama-based VR to survey data related to that set of activities for planning and management of urban areas, belonging to the Smart Cities strategies. The core of our workflow is to facilitate the visualization of the data produced by the infrastructures of the Smart Cities. A graphical interface based on spherical panoramas, instead of complex three-dimensional could help the user/citizen of the city to better know the operation related to control units spread in the urban area. From a methodological point of view three different kind of spherical panorama acquisition has been tested and compared in order to identify a semi-automatic procedure for locating homologous points on two or more spherical images starting from a point cloud obtained from the same images. The points thus identified allow to quickly identify the same hot-spot on multiple images simultaneously. The comparison shows how all three systems have proved to be useful for the purposes of the research but only one has proved to be reliable from a geometric point of view to identify the locators useful for the construction of the virtual tour

    Methodologies to represent and promote the geoheritage using unmanned aerial vehicles, multimedia technologies, and augmented reality

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    Promoting geoheritage using the Internet materializes mainly through the use of maps, posters, informational murals, or websites. This information is usually detailed and visually appealing. However, in most cases, there is little interactivity and a limited or complete lack of contextualization within the geographical space. The main objective of this work was to integrate information collected with unmanned aerial vehicles, georeferenced information processed in geographical information systems, photogram- metry techniques, and multimedia technologies to promote a better computer visualization of geoheritage. A working website was built based on panoramic photography, three-dimensional representation of the terrain, and multimedia information, in order to provide a pleasant way of promoting and interacting with field geology by using the Internet. The navigation through the information is based on 360° spherical panoramic images that are fully oriented and georeferenced. Their movement can be perfectly synchronized with the viewing of the landscape by using motion sensors found on portable devices (tablets or smartphones) such as GPS, accelerometers, gyroscopes, or compasses. These images can include the access to multimedia elements such as websites, videos, images, sounds, interpretation models, text, or interactive 3D terrain models, working as an excellent support base for the provision of an augmented reality experience. If used in the field, this technical implementation can act as an interactive guide for the interpretation of the landscape. This type of content can be accessed online from locations with a network signal or can be obtained in advance for offline use.This work received financial support from Capes - Higher Education Personnel Improvement Coordination for the granted in Brazil between 2013 and 2014 and abroad in 2015. This work was co-funded by the European Union through the European Regional Development Fund, based on COMPETE 2020 (Programa Operacional da Competitividade e Internacionalização), project ICT (UID/GEO/04683/2013) with reference POCI-01-0145-FEDER-007690 and national funds provided by Foundation of Science and Technology (FCT)

    One day at The Sands: Exploring Las Vegas’ intangible heritage through virtual reality

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    The construction, negotiation and dissemination of cultural heritage in the digital era can take advantage of several approaches, including Virtual Reality (VR). Leveraging on the provision of contextualized multimedia content, VR can foster awareness about the histories of specific times and places, encouraging personal interpretative processes.This paper presents the design, implementation and evaluation of “One Day at the Sands”, a VR application aimed at conveying the atmosphere of one of the most famous casinos in Las Vegas from the 1950s onwards. First, we collected a digital database, including a wide range of historical material; then, we developed a presentation medium that allows viewers to navigate the virtual reconstructions and access the archival material following their curiosity and interests. User tests underlined the capability of the application to facilitate a deep and meaningful exploration of the contents reinforcing the argument that virtual reality solutions represent valuable tools to engender awareness and explorative attitudes towards heritage

    e-Archeo. A pilot national project to valorize Italian archaeological parks through digital and virtual reality technologies

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    Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the intention of enhancing and promoting knowledge of some Italian archaeological sites with a considerable narrative potential that has not yet been fully expressed. The main principle that guided the choice of the sites and the contents was of illustrating the various cultures and types of settlements present in the Italian territory. Eight sites were chosen, spread across the national territory from north to south, founded by Etruscans, Greeks, Phoenicians, natives and Romans. e-Archeo has developed multimedia, integrated and multi-channel solutions for various uses and types of audiences, adopting both scientific and narrative and emotional languages. Particular attention was paid to multimedia accessibility, technological sustainability and open science. The e-Archeo project was born from a strong synergy between public entities, research bodies and private industries thanks to the collaboration of MiC and ALES with the CNR ISPC, 10 Italian Universities, 12 Creative Industries and the Italian National Television (RAI). This exceptional and unusual condition made it possible to realise all the project’s high-quality contents and several outputs in only one and a half years

    A critical practice-based exploration of interactive panoramas' role in helping to preserve cultural memory

