Virtual and augmented reality for rich interaction with cultural heritage sites: A case study from the Roman Theater at Byblos

Author(s):  
Georges Younes ◽  
Rany Kahil ◽  
Mayssa Jallad ◽  
Daniel Asmar ◽  
Imad Elhajj ◽  
...  
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. 


Fire ◽  
2021 ◽  
Vol 4 (1) ◽  
pp. 11
Author(s):  
Charlotte Fafet ◽  
Erinë Mulolli Zajmi

Fires are among the most frequently recurring hazards affecting museums and cultural heritage sites. The fires of the National Museum of Brazil in 2018 and of Notre Dame de Paris in 2019 showed that the consequences of such events can be heavy and lead to irreversible heritage losses. In Kosovo, few studies were made about the risks that can affect cultural heritage sites. A project led by the NGO Kosovo Foundation for Cultural Heritage