80,850 research outputs found

    Knowledge-based Virtual Reconstruction of Museum Artifacts

    Get PDF
    Within the framework of heritage preservation, 3D scanning and modeling for heritage documentation has increased significantly in recent years, mainly due to the evolution of laser and image-based techniques, modeling software, powerful computers and virtual reality. 3D laser acquisition constitutes a real development opportunity for 3D modeling based previously on theoretical data. The representation of the object information rely on the knowledge of its historic and theoretical frame to reconstitute a posteriori its previous states. This project proposes an approach dealing with data extraction based on architectural knowledge and Laser statement informing measurements, the whole leading to 3D reconstruction. The experimented Khmer objects are exposed at Guimet museum in Paris. The purpose of this digital modeling meets the need of exploitable models for simulation projects, prototyping, exhibitions, promoting cultural tourism and particularly for archiving against any likely disaster and as an aided tool for the formulation of virtual museum concept

    Augmented reality and Cultural Heritage: new perspectives for the knowledge and dissemination of the cultural object

    Get PDF
    El avance en las investigaciones sobre nuevas tecnologías aplicadas al campo patrimonial ha tenido una gran acogida permitiendo obtener mejores resultados en lo que se refiere al conocimiento y difusión de los contenidos culturales. La Realidad Aumentada se ha incorporado recientemente y con gran aceptación como una herramienta capaz de ofrecer resultados satisfactorios en el Patrimonio Cultural por su carácter altamente didáctico y por su capacidad de combinar el mundo real con el mundo virtual creando entornos aumentados de gran realismo para el usuario.Recent advances in investigations about new technologies applied to the heritage field have been highly successful, achieving better results for the knowledge and dissemination of cultural contents. Augmented Reality has been integrated like a useful and important tool for Cultural Heritage knowledge by its capacity to combine the real and the virtual world, creating augmented and realistic environments for the user.Departamento de Historia del Arte. Universidad de Granada

    Realidad aumentada y Patrimonio Cultural: nuevas perspectivas para el conocimiento y la difusión del objeto cultural

    Get PDF
    Recent advances in investigations about new technologies applied to the heritage field have been highly successful, achieving better results for the knowledge and dissemination of cultural contents. Augmented Reality has been integrated like a useful and important tool for Cultural Heritage knowledge by its capacity to combine the real and the virtual world, creating augmented and realistic environments for the user.El avance en las investigaciones sobre nuevas tecnologías aplicadas al campo patrimonial ha tenido una gran acogida permitiendo obtener mejores resultados en lo que se refiere al conocimiento y difusión de los contenidos culturales. La Realidad Aumentada se ha incorporado recientemente y con gran aceptación como una herramienta capaz de ofrecer resultados satisfactorios en el Patrimonio Cultural por su carácter altamente didáctico y por su capacidad de combinar el mundo real con el mundo virtual creando entornos aumentados de gran realismo para el usuario. 

    Interactive Virtual Reality applications for the enhanced knowledge of Spanish Mediterranean Fortress-Castles

    Full text link
    [ES] En la zona del Mediterráneo occidental, los castillos y fortalezas constituyen un tipo de patrimonio arquitectónico de gran valor. Son representativos de la etapa medieval, generalmente con la superposición de distintas fases, y un momento posterior de abandono y ruina. La interpretación de sus características requiere un estudio adecuado desde diferentes puntos de vista. Dentro de las estrategias de difusión del patrimonio cultural, el objetivo es promover el conocimiento de un tipo especial de patrimonio arquitectónico, a través de una aplicación interactiva de realidad virtual, que permita la interpretación de la arquitectura histórica y su contexto territorial. Esta investigación presenta la Realidad Virtual Inmersiva como una tecnología de visualización e interacción que introduce un desarrollo innovador en el campo del Patrimonio Cultural. La experiencia interactiva se presenta como una herramienta potencial de divulgacion y conocimiento centrado en el usuario, idónea para dar respuesta a los nuevos estilos de aprendizaje. La propuesta presenta una aplicación basada en el estándar WebXR, que permita la accesibilidad desde el mayor número de dispositivos. Consiste en una visita virtual a las fortalezas. Sus principales interacciones se agrupan en dos conjuntos, por un lado, el recorrido libre y las rutas preestablecidas que permitan comprender el conjunto, identificando los puntos de especial interés, tanto paisajístico como arquitectónico, y por otro, toda la información adicional que se quiere incluir a distintos niveles.[EN] In the western Mediterranean area, castles and fortresses constitute a type of architectural heritage of great value. They are representative of the medieval period, generally with the superimposed work of different phases, and a later moment of abandonment and ruin. The interpretation of their characteristics requires an adequate study from different points of view. Within the dissemination strategies of cultural heritage, the objective is to promote the knowledge of a special type of architectural heritage, through an interactive virtual reality application, which enables the interpretation of historical architecture and its territorial context. This research presents Immersive Virtual Reality as a visualisation and interactive technology which introduces an innovative development in the field of Cultural Heritage. The interactive experience is depicted as a potential user centred dissemination and knowledge tool, ideal for responding to new learning styles. The proposal communicates an application based on the WebXR standard, which allows accessibility from a maximum amount of devices. It consists of a virtual visit to the fortresses. Its main interactions are grouped into two parts; on the one hand, the free route and the pre-established routes that enable us to understand it in its entirety, identifying the points of special interest, both landscape and architectural, and on the other, all the additional information which is to be included at different stages.Val Fiel, M.; Soler-Estrela, A. (2021). Interactive Virtual Reality applications for the enhanced knowledge of Spanish Mediterranean Fortress-Castles. DisegnareCon. 14(27):1-15. https://doi.org/10.20365/disegnarecon.27.2021.19115142

