Digital Heritage Research Papers - Academia.edu (original) (raw)
L’aumento dei canali di contatto e di comunicazione ha, per un museo, effetti anche di natura strettamente commerciale: l’aumento dell’utenza potenziale e, dunque, della domanda potenziale, può rendere il museo un ‘prodotto’... more
L’aumento dei canali di contatto e di comunicazione ha, per un museo, effetti anche di natura strettamente commerciale: l’aumento dell’utenza potenziale e, dunque, della domanda potenziale, può rendere il museo un ‘prodotto’ commercialmente più appetibile dal punto di vista degli investimenti o delle sponsorizzazioni, una ulteriore occasione per i finanziatori di pubblicizzare il proprio marchio o la propria azienda. Attraverso un'analisi 'empirica' dell'utenza remota di alcuni siti web museali italiani e stranieri a confronto, si analizzano criticità e potenzialità dell'uso del web per queste istituzioni museali.
This document describes the work currently in progress within the Virtual Museum Transnational Project (V-MUST.NET), within the Work Package 2 “house of Questions” dedicated to establish requirements and criteria analysis in the Virtual... more
This document describes the work currently in progress within the Virtual Museum Transnational Project (V-MUST.NET), within the Work Package 2 “house of Questions” dedicated to establish requirements and criteria analysis in the Virtual Museum domain. This deliverable contains the research and the state of the art about VM taking into account the results from Deliverables 2.1 and 2.2 and increasing them with new researches about the presence of VM in Europe and outside Europe, describing and analyzing their main characteristic.Deliverable 2.3 b is the updated version (2012-2013)
This article describes an augmented reality exposition of three Brazilian World Expo pavilions. The study of Expo pavilions allow us to perceive several historic and cultural narratives embodied in those designs. The selected pavilions... more
This article describes an augmented reality exposition of three Brazilian World Expo pavilions. The study of Expo pavilions allow us to perceive several historic and cultural narratives embodied in those designs. The selected pavilions were from 1939 New York World's Fair (by Oscar Niemeyer and Lucio Costa), 1958 Brussels World's Fair (by Sergio Bernardes) and 1970 Osaka Expo '70 (by Paulo Mendes da Rocha). The exposition is going to be held at the main campus of UFRJ, using Layar technology with minor adaptations to show the models in natural scale along with their corresponding information, discussing locative media opportunities regarding Architecture and Virtual Heritage.
Spain keeps an exceptional epigraphic heritage, dated from the Roman civilization, that integrates thousands of Latin inscriptions nowadays disseminated along the Iberian peninsula. For many purposes such as education, innovation,... more
Spain keeps an exceptional epigraphic heritage, dated from the Roman civilization, that integrates thousands of Latin inscriptions nowadays disseminated along the Iberian peninsula. For many purposes such as education, innovation, cataloging, study and dissemination of this type of historical documentation, a clear demand of placing all this epigraphic heritage into modern 3D graphics, internet and mobile devices is increasing. We present the novel 'Epigraphia 3D' for handheld devices, a native Android app for exploring a total of 60 Roman inscriptions from the National Museum of Roman Art (Mérida, Badajoz). The work emphasizes the 3D nature feature for navigating through the inscriptions, by using Glob3 Mobile, an open source GIS framework for visualizing the 3D inscriptions. Besides, an error analysis of the simplified models is tackled.
By collecting images of heritage assets from members of the public and processing them to create 3D-reconstructed models, the HeritageTogether project has accomplished the digital recording of nearly 80 sites across Wales, UK. A large... more
By collecting images of heritage assets from members of the public and processing them to create 3D-reconstructed models, the HeritageTogether project has accomplished the digital recording of nearly 80 sites across Wales, UK. A large amount of data has been collected and produced in the form of photographs, 3D models, maps, condition reports, and more. Here we discuss some of the different methods used to realize the potential of this data in different formats and for different purposes. The data are explored in both virtual and tangible settings, and—with the use of a touch table—a combination of both. We examine some alternative representations of this community-produced heritage data for educational, research, and public engagement applications.
