Virtual and Augmented Reality in the Valuation of the Tunisian Cultural Heritage: Application to Thysdrus (ElJem) Amphitheater

Author(s):  
Khadhar Meriem ◽  
Mestiri Makram ◽  
Imed Riadh Farah
2020 ◽  
Vol 68 (1) ◽  
pp. 47-67
Author(s):  
Matúš Formanek ◽  
Vladimír Filip ◽  
Adam Hnat

AbstractThis paper maps out the possibilities of using virtual and augmented reality in the context of virtual museums and galleries. In addition to the many advantages that virtual reality offers in new knowledge acquisition and presentation of cultural heritage objects, we also describe some possible disadvantages or problems directly related to this technology. Next, we try to find the answer to whether the presentation of selected objects of cultural heritage through virtual reality brings better results compared to the presentation in a traditional, museal form in the research part of the article. In conclusion, we summarise and present the results of the conducted research based on the statements of 138 students who participated in our testing.


Author(s):  
Giuseppe Conti ◽  
Raffaele De Amicis ◽  
Gabrio Girardi ◽  
Michele Andreolli

The widespread adoption of IT technologies by cultural heritage (CH) has transformed how cultural heritage is presented both to experts and the broad public. In the last few years a large number of multimedia applications, including virtual and augmented reality simulations, have been proposed by researchers and industry alike. However some of these technologies struggle to achieve mass diffusion, most probably due to limitations of their interfaces. Conversely, the recent widespread success of both serious games and mobile applications are laying the foundations for true extensive access to digital information on cultural heritage, creating new possibilities. This chapter illustrates this technological trend, highlighting their potential effects on the public and discussing a number of emerging scenarios of interest for the cultural heritage domain.


Author(s):  
Eleonora Pantano ◽  
Assunta Tavernise

To achieve this goal, the chapter focuses on the use of 3D technologies, on virtual and augmented reality, with emphasis on the stereoscopic Virtual Theatre. These innovative tools support the creation of a global vision of the fragmentary archaeological Calabrian heritage, as well as the possibility to play with the virtual findings as in a videogame, by choosing what to explore and the contents to access. Moreover, these technologies exploit the entertaining components of the systems in order to provide personalized and interactive educational contents.


2021 ◽  
Vol 7 (1) ◽  
pp. 41-51
Author(s):  
Maria Engberg ◽  
Jay David Bolter ◽  
Colin Freeman ◽  
Gunnar Liestøl ◽  
Blair MacIntyre

We report here on an application of reality media (virtual and augmented reality) to digital cultural heritage. The particular challenge we address is: how to combine VR and AR to bridge the gap between the center (the museum housing cultural artifacts) and periphery (the heritage site where the artifacts were found) while at the same time attending to, even enhancing, the aura of both artifacts and sites? Our proposed solution is to implement the cultural heritage technique known as situated simulation (sitsim) in combination with a social virtual environment called Hubs. Our case study is a sitsim of the Acropolis in Athens, which can function on location and remotely and offers real-time conferencing capabilities for its participants. 


2019 ◽  
Vol 10 (20) ◽  
pp. 40 ◽  
Author(s):  
Vincenzo Barrile ◽  
Antonino Fotia ◽  
Giuliana Bilotta ◽  
Domenico De Carlo

<p>3D modelling of archaeological and historical structures is the new frontier in the field of conservation science. Similarly, the identification of buried finds, which enhances their multimedia diffusion and restoration, has gained relevance. As such sites often have a high level of structural complexity and complicated territorial geometries, accuracy in the creation of 3D models and the use of sophisticated algorithms for georadar data analysis are crucial. This research is the first step in a larger project aimed at reclaiming the ancient villages located in the Greek area of southern Italy. The present study focuses on the restoration of the village of Africo (RC), a village hit by past flooding. The survey began with a laser scan of the church of St. Nicholas, using both the Faro Focus3D and the Riegl LMS-Z420i laser scanner. At the same time, georadar analyses were carried out in order to pinpoint any buried objects. In the processing phase, our own MATLAB algorithms were used for both laser scanner and georadar datasets and the results compared with those obtained from the scanners’ respective proprietary software. We are working to develop a tourism app in both augmented and virtual reality environments, in order to disseminate and improve access to cultural heritage. The app allows users to see the 3D model and simultaneously access information on the site integrated from a variety of repositories. The aim is to create an immersive visit, in this case, to the church of St. Nicholas.</p><p><strong>Highlights:</strong></p><ul><li><p>Use of different algorithms for registration of terrestrial laser scans and analysis of the data obtained.</p></li><li><p>3D acquisition, processing and restitution methodology from georadar data.</p></li><li><p>Implementation of a tourist app in both virtual and augmented reality by integrating geomatics methodologies.</p></li></ul>


Heritage ◽  
2021 ◽  
Vol 4 (4) ◽  
pp. 4558-4577
Author(s):  
Giorgos Mathioudakis ◽  
Iosif Klironomos ◽  
Nikolaos Partarakis ◽  
Eleni Papadaki ◽  
Nikos Anifantis ◽  
...  

Cultural-heritage research has created a vast amount of information regarding heritage objects and sites. At the same time, recent efforts on the digitization of cultural heritage have provided novel means of documenting tangible cultural resources including digital images, videos, audio testimonies, and 3D reconstructions. Furthermore, ethnographic research is nowadays combined with advanced capturing technologies such as motion capture to record the intangible dimensions of heritage as these are manifested through human expression in dance, heritage crafts, etc. This amount of information is now available and should be used to create novel forms of experiential access to cultural heritage powered by the web and mobile technologies mixed with novel interaction paradigms such as virtual and augmented reality. In this article, a platform is presented that facilitates a cloud-based web application to support location-based narratives on cultural-heritage resources provided through map-based or story-based representation approaches. At the same time, the platform through the power of modern mobile devices can provide these experiences on the move using location-based and image recognition-based augmented reality to facilitate multiple usage contexts. The platform was implemented to support the goal of the project CuRe, in the context of the “Greece-Germany” bilateral collaboration action.


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