    Il rilievo delle sculture con tecniche laser scanner: uno strumento di conoscenza tra realtà virtuale e rigore scientifico

    Get PDF
    none1noThe evolution of Computer Technology has enabled rapid development and refinement of techniques for detection of solid objects, opening up interesting perspectives for applications in various fields. In recent years, mainly to satisfy certain requirements of the industrial sector have been introduced into the market laser scanner for object recognition. This type of instrument can detect millions of points in a few minutes with an accuracy satisfactory for many applications. The speed of data acquisition applied to cultural heritage can bring to the knowledge of heritage and its preservation with a considerable saving of time and costs, ensuring quality results. The current trend indicates that the laser scanner technology for mapping, modelling and 3D visualization is increasingly used in the field of cultural heritage. The scientific results of the survey and documentation of the collection, with the help of these techniques for the conservation, restoration and valorisation of cultural heritage, it is becoming increasingly sophisticated. On the other hand, reconstruction and virtual reality are increasingly seen as an effective tool for knowledge and heritage. The reconstruction and virtual reality provides an insight into the world through a kind of learning is direct rather than symbolic kind, through the mediation of writing and in some cases, may help further interaction even more depth. These technologies allow you to show a cultural object under all possible angles, rotate, manipulate, highlight details, etc.. Where is the limit in the documentation for the preservation and valorisation of cultural heritage between scientific rigor and stage effects? In this work, through some examples, developed in collaboration with various Public Institutions, we will analyze these two aspects in all their implications on some sculptures.openBARATIN LauraBaratin, Laur

    Sculptural Fragments From The Church Of San Gennaro Extra Moenia In Naples: Digital Twins For Heritage Knowledge, Analysis And Fruition

    Get PDF
    This paper examines the role that new technologies and digital representation strategies can play in the conservation and enhancement of the medieval sculptural heritage, often difficult to understand due to its fragmented and lacunar state. The case study presented is the apparatus of sculptural fragments belonged to the Church of San Gennaro Extra Moenia in Naples and today preserved in the Palatine Chapel of the Castel Nuovo Museum. The creation of a library of digital twins becomes a useful tool for academics, enabling them both to enrich their knowledge of sculptural fragments and to advance hypotheses and reconstructive analyses in a digital environment. The design of a virtual reality experience through the use of QR codes and Google Cardboard also allows the creation of new ways of fruition of medieval heritage, especially for nonexpert audiences who do not always appreciate traditional methods of cultural meaning transmission

    Action Research : the first steps to start up a pilot experiment in heritage education