Research on the use of digital fabrication tools in restoration applications has mostly focused on automating the form generation processes. We suggest a more integrated computational approach for analyzing and reconstructing... more
Research on the use of digital fabrication tools in restoration applications has mostly focused on automating the form generation processes. We suggest a more integrated computational approach for analyzing and reconstructing handcrafted works with digital fabrication tools. The study involves a select group of carved stone geometric patterns in Anatolia from the Seljuk-period. The study explores the parameters of making in the design generation of the patterns. The method is based on constructing possible scenarios of the making processes by exploring the formal relations between the geometric shapes and their making. Possible material transformations by particular parameters of making such as physical properties of the tools and carving paths have been formalized within visual rules that can be translated into the machine language used for 3-Axis CNC machining. The approach is an integrated one to enhance our understanding of the diversity in the design ideation process of Seljuk stone carving craft as cultural heritage. The results of the experiments show that the knowledge of design forms alone is not sufficient for either the analog or the computer-aided making of the Seljuk geometric patterns. The use of different parameters of making digital fabrication tools will result in various material outcomes.
Evaluation of Learning Rate in a Serious Game-Based on Anatolian cultural heritage S Vaez Afshar, S Eshaghi, G Varinlioglu, Ö Balaban - 2021 Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia,... more
Evaluation of Learning Rate in a Serious Game-Based on Anatolian cultural heritage S Vaez Afshar, S Eshaghi, G Varinlioglu, Ö Balaban - 2021 Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 273-280<br>
In 2016, during the preparation of a rock musical in Rome about the life of the Roman emperor Nero, CNR ITABC became involved in the proposal of a Virtual Museum dedicated to an area of the Palatine hill (the so-called Barberini... more
In 2016, during the preparation of a rock musical in Rome about the life of the Roman emperor Nero, CNR ITABC became involved in the proposal of a Virtual Museum dedicated to an area of the Palatine hill (the so-called Barberini Vineyard), facing the Colosseum, where the stage of the show should have been temporarily built. The paper presents a methodology that has been tested for the creation of the Virtual Museum of the Palatine, and identifies useful tools that could support the creation of virtual museums and how such museums could be located in a physical space and within a real collection. While planning and testing, we have demonstrated the usefulness of immersive reality as a way to prototype "on site virtual museums" and to solve common issues that emerge in the design and production of such installations.
Wars are often described and discussed from a single point of view. Vietnam War Stories: Stories from All Sides is an interactive digital storytelling platform that incorporated video interviews recorded from over 150 Vietnam War veterans... more
Wars are often described and discussed from a single point of view. Vietnam War Stories: Stories from All Sides is an interactive digital storytelling platform that incorporated video interviews recorded from over 150 Vietnam War veterans and survivors from all sides, including U.S., North Vietnam, South Vietnam, Europe, and Asia on a historically accurate map. This project utilizes the perspectives of network science to integrate digital historical multimedia artifacts into a coherent network of linked resources that can then be visualized and represented in an interactive prototype. This allows the historians, researchers, and scholars to easily access the previously undocumented and segmented historical content, and easily explore connections between them. It also serves as an educational platform, allowing the public to navigate war stories in a highly personal and engaging fashion. Most importantly, "Vietnam War Stories" enables historical argumentation and interpretations of the individual experiences of Vietnam War by presenting multiple accounts and perspectives from primary sources as previously undocumented evidence of both sides of the Vietnam War. Furthermore, "Vietnam War Stories" will inform the design of future platforms that will offer the veterans a way to connect with other veterans and survivors and empower them with a channel to share their own stories.
One of the main aspects of the technological landscape in which we find ourselves and in which the future evolution of education sciences is situated, is the radical change not only in the text of teaching (the «textbook » which becomes... more
One of the main aspects of the technological landscape in which we find ourselves and in which the future evolution of education sciences is situated, is the radical change not only in the text of teaching (the «textbook » which becomes an interactive text, of which video games are the most complete form at present) but also in the context within which it is placed. The «network » of books, which in the past was such a context (with libraries as places to explore and bibliographies as navigation tools, with all the connected critical and scientific apparatus), becomes the network of (hyper)textual and interactive microcosms in the Cloud , a widespread place of suspension of data and knowledge. The most important peripherals of this Sernio-sphere are-and will increasingly be in the future-the mobile ones, which through various dedicated Apps have a direct, continuous, responsive, and interactive access to this «Cloud». The main character of this new context of gamification of knowledge consists of its reference to processes that are more self-learning than learning processes : they have at their center the user-student rather than the author-teacher. Within it, moreover , the image is fundamental, since the thought behind these processes is essentially a symbolic and visual thought, as well as an interactive one. The new dynamics that are thus created present operational aspects that have many strengths but also many risk factors. The challenge is to be able to manage these dynamics by controlling their problematic aspects.