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    I am enclosing the content of two DVDs which are integral part of the practice-based thesis.The rapid development of digital communication technologies in the 20th and 21st centuries has affected the way researchers look at ways memory – especially cultural memory – can be preserved and enhanced. State-of-the-art communication technologies such as the Internet or immersive environments support participation and interaction and transform memory into ‘prosthetic’ experience, where digital technologies could enable 'implantation' of events that have not actually been experienced. While there is a wealth of research on the preservation of public memory and cultural heritage sites using digital media, more can be explored on how these media can contribute to the cultivation of cultural memory. One of the most interesting phenomena related to this issue is how panoramas, which are immersive and have a well-established tradition in preserving memories, can be enhanced by recent digital technologies and image spaces. The emergence of digital panoramic video cameras and panoramic environments has opened up new opportunities for exploring the role of interactive panoramas not only as a documentary tool for visiting sites but mainly as a more complex technique for telling non-linear interactive narratives through the application of panoramic photography and panoramic videography which, when presented in a wrap-around environment, could enhance recalling. This thesis attempts to explore a way of preserving inspirational environments and memory sites in a way that combines panoramic interactive film and traversing the panoramic environment with viewing the photo-realistic panoramic content rather than computer-generated environment. This research is based on two case studies. The case study of Charles Church in Plymouth represents the topical approach to narrative and focuses on the preservation of the memory of the Blitz in Plymouth and the ruin of Charles Church which stands as a silent reminder of this event. The case study of Charles Causley reflects topographical approach where, through traversing the town of Launceston, viewers learn about Causley’s life and places that provided inspirations for his poems. The thesis explores through practice what can be done and reflects on positive and less positive aspects of preserving cultural memory in these case studies in a critical way. Therefore, the results and recommendations from this thesis can be seen as valuable contribution to the study of intermedia and cultural memory in general

    Virtual Heritage: new technologies for edutainment

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    Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage, artistic, historical and cultural contents, what can be done to preserve and properly disseminate their heritage significance? How can these items be disseminated in the proper way to the public, taking into account their enormous heterogeneity? Answering this question requires to deal as well with another aspect of the problem: the evolution of culture, literacy and society during the last decades of 20th century. To reflect such transformations, this period witnessed a shift in the museum’s focus from the aesthetic value of museum artifacts to the historical and artistic information they encompass, and a change into the museums’ role from a mere "container" of cultural objects to a "narrative space" able to explain, describe, and revive the historical material in order to attract and entertain visitors. These developments require creating novel exhibits, able to tell stories about the objects and enabling visitors to construct semantic meanings around them. The objective that museums presently pursue is reflected by the concept of Edutainment, Education + Entertainment. Nowadays, visitors are not satisfied with ‘learning something’, but would rather engage in an ‘experience of learning’, or ‘learning for fun’, being active actors and players in their own cultural experience. As a result, institutions are faced with several new problems, like the need to communicate with people from different age groups and different cultural backgrounds, the change in people attitude due to the massive and unexpected diffusion of technology into everyday life, the need to design the visit by a personal point of view, leading to a high level of customization that allows visitors to shape their path according to their characteristics and interests. In order to cope with these issues, I investigated several approaches. In particular, I focused on Virtual Learning Environments (VLE): real-time interactive virtual environments where visitors can experience a journey through time and space, being immersed into the original historical, cultural and artistic context of the work of arts on display. VLE can strongly help archivists and exhibit designers, allowing to create new interesting and captivating ways to present cultural materials. In this dissertation I will tackle many of the different dimensions related to the creation of a cultural virtual experience. During my research project, the entire pipeline involved into the development and deployment of VLE has been investigated. The approach followed was to analyze in details the main sub-problems to face, in order to better focus on specific issues. Therefore, I first analyzed different approaches to an effective recreation of the historical and cultural context of heritage contents, which is ultimately aimed at an effective transfer of knowledge to the end-users. In particular, I identified the enhancement of the users’ sense of presence in VLE as one of the main tools to reach this objective. Presence is generally expressed as the perception of 'being there', i.e. the subjective belief of users that they are in a certain place, even if they know that the experience is mediated by the computer. Presence is related to the number of senses involved by the VLE and to the quality of the sensorial stimuli. But in a cultural scenario, this is not sufficient as the cultural presence plays a relevant role. Cultural presence is not just a feeling of 'being there' but of being - not only physically, but also socially, culturally - 'there and then'. In other words, the VLE must be able to transfer not only the appearance, but also all the significance and characteristics of the context that makes it a place and both the environment and the context become tools capable of transferring the cultural significance of a historic place. The attention that users pay to the mediated environment is another aspect that contributes to presence. Attention is related to users’ focalization and concentration and to their interests. Thus, in order to improve the involvement and capture the attention of users, I investigated in my work the adoption of narratives and storytelling experiences, which can help people making sense of history and culture, and of gamification approaches, which explore the use of game thinking and game mechanics in cultural contexts, thus engaging users while disseminating cultural contents and, why not?, letting them have fun during this process. Another dimension related to the effectiveness of any VLE is also the quality of the user experience (UX). User interaction, with both the virtual environment and its digital contents, is one of the main elements affecting UX. With respect to this I focused on one of the most recent and promising approaches: the natural interaction, which is based on the idea that persons need to interact with technology in the same way they are used to interact with the real world in everyday life. Then, I focused on the problem of presenting, displaying and communicating contents. VLE represent an ideal presentation layer, being multiplatform hypermedia applications where users are free to interact with the virtual reconstructions by choosing their own visiting path. Cultural items, embedded into the environment, can be accessed by users according to their own curiosity and interests, with the support of narrative structures, which can guide them through the exploration of the virtual spaces, and conceptual maps, which help building meaningful connections between cultural items. Thus, VLE environments can even be seen as visual interfaces to DBs of cultural contents. Users can navigate the VE as if they were browsing the DB contents, exploiting both text-based queries and visual-based queries, provided by the re-contextualization of the objects into their original spaces, whose virtual exploration can provide new insights on specific elements and improve the awareness of relationships between objects in the database. Finally, I have explored the mobile dimension, which became absolutely relevant in the last period. Nowadays, off-the-shelf consumer devices as smartphones and tablets guarantees amazing computing capabilities, support for rich multimedia contents, geo-localization and high network bandwidth. Thus, mobile devices can support users in mobility and detect the user context, thus allowing to develop a plethora of location-based services, from way-finding to the contextualized communication of cultural contents, aimed at providing a meaningful exploration of exhibits and cultural or tourist sites according to visitors’ personal interest and curiosity

