Natural Interaction and Wearable Augmented Reality for the Enjoyment of the Cultural Heritage in Outdoor Conditions (original) (raw)
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2015 11th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS), 2015
The recent availability of low cost wearable augmented reality (WAR) technologies is leveraging the design of applications in the cultural heritage domain in order to support users in their emotional journey among the cultural artefacts and monuments of a city. In this paper, we describe a user study evaluating the usability of a wearable augmented reality touchless interface for the enjoyment of the cultural heritage in outdoor environments. The usability evaluation has been carried out in out-of-lab settings with inexperienced users, during a three day exhibition in the city of Naples. The presented results are related to the ease of use and learning of the system, and to the user's satisfaction in the enjoyment of the system.
Development and Evaluation of an Outdoor Multisensory AR System for Cultural Heritage
IEEE Access
Enhancing tourist visits to cultural heritage sites by making use of mobile augmented reality has been a tendency in the last few years, presenting mainly audiovisual experiences. However, these explorations using only visuals and sounds, or narratives, do not allow users to be presented with, for example, a particular smell that can be important to feel engaged or to better understand the history of the site. This article pursues the goal of creating an experience that puts the user in a scene planned to evoke several stimuli with SensiMAR prototype-a Multisensory Augmented Reality system that aims to be used in cultural heritage outdoors. When using SensiMAR, the user will be involved with visual reconstructions, surrounded by the soundscape of ancient times, and is exposed to a particular smell very common that time. Given the novelty of this proposal, ascertaining the usability of such a system was raised as a foremost demand. Thus, in addition to its development and implementation specifications, an experimental study was conducted to evaluate the usability of the system in end-users' perspective. The results obtained from random visitors of an archaeological site were analysed according to their sex, age, previous experience with augmented reality technology, and provided condition-audiovisual condition, and multisensory condition, with visual, audio, and smell stimuli. Results were collected from a total of 67 participants and show that this multisensory prototype achieved good usability results across all groups. No statistically differences were found, demonstrating good usability of the SensiMAR system regardless of their sex, age, previous experience with the technology or provided condition. INDEX TERMS Mobile augmented reality, multisensory in cultural heritage, usability of multisensory AR outdoors.
Cultural hARitage: Augmented Reality applied on Cultural Heritage
Cultural heritage contents are commonly offered by touristic mobile applications, but it is possible to explore deeper the subject and add AR elements to create an immersive approach. The adaptation of an art-oriented tool reveals some of the possibilities to display cultural heritage content in real case scenario without any large technical experience. It also presents the difficulties on dealing with historical content in a context-aware experience. The developed solutions from the cultural hARitage project, in two practical situations in distinct scenarios (Belgium and Greece) presents something more pragmatic, where it is empirically possible to validate some of the developed propositions and the opportunity to analyze the combination of AR and Cultural Heritage content.
Iconarp International J. of Architecture and Planning
This paper comes out of a scientific study concerning development of an AR model for the presentation the archaeological site of Alexandria Troas for the visitor experience, and on-site application of this model, through a case, namely the Podium (or Forum) Temple, to investigate the nature of that experience provided by AR and its implications as well. The study is established upon the proposition that “AR is tailored to fit to provide a compatible, accessible, and sustainable presentation of historical built environments and archeological sites to public experience, while respecting much of the problem(atics) coming along with norms and privileges of historical heritage preservation and conservation.” Departing from this ultimate proposition, it sets out a framework of questions to address. This paper provides a summary of the whole research, followed by the detailed description of the methodology and process concerning the developed model’s on-site application, and a succinct pre...
Technological Approach For Cultural Heritage: Augmented Reality
1999
Abstract Augmented reality (AR) systems allow the user to see a combination of a mixed scenario, generated by a computer, in which virtual objects are merged with the real environment. The calibration between the two frames, the real world and the virtual environment, and the real time tracking of the user are the most important problems for the AR application implementations. Augmented reality systems are proposed as solutions in many application domains.
An Architecture for Mobile Outdoors Augmented Reality for Cultural Heritage
ISPRS International Journal of Geo-Information
In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-w...
Augmented Reality in Cultural Heritage: An Overview of the Last Decade of Applications
Applied Sciences
Augmented reality is a mature technology that uses the real world as a substrate and extends it by overlaying computer-generated information. It has been applied to several domains. In particular, the technology was proven to be useful for the management and preservation of Cultural Heritage. This study provides an overview of the last decade of the use of augmented reality in cultural heritage through a detailed review of the scientific papers in the field. We analyzed the applications published on Scopus and Clarivate Web of Science databases over a period of 9 years (2012–2021). Bibliometric data consisted of 1201 documents, and their analysis was performed using various tools, including ScientoPy, VOS Viewer, and Microsoft Excel. The results revealed eight trending topics of applying augmented reality technology to cultural heritage: 3D reconstruction of cultural artifacts, digital heritage, virtual museums, user experience, education, tourism, intangible cultural heritage, and ...
Augmented Reality as a Research Tool, for the Knowledge and Enhancement of Cultural Heritage
Representation Challenges. Augmented Reality and Artificial Intelligence in Cultural Heritage and Innovative Design Domain, 2021
Starting from a reflection on the new role of digital technology in this pandemic situation, and particularly the role of AR for Cultural Heritage, this paper presents two AR applications. The first is used to share the analyses carried out on the Pantheon surveys realized between the seventeenth and nineteenth centuries. The second is about the illusionistic dome in the Church of Sant'Ignazio in Rome, realized by Andrea Pozzo. These two applications can display three-dimensional models superimposed onto images and original drawings, and also two-dimensional contents: the results of graphical analysis carried out on digital copies. The final aim of this ongoing research is to develop some AR multimedia content, linked to semantic concepts.
An augmented reality presentation system for remote cultural heritage sites
2009
Museums often lack the possibility to present archaeological or cultural heritage sites in a realistic and interesting way. Thus are proposing a new way to show augmented reality applications of cultural heritage sites at remote places like museums. In the exhibition space large wall-filling photographs of the real site are superimposed with interactive contextual annotations like 3D reconstructions, images and
Beyond Reality - The Possibilities of Augmented Reality in Cultural and Heritage Tourism
The virtual world used to defined, as a threat to travel and tourism sector (CHEONG 1995). In this paper we introduce a new technology which is able to create new value in cultural and heritage tourism (beside other territories). With the help of augmented reality – a technology capable of superimposing computer generated content such as pictures, multimedia, 3D models or even archaeological information onto real environment – we can provide enhanced visitor experience at museums or cultural heritage sites. Through the displays of a commonly used smartphone or other mobile device, even three dimensional virtual reconstruction of a ruin in the real environment is possible (TAKATOMI et al. 2011), but it can also provide – written or auditive – information about an exhibited painting or its artist in a museum. We can take a virtual walk in the ancient Agora or watch a gladiator fight at the circus arena. The article is clearing the most important definitions and connecting cultural heritage tourism and augmented reality, presenting the currently used or prototype versions of these systems and showing the technology’s main advantages and disadvantages.