Modern digital devices offer huge potential for the delivery of engaging heritage experiences to visitors of many ages and backgrounds, offering better visitor experience, higher visitor numbers, and increased tourism income. However, all... more
Modern digital devices offer huge potential for the delivery of engaging heritage experiences to visitors of many ages and backgrounds, offering better visitor experience, higher visitor numbers, and increased tourism income. However, all software development entails risk, including the risk of developing a product which few will want – or be able – to use. Identifying user experience problems at an early stage is therefore extremely important. This poster describes work in progress on a shortened version of Jake Knapp’s Design Sprint approach, and its application to a specific heritage case study.
Serious games research typically uses modified computer games as virtual learning environments. Virtual heritage projects typically aim to provide three-dimensional interactive digital environments that aid the understanding of new... more
Serious games research typically uses modified computer games as virtual learning environments. Virtual heritage projects typically aim to provide three-dimensional interactive digital environments that aid the understanding of new cultures and languages, rather than merely transfer learning terms and strategies from static prescriptive media such as books. As an intersection between the two fields, game-based historical learning aims to provide ways in which the technology, interactivity, or cultural conventions of computer gaming can help afford the cultural understanding of the self, of the past, or of others with mindsets quite different to our own. This chapter will outline the major technological, pedagogical, and evaluation issues pertinent to game-based historical learning, provide working definitions of virtual learning that may lend themselves to evaluations, and endeavor to explain how specific issues of game-based historical learning may be addressed. It will also forecast trends and suggest approaches to help focus this diverse field.
According to eCAADe's mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical approaches in the different schools and countries, can be... more
According to eCAADe's mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical approaches in the different schools and countries, can be regarded as a core activity. The current session follows up on the first Contextualised Digital Heritage Workshop (CDHW) held on the occasion of eCAADe 2016 in Oulu (D. di Mascio et.al.) This event was thought to represent the first of a series of future contextualized digital heritage workshops and hence, the name Oulu interchangeable with the name of any other city or place. The second CDHW took place in the framework of CAADRIA 2017 in Suzhou (D. di Mascio & M.A. Schnabel) and focussed on sharing and dissemination of heritage information and personal experiences, such as narratives.The primary objective for the 2018 digital heritage session is to engage participants in an active discussion, not the longer format presentation of prepared positions. The round table itself is limited to short opening statements so as to ensure time is allowed for viewpoints to be exchanged and for the conference attendees to join in on the issues discussed. The panel will review past practices with the potential for guiding future direction.
The safeguarding, preservation and valorisation of the cultural heritage has increasingly become associated with the process of making cultural heritage assets available online (“Towards an Integrated Approach”). The process of... more
The safeguarding, preservation and valorisation of the cultural heritage has increasingly become associated with the process of making cultural heritage assets available online (“Towards an Integrated Approach”). The process of digitisation of cultural assets, while playing a key role in sharing knowledge, still represents a challenge for European and global heritage. While the focus on audiovisual cultural heritage has been characterised by a limited engagement with film and television as cultural products, cinema audiences and their experiences have been virtually neglected. Looking at the cinemagoing experience shifts the focus from the film, as cultural/commercial product, to the audiences, as citizens. The articles included in this special issue of Alphaville demonstrate that research on cinema audiences has the potential to broaden the scope of cultural heritage by including cinema heritage as a new cultural category, which relates to cinemas and the experience of cinemagoing ...
This paper attempts to understand how present Virtual Reality (VR) environments can contribute to enhancing the communication of cultural heritage by providing an experience of the past that is acceptable for the younger generation, and... more
This paper attempts to understand how present Virtual Reality (VR) environments can contribute to enhancing the communication of cultural heritage by providing an experience of the past that is acceptable for the younger generation, and how museums and cultural institutions should adopt and use such technologies. Aspects of acceptance, experience and expectation of VR with the underlying values are not well understood but is important for the sustainability of the communication of cultural heritage as a bequest to future generations. We conducted a combined quantitative-qualitative study on the participants who have various prior experience with gaming and VR, and different levels of knowledge about the history presented within the virtual environment. This study is to investigate how participants accept and are stimulated in terms of personal experience, and their expectations and ideas for the future of museums if VR is used for enhancing the learning of cultural heritage. Prior g...