    Get PDF
    Peer-reviewedLes relacions entre els museus i les escoles canvien amb l'ús d'internet. Volem analitzar com aquestes noves relacions tenen lloc a una escala nacional. És important analitzar aquestes noves relacions possibles, que són producte de canvis socials i tecnològics, ja que permeten noves interaccions i participació, al mateix temps que demanen canvis en les formes d'organització, la gestió de recursos web i els models d'ensenyament i aprenentatge. Concretament, les xarxes d'aprenentatge poden establir una nova forma de relació entre els museus i les escoles, i els recursos educatius en línia amb contingut sobre patrimoni cultural poden oferir oportunitats d'aprenentatge i recursos de coneixement més enllà dels límits de l'ensenyament formal. Tanmateix, calen projectes experimentals per a efectuar proves i veure com aquests tipus de pràctiques d'ensenyament i aprenentatge funcionaran en un context social i cultural concret. Així, doncs, la recerca activa pot contribuir al desenvolupament d'una experiència d'aprenentatge, basat en la reflexió i l'acció. L'objectiu d'aquesta experimentació és obtenir un model de treball i millors pràctiques per a aprendre i ensenyar en xarxes d'aprenentatge formades per gestors, professors i estudiants de patrimoni en què els membres produeixin i utilitzin recursos educatius en línia amb contingut de patrimoni cultural. Els resultats d'aquest projecte empíric seran comprovats amb resultats de la primera part metodològica de la tesi doctoral per a obtenir un model que es pugui exportar a altres contextos.Las relaciones entre los museos y las escuelas cambian con el uso de internet. Queremos analizar cómo estas nuevas relaciones tienen lugar a una escala nacional. Es importante analizar estas posibles nuevas relaciones, que son producto de cambios sociales y tecnológicos, ya que permiten nuevas interacciones y participación, a la vez que requieren cambios en las formas de organización, la gestión de recursos web y los modelos de enseñanza y aprendizaje. Concretamente, las redes de aprendizaje pueden establecer una nueva forma de relación entre los museos y las escuelas, y los recursos educativos en línea con contenido de patrimonio cultural pueden ofrecer oportunidades de aprendizaje y recursos de conocimiento más allá de los límites de la enseñanza formal. No obstante, existe una necesidad de proyectos experimentales para realizar pruebas para ver cómo estos tipos de prácticas de enseñanza y aprendizaje funcionarán en un contexto social y cultural concreto. Así pues, la investigación-acción puede contribuir al desarrollo de una experiencia de aprendizaje, basado en la reflexión y las acciones. El objetivo de esta experimentación es obtener un modelo de trabajo y mejores prácticas para el aprendizaje y la enseñanza en redes de aprendizaje formadas por gestores, profesores y estudiantes del patrimonio en las que los miembros produzcan y utilicen recursos en línea con contenido de patrimonio cultural. Los resultados de este proyecto de investigación empírico serán comparados con los resultados de la primera parte metodológica de la tesis doctoral para obtener un modelo que pueda ser exportado a otros contextos.The relationships between museums and schools are changing through the use of internet. We want to analyse how these new relationships occur at a national level. It is important to analyse these possible new relationships, which are the product of social and technological changes. They allow for new interactions and participation whilst requiring changes in the forms of organisation, web resource management, and teaching and learning models. Specifically, learning networks can establish a new form of relationship between museums and schools and educational online resources with cultural heritage content can offer learning opportunities and knowledge resources beyond the boundaries of formal education. However, there is a need for experimental projects to test the evidence and to see how these kinds of teaching and learning practices will work within a concrete social and cultural context. Thus, Action Research can contribute to the development of a learning experience, based on reflection and actions. The aim of this experimentation is to obtain a working model and best practices for learning and teaching in learning networks shaped by heritage managers, teachers and students where the members produce and use educational online resources with cultural heritage content. The results of this empirical research project will be compared with results from the first methodological part of the PhD thesis to obtain a model that can be exported to other contexts

    Parametric Surfaces for Augmented Architecture representation

    Get PDF
    Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation

    Teaching Cultural Heritage using Mobile Augmented Reality

    Get PDF
    open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Veneto’s and the surrounding territories’ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel

    Virtual Exploration of Underwater Archaeological Sites : Visualization and Interaction in Mixed Reality Environments

    Get PDF
    This paper describes the ongoing developments in Photogrammetry and Mixed Reality for the Venus European project (Virtual ExploratioN of Underwater Sites, http://www.venus-project.eu). The main goal of the project is to provide archaeologists and the general public with virtual and augmented reality tools for exploring and studying deep underwater archaeological sites out of reach of divers. These sites have to be reconstructed in terms of environment (seabed) and content (artifacts) by performing bathymetric and photogrammetric surveys on the real site and matching points between geolocalized pictures. The base idea behind using Mixed Reality techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information. General public activities emphasize the visually and auditory realistic aspect of the reconstruction while archaeologists activities emphasize functional aspects focused on the cargo study rather than realism which leads to the development of two parallel VR demonstrators. This paper will focus on several key points developed for the reconstruction process as well as both VR demonstrators (archaeological and general public) issues. The ?rst developed key point concerns the densi?cation of seabed points obtained through photogrammetry in order to obtain high quality terrain reproduction. The second point concerns the development of the Virtual and Augmented Reality (VR/AR) demonstrators for archaeologists designed to exploit the results of the photogrammetric reconstruction. And the third point concerns the development of the VR demonstrator for general public aimed at creating awareness of both the artifacts that were found and of the process with which they were discovered by recreating the dive process from ship to seabed
    corecore