New Cross/Augmented Reality Experiences For the Virtual Museums of the future (original) (raw)

V-Museum: A Virtual Museum Based on Augmented and Virtual Realities for Cultural Heritage Mediation

V-Museum: A Virtual Museum Based on Augmented and Virtual Realities for Cultural Heritage Mediation, 2020

Cultural tourism is a growing sector. It is one of the best ways to discover the cultural heritage and way of life of a region and its people. However, without modernization and digital mediation, this sector can rapidly deteriorate. In this paper, a novel, playful and informative cultural touristic experience is presented. It consists of a virtual Space Door accessible through augmented reality and leading to a virtual museum built using virtual reality. Evaluation of the prototype was conducted in a real environment to confirm usability, ease of use and interest of the prototype.

A Survey of Augmented, Mixed and Virtual Reality for Cultural Heritage

2018

A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is a well-established trend worldwide. Several studies demonstrate that the use of new and combined media enhances how culture is experienced. The benefit is in terms of both number of people who can have access to knowledge and the quality of the diffusion of the knowledge itself. In this regard, CH uses augmented-, virtual-, and mixed-reality technologies for different purposes, including education, exhibition enhancement, exploration, reconstruction, and virtual museums. These technologies enable user-centred presentation and make cultural heritage digitally accessible, especially when physical access is constrained. A number of surveys of these emerging technologies have been conducted; however, they are either not domain specific or lack a holistic perspective in that they do not cover all the aspects of the technology. A review of these technologies from a cultural heritage perspe...

An Integrated VR/AR Framework for User-Centric Interac- tive Experience of Cultural Heritage: the ArkaeVision project

Digital Applications in Archaeology and Cultural Heritage, 2019

The ArkaeVision project is aimed at enabling a new way of enjoying Cultural Heritage through a more engaging and culturally-qualified user experience. The main goal is the creation of a technological infrastructure for the permanent enhancement of cultural resources. Hence, ArkaeVision represents a user-centric integrated system able to offer different modalities of exploitation of Cultural Heritage assets, including virtual representations of monuments, works of art and objects, as well as the stories associated to them. ArkaeVision therefore introduces a new communication paradigm, made of game-alike exploration of a 3D environment, virtually reconstructed, with elements digital fiction and an engaging stortytelling, applied to two case studies: the exploration of the Hera II Temple of Paestum with Virtual Reality (VR) technology, and the exploration of the slab of the Swimmer Tomb with Augmented Reality (AR). The emotional component is fundamental in ArkaeVision, because it generates the motivation and leads people to use immersive viewers, as the HTC Vive, which allow the learning process to be activated more quickly [Goleman D., 1995]. Also the involvement of users through gamification is well expressed in ArkaeVision. This model of action (and interaction) designed for the public allow to emphasize the role of users through a system that is "guided" by their choices and times, to increase users' engagement within the virtual exploration, and to favour the content understanding by direct experience. Evaluations conducted on a preliminary prototype suggested that the communicative approach is very promising for education and engagement into cultural heritage experiences.

Introducing Digitized Cultural Heritage to Wider Audiences by Employing Virtual and Augmented Reality Experiences: The Case of the v-Corfu Project

2024

In recent years, cultural projects utilizing digital applications and immersive technologies (VR, AR, MR) have grown significantly, enhancing cultural heritage experiences. Research emphasizes the importance of usability, user experience, and accessibility, yet holistic approaches remain underexplored and many projects fail to reach their audience. This article aims to bridge this gap by presenting a complete workflow including systematic requirements analysis, design guidelines, and development solutions based on knowledge extracted from previous relevant projects. The article focuses on virtual museums covering key challenges including compatibility, accessibility, usability, navigation, interaction, computational performance and graphics quality, and provides a design schema for integrating virtual museums into such projects. Following this approach, a number of applications are presented. Their performance with respect to the aforementioned key challenges is evaluated. Users are invited to assess them, providing positive results. To assess the virtual museum’s ability to attract a broader audience beyond the usual target group, a group of underserved minorities are also invited to use and evaluate it, generating encouraging outcomes. Concluding, results show that the presented workflow succeeds in yielding high-quality applications for cultural heritage communication and attraction of wider audiences, and outlines directions for further improvements in digitized heritage applications.

Experiencing Personalised Heritage Exhibitions Through Multimodal Mixed Reality Interfaces

Proc. of the 5th International Workshop on Ubiquitous and Collaborative Computing (iUBICOM '10), In conjunction with the 24th BCS Conference on Human Computer Interaction (HCI 2010), 2010

This paper presents solutions for both museum exhibitions and mobile guides using multimodal mixed reality interfaces based on open standards that can be highly customisable and intuitive to attract and engage a broad spectrum of users. For indoor exhibitions, some of the most characteristic technologies will be presented to demonstrate how multi-modal presentations and interactions of three-dimensional heritage environments can provide enhanced support in practice. For mobile personalised applications like on-site visits, a highly customisable mobile framework illustrates how personalized visits to open-air heritage sites can be performed. The multimodal mixed reality interfaces take into account the diverse needs of visitors to heritage and mobile guide exhibitions allowing for multimedia representations of the same content but using diverse interfaces including a web, a map, a virtual reality and an augmented reality domain. Different case-studies demonstrate the capabilities of the multimodal mixed reality interfaces when applied to museum and open-air environments as well as how personalisation and customisation can be performed to meet a wide range of user needs.

Expanded Cultural Heritage Representation: Digital Applications for Mixed- Reality Experiences

Handbook of Research on Emerging Technologies for Digital Preservation and Information Modeling, 2016

The purpose of this chapter is to investigate some of the opportunities offered by technological innovations, in particular referring the specific application areas of Augmented Reality and Augmented Virtuality. The contribution presents a series of applications based on effective tests of innovative communication, which are characterized by different levels of interactivity and immersion. The general subject of interest is the city of Ascoli Piceno considering both the city as a whole and particular places/buildings of value (case studies). The central aim is to construct an informational/educational approach to real objects in innovative terms, experimenting each time with the most useful ‘container’ (communicational product) to enable the best knowledge of a determined heritage.

Augmented Reality and Gamification in Heritage Museums

Lecture Notes in Computer Science, 2016

Augmented Reality (AR) technology is one of the fastest growing areas in the computing field and it has pervaded many applications in the market including museums. However, there is a need for a survey exploring the effectiveness of augmented reality as a communication medium in museums. This paper reviews the development of Augmented Reality as a mass communication [1] tool in museums. We introduce a communication model which would work as a roadmap building AR guidance system with ensuring this system will be a successful method of communication with users. Besides, we propose a novel way to enhance the visitors' experience and learning by combining AR with games in museums.

Virtual and augmented reality applications for Cultural Heritage

2011

The purpose of this paper is to show the results of a research aimed at investigating the potential of digital technologies in order to provide instruments that allow to share information about the Cultural Heritage, which Museums and Institutions are called to preserve and promote. Our project’s aim is finding the most suitable procedure to acquire archaeological artefacts, build their digital replica together with 3D printed prototypes and derive simplified models to be visualized through stereoscopic devices, allowing the simultaneous viewing of real and digital 3D data through an augmented reality environment, portable to mobile devices as well.