The Future of Digital Data, Heritage and Curation critiques digital cultural heritage concepts and their application to data, developing new theories, curatorial practices and a more-than-human museology for a contemporary and future... more
The Future of Digital Data, Heritage and Curation critiques digital cultural heritage concepts and their application to data, developing new theories, curatorial practices and a more-than-human museology for a contemporary and future world. Presenting a diverse range of case examples from around the globe, Cameron offers a critical and philosophical reflection on the ways in which digital cultural heritage is currently framed as societal data worth passing on to future generations in two distinct forms: digitally born and digitizations. Demonstrating that most perceptions of digital cultural heritage are distinctly western in nature, the book also examines the complicity of such heritage in climate change, and environmental destruction and injustice. Going further still, the book theorizes the future of digital data, heritage, curation and the notion of the human in the context of the profusion of new types of societal data and production processes driven by the intensification of data economies and through the emergence of new technologies. In so doing, the book makes a case for the development of new types of heritage that comprise AI, automated systems, biological entities, infrastructures, minerals and chemicalsall of which have their own forms of agency, intelligence and cognition. The Future of Digital Data, Heritage and Curation is essential reading for academics and students engaged in the study of museums, archives, libraries, galleries, archaeology, cultural heritage management, information management, curatorial studies and digital humanities.
- by Maria Economou and +1
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- Museum learning, Digital Museum, Mobile Learning, Cultural Heritage
The South African Heritage Resources Agency (SAHRA) is a statutory body created to implement the National Heritage Resources Act No.25 of 1999 and is responsible for the identification and management of the national estate of South... more
The South African Heritage Resources Agency (SAHRA) is a statutory body created to implement the National Heritage Resources Act No.25 of 1999 and is responsible for the identification and management of the national estate of South Africa. In 2013, the South African Heritage Resources Information System (SAHRIS) was developed to create an inventory of the national estate and facilitate the management of heritage resources. The SAHRIS platform is an interactive system that provides a collaborate space through which government officials, heritage practitioners, developers and researchers can engage with the management of the national estate of South Africa. Core functions include an online application system, in which public users and government officials collaborate and communicate; an archive of heritage sites and resources; protect heritage sites and resources that are threatened by development or mining activities; a collections management system for the effective management of heritage objects. Despite its progressive efficiency, users of SAHRIS encounter challenges such as difficult navigability due to it serving a variety of users and applications. Furthermore, although it is a public domain and should therefore allow free access to all records, privacy of certain documents and records is important in order to protect researchers' interests and heritage resources from loitering and destruction. The advantage of a digital system is that it is work in progress and open to continuous improvement.
In recent years, many Asian cities have invested in the digitalization of cultural heritage, and participatory digital archiving platforms have also been developed. These innovations are widely lauded for their potential to rejuvenate... more
In recent years, many Asian cities have invested in the digitalization of cultural heritage, and participatory digital archiving platforms have also been developed. These innovations are widely lauded for their potential to rejuvenate heritage, reach out to youths in the public domain, and fostering participation and interaction through engaging activities. While the intention to leave a heritage as a legacy for the younger generation has always been the foundational objective of heritage policies, young publics are rarely envisaged as stakeholders in top-level planning of heritage strategies.
The special issue call submissions that provide a better understanding of how digital tools can be used for mobilising activities core to cultural heritage and within the process, engage both institutions and grassroots communities such as young people as stakeholders. The special issue aims to both address and reflects upon the myriad opportunities and challenges that the use of new technologies have raised in the process of preserving cultural heritage in Asia so as to leave a legacy for our new generation. Especially focusing on the young generation as important heritage stakeholders and to investigate their role in the articulation between heritage and sustainable development.
Questions for the special issue are included but not limited to:
What are the necessary social, economic, and political conditions for leveraging the power of digital technology that can engage with the younger generations? What are the limits of audience interaction and participation in the digitalization of cultural heritage? How do young generations interact with cultural heritage within virtual and physical spaces? What can we do to empower and facilitate cooperation between governments, cultural and academic institutions in a way that engages with the young generations in digital heritage projects? What are the implications of such collaborations for heritage preservation and sustainable development?
Submission
• Closing date of submission window: 5th July 2022
• Scheduled publication date: May 2023
• Full papers should be submitted through the JCHMSD ScholarOne Manuscripts and will be
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In Spain, the birth of interest in the nation's industrial heritage dates from the 1980s and occurred alongside the process of deindustrialization. Policies concerning derelict industrial sites have shifted gradually from destruction to... more
In Spain, the birth of interest in the nation's industrial heritage dates from the 1980s and occurred alongside the process of deindustrialization. Policies concerning derelict industrial sites have shifted gradually from destruction to preservation, rehabilitation, and enhancement, and industrial heritage enhancement projects are now widespread in the country. However, a clear mismatching has arisen between institutional and academic initiatives and local communities, which exhibit widespread disinterest in or even rejection of industrial remains. This problematic situation can be related to the utilization of industrial heritage as an economic resource without paying much attention to its connections with memory and identity. Also, the mismatching is due to a positivist approach to industrial heritage whereby the monument and the museum are prioritized. We argue that projects which consider industrial remains as part of cultural landscapes might shorten the gap between the institutional and economic side of industrial heritage and its identity-building and popular facets.
This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new... more
This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.
Changing weather patterns, increasing frequency and intensity of natural hazards, and rising sea levels associated with global climate change have the potential to threaten cultural heritage sites worldwide. This is especially the case... more
Changing weather patterns, increasing frequency and intensity of natural hazards, and rising sea levels associated with global climate change have the potential to threaten cultural heritage sites worldwide. This is especially the case for maritime heritage sites located in the low-lying coastal and delta regions of Asia. Maritime heritage can reflect both highly localized cultural products based on the coupling of people and maritime environments and the historic footprints of complex maritime networks that connect people, ideas, and material over vast distances, creating unique cultural spheres. Furthermore, maritime heritage sites potentially serve as or contain records of how past societies have been impacted by and adapted to past environmental stress. Therefore, their degradation threatens local/regional/global cultural patrimony as well as evidence of human resilience and fragility in the face of environmental change. This makes a strong case for urgent preservation. However, the possible damage caused by climate change and the scale of vulnerable maritime heritage pose seemingly insurmountable challenges. In this paper, we present the ways in which maritime heritage sites across Asia are vulnerable to environmental stresses, such as changing sea levels, coastal erosion, flooding, and storm surges. Our objective is to draw upon our experience documenting endangered cultural heritage across South and Southeast Asia to illustrate that there are unique conceptual and practical characteristics of maritime heritage that complicate effective management and conservation efforts on the scale required to prevent massive loss by climate change. We conclude by stressing the need to reconceptualize debates about the custody and stewardship of maritime heritage and the urgency of employing a wide range of innovative preservation solutions to ensure maritime patrimony is not lost to the rising tides.
On the 23 September 2014, after 2000 years from Augustus death, 13 countries havemet in Rome, Amsterdam, Alexandria and Sarajevo, for the opening of an extraordinaryexhibition, “Keys to Rome”: an interactive journey to discover Roman... more
On the 23 September 2014, after 2000 years from Augustus death, 13 countries havemet in Rome, Amsterdam, Alexandria and Sarajevo, for the opening of an extraordinaryexhibition, “Keys to Rome”: an interactive journey to discover Roman Culture, startingfrom the city of Augustus and reaching the entire Roman Empire, through the visit to 4 fascinating venues, 4 museums with their archaeological collections, more than 10 different technologies supporting and enhancing this global experience.This is more than an exhibition on Roman archaeology. "Keys To Rome" is a unique international exhibition, that, for the first time is organized in parallel in four locations:Rome, in the wonderful setting of the Imperial Fora Museum (Museo dei Fori Imperiali);Alexandria, in the Antiquities Museums of the Bibliotheca Alexandrina; Amsterdam, inthe recently renovated Allard Pierson Museum; and Sarajevo, in the newly restored CityHall (Vijecnica) and in the Sarajevo Museum.
Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it... more
Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more work needs to be done to create more moving rituals, role enrichment and worldfulness. I will provide examples from The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.
Malaysia is experiencing disappearance of some of its post-independence architecture due to redevelopment. Historical buildings that could have been archived as national heritage have been demolished, tagged for demolition or currently... more
Malaysia is experiencing disappearance of some of its post-independence architecture due to redevelopment. Historical buildings that could have been archived as national heritage have been demolished, tagged for demolition or currently are being demolished. Suleiman Courts, the first high-rise residential buildings in Kuala Lumpur were demolished in 1986. Pekeliling Flats, the first prefabricated low-cost housing in Malaysia and second high-rise residential buildings in Kuala Lumpur are now being demolished. Even the first drive-in restaurant in Malaysia is tagged for demolition regardless of the historical memories for its loyal fans. Other historical buildings are deteriorating in use without considering the importance of preservation. One example is the oldest geology department in Malaysia located in University of Malaya, Kuala Lumpur, which had a unique method of construction at the time it was built. The building is still in use but has been insensitively modified from its original state. In this situation digital archiving seems to be an alternative that at least keeps the records of a historical building before it is too late. It is important to clarify that digital archiving of architectural heritage is not solely because buildings are being demolished A project 'Malaysia Post-Independence Architecture Atlas' is being carried out by University of Malaya, in collaboration with Multimedia University. This project aims for available data to be digitally captured and archived for future purposes. In the first stage 30 target buildings (selected based on their cultural importance) were successfully archived. The main priority after digital capture was to categorize the collected data in a way that can be used by different audiences. The following is a summary of steps taken in this project by reviewing different aspects of digital archiving of architectural heritage.
Alignment between the real and the virtual has been a defining quality of mixed and augmented reality. With the emergence of Indirect Augmented Reality the problem of alignment is no longer primarily concerned with the relationship... more
Alignment between the real and the virtual has been a defining quality of mixed and augmented reality. With the emergence of Indirect Augmented Reality the problem of alignment is no longer primarily concerned with the relationship between a live video feed and a 3D graphics layer at the level of the screen, but with the relationship between the visual information on the display and the real world perspective outside the display of the device. Experiments show that users easily connect the perspective into the 3D virtual environment on the full screen with their parallel perspective in the real world. It also turns out that although congruence and alignment between the two perspectives is fundamental to the user experience, in certain contexts it may be transcended. This paper describes and discusses applications of Indirect Augmented Reality where we explore how the discrepancy between the virtual and the real perspectives in a variety of ways can be used to improve the user experience. We call these features views. The views will be exemplified with several Indirect Augmented Reality applications: reconstructions of Augustus' Forum and the Republican Forum in Rome and a preconstruction of the planned National Museum in Oslo. The applications have been tested with users on location, and their feedback and evaluation is included in the discussion. Finally, we relate the experiential value of the views to some epistemological and pedagogical perspectives.
Uno degli aspetti principali del paesaggio tecnologico nel quale ci troviamo e nel quale si situa l'evoluzione futura delle scienze dell'educazione è costituito dal cambiamento radicale non solo del testo dell'insegnamento (il "libro di... more
Uno degli aspetti principali del paesaggio tecnologico nel quale ci troviamo e nel quale si situa l'evoluzione futura delle scienze dell'educazione è costituito dal cambiamento radicale non solo del testo dell'insegnamento (il "libro di testo" che diventa testo interattivo, del quale il videogame è la forma attualmente più compiuta) ma anche del contesto all'interno del quale esso si colloca. La "rete" di libri, che in passato costituiva tale contesto (con le biblioteche intese come luoghi da esplorare e le bibliografie come strumenti di navigazione, con tutto l'apparato critico e scientifico connesso), diventa la rete dei microcosmi (iper)testuali ed interattivi presenti nel cloud, luogo diffuso di sospensione dei dati e dei saperi. Di tale semiosfera le periferiche più importanti sono-e saranno sempre maggiormente in futuro-quelle mobili, che attraverso diverse App dedicate hanno accesso diretto, continuo, responsivo ed interattivo a tale "nube". Il carattere principale di questo nuovo contesto di Gamification del sapere consiste nel suo riferirsi a processi che più che essere di apprendimento sono di auto-apprendimento: essi hanno infatti al centro l'utente-discente, piuttosto che l'autore-docente. Al suo interno inoltre l'immagine è fondamentale, configurandosi il pensiero che sta alla base di tali processi essenzialmente come pensiero simbolico e visivo oltre che interattivo. Le nuove dinamiche che si vengono in tal modo a creare presentano aspetti operativi che posseggono molti punti di forza ma che presentano anche molti fattori di rischio. La sfida consiste nel saper gestire tali dinamiche controllandone gli aspetti problematici.