    Enhancing the museum experience with a sustainable solution based on contextual information obtained from an on-line analysis of users’ behaviour

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    Human computer interaction has evolved in the last years in order to enhance users’ experiences and provide more intuitive and usable systems. A major leap through in this scenario is obtained by embedding, in the physical environment, sensors capable of detecting and processing users’ context (position, pose, gaze, ...). Feeded by the so collected information flows, user interface paradigms may shift from stereotyped gestures on physical devices, to more direct and intuitive ones that reduce the semantic gap between the action and the corresponding system reaction or even anticipate the user’s needs, thus limiting the overall learning effort and increasing user satisfaction. In order to make this process effective, the context of the user (i.e. where s/he is, what is s/he doing, who s/he is, what are her/his preferences and also actual perception and needs) must be properly understood. While collecting data on some aspects can be easy, interpreting them all in a meaningful way in order to improve the overall user experience is much harder. This is more evident when we consider informal learning environments like museums, i.e. places that are designed to elicit visitor response towards the artifacts on display and the cultural themes proposed. In such a situation, in fact, the system should adapt to the attention paid by the user choosing the appropriate content for the user’s purposes, presenting an intuitive interface to navigate it. My research goal is focused on collecting, in a simple,unobtrusive, and sustainable way, contextual information about the visitors with the purpose of creating more engaging and personalized experiences

    An Open Approach to Contextualising Heterogeneous Cultural Heritage Datasets

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    Il Sistema T.Arc.H.N.A. Per una nuova accessibilitĂ  al patrimonio culturale

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    This paper presents the preliminary results of the Project T.Arc.H.N.A., Towards Archaeological Heritage New Accessibility, partially funded by the European Union, as part of the Culture 2000 Programme. Tarchna is the Etruscan name of the ancient city of Tarquinia and T.Arc.H.N.A. the name of a model of virtual Museum. Thanks to the use of modern technology, combined with a deep knowledge of history and archaeology, it has been possible to create a tool useful for both scholars and the wider public, which is also available for other situations. Through the cooperation of experts from two different fields – Computer Science and Archaeology – an innovative system of accessibility to the Cultural Heritage in the field bof research, education and dissemination has been designed and implemented. One of the first results of the project is the restoration of the original unity of the Tarquinian Heritage much of which is scattered all over the world, lacking in contexts and anthropological meanings. Scholars are thus enabled to deal with this Cultural Heritage as a whole and to bring the single document from the environment that produced it, to the environment of the modern user, thus filling the gap between the document and its interpretation. In this way the public can learn the main features of the Etruscan culture and comprehend the research of scholars
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