25,621 research outputs found

    Personalization in cultural heritage: the road travelled and the one ahead

    Get PDF
    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

    Serious Games in Cultural Heritage

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Towards the 3D Web with Open Simulator

    Get PDF
    Continuing advances and reduced costs in computational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computing infrastructure it runs on and pages can now routinely accommodate many forms of interactive multimedia components as standard features - streaming video for example. Inevitably there is an emerging expectation that the Web will expand further to incorporate immersive 3D environments. This is exciting because humans are well adapted to operating in 3D environments and it is challenging because existing software and skill sets are focused around competencies in 2D Web applications. Open Simulator (OpenSim) is a freely available open source tool-kit that empowers users to create and deploy their own 3D environments in the same way that anyone can create and deploy a Web site. Its characteristics can be seen as a set of references as to how the 3D Web could be instantiated. This paper describes experiments carried out with OpenSim to better understand network and system issues, and presents experience in using OpenSim to develop and deliver applications for education and cultural heritage. Evaluation is based upon observations of these applications in use and measurements of systems both in the lab and in the wild.Postprin

    Demand for Cultural Heritage

    Get PDF
    Prepared for the Handbook of the Economics of Cultural Heritage. Forthcoming in Edgard Elgar Publisher. Anna Mignosa and Ilde Rizzo (editors)cultural economics, demand, cultural heritage, participation in the arts, SPPA2008

    Trading Virtual Legacies (Management of Tradition from Alexandria to Internet)

    Get PDF
    Will the reconstructed library of Alexandria prevent a forthcoming clash of civilizations? Inventing and re-inventing traditions requires total quality management and multiple networking in shifting alliances in the information space. Stock exchange of cultural forms has long abandoned the golden standards of Enlightenment and follows a theory of cultural relativity and an international political economy of attention.Virtual legacies;cultural relativity;detraditionalization;political economy of attention;re-enchantment

    VR Technologies in Cultural Heritage

    Get PDF
    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

    3D models acquisition and image processing for virtual musealization of the spezieria di Santa Maria della Scala, Rome

    Get PDF
    This study was carried out within the project 'Roma Hispana. Nuevas tecnologías aplicadas al estudio histórico, la musealización y la puesta en valor de Patrimonio Cultural español en Roma: la spezieria di Santa Maria della Scala' (Universitat de València Spain), which is funded by the Conselleria d'Innovació, Universitats, Ciència i Societat Digital of the Generalitat Valenciana (2020-2021) and authorized by the Sovrintendenza Speciale Archeologia Belle Arti e Paesaggio (Special Superintendence of Archeology, Fine Arts and Landscape) of Rome, Italy. The spezieria di Santa Maria della Scala was the oldest apothecary in Europe managed by the order of Discalced Carmelite friars. Operating between the second half of the seventeenth century and the mid-twentieth century, over time it acquired great prestige, becoming known as the Pharmacy of the Popes. The aims of the 'Roma Hispana' project are to study, musealize and disseminate the material and immaterial cultural heritage of this historical spezieria by combining physicochemical and cultural studies, new 3D technologies, and artificial intelligence. As a case study, in this paper we report the application of a laser scanner prototype for 3D color imaging of the spezieria's sales room and use a simpler photogrammetry method to collect analogous data in the small nearby storeroom coupled to the high-power capabilities of the ENEA parallel computer facility. Digital data were collected to enable a virtual tour that provides a fully navigable, faithful, high-resolution 3D color model to render this ancient Roman apothecary accessible and usable to interested members of the public and experts in the sector (art historians, restorers, etc.). We also describe the 3D technology used to obtain threedimensional images of the cultural assets of these spaces (mostly drug containers) and its results. The ultimate aim of this study is to achieve the virtual musealization of the heritage complex
    corecore