Digital technologies are being introduced in museums and other informal learning environments alongside more traditional interpretive and communication media. An increasing number of studies has proved the potential of digitally mediated... more
Digital technologies are being introduced in museums and other informal learning environments alongside more traditional interpretive and communication media. An increasing number of studies has proved the potential of digitally mediated cultural heritage experiences. However, there is still a lot of controversy as to the advantages and disadvantages of introducing the digital into museum settings, primarily related to the risks and investment in terms of time and human and financial resources required. This work introduces the MUSETECH model, a comprehensive framework for evaluating museum technology
before and after its introduction into a museum setting. One of the unique features of our framework is to consider the evaluation of digital technologies from three different perspectives: the cultural heritage professional, cultural heritage institution, and museum visitor. The framework benefited from an extensive review of the current state of the art and from inputs from cultural heritage professionals, designers, and engineers. MUSETECH can be used as a tool for reflection before,
during, and after introducing novel digital media resources. The model covers technologies as diverse as mobile museum guides, Augmented and Virtual Reality applications, hands-on museum interactives, edutainment applications, digitally mediated tangible and embodied experiences, or online approaches used for museum education and learning.
This anthology chapter examines the removal of and trade in street artworks.
AEgArOn is an international three-year project striving for the open access online publication of high-quality plans and architectural drawings of ancient Egyptian buildings. These will give a globally accessible and reliable overview of... more
AEgArOn is an international three-year project striving for the open access online publication of high-quality plans and architectural drawings of ancient Egyptian buildings. These will give a globally accessible and reliable overview of the Pharaonic architecture including all major ancient Egyptian periods and building types. Moreover, the information is researched in detail, collected from the best available sources, combined in redrawn CAD-plans, checked on-site, and accounted for in extensive metadata. As a rule, actual state- and reconstruction-plans are provided, often complemented by plans of building-phases. Newly developed drawing conventions allow for immediate understanding and comparison between monuments. Long term sustainability and maintenance is ensured by incorporation into the UCLA Digital Library. Since starting in October 2009, and after six months eighteen PDF-files of five buildings have been completed and published online.
The concept of ’natural heritage’ has become increasingly significant with the threat of dwindling resources, environmental degradation and climatic change. As humanity’s impact on the condition of life on earth has become more prominent,... more
The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as... more
The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. In this project, a game aimed at inclusive and equitable education was developed using 360° images of the targeted architectural heritage geographically distributed in a pilot site. We promote lifelong learning opportunities for all, following the SDG4, aiming for quality education with the easy-to-use online platform and easy access to immersive education through mobile platforms. Towards a post-carbon future without the need for travel, computational design methods such as using 360° videos and images in combination with virtual reality (VR) headsets allow a low-cost approach to remotely experiencing cultural heritage. We propose developing and testing a GIS-based educational game using a low-cost 360° virtual tour of architectural heritage, more specifically, caravanserais of Anatolia.
- by Sepehr Vaez Afshar and +1
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- Caravanserais, Digital Heritage, Educational Games, SDG4
The introduction of the smartphone into the private and professional lives of humans has provided a channel to real-time and place-specific information that can enhance (and disturb) day-today living. Given such impact, many museums and... more
The introduction of the smartphone into the private and professional lives of humans has provided a channel to real-time and place-specific information that can enhance (and disturb) day-today living. Given such impact, many museums and archaeological exhibitions have chosen to develop digital applications to enhance the visitor experience via accompanying the visitor through the exhibitions. Yet after a decade, these applications still seem understudied and, in practice, very undeveloped. This review aims to shed some light on the possibilities and shortcomings of museum apps. I discuss and critically evaluate the technical efficiency, practical utility, and user experience of the British Museum Guide (Museums Guide Ltd.) and My Visit to the Louvre (Musée du Louvre) applications. These two mobile apps represent the contemporary standard for museum apps, thereby allowing me to generalize about this genre of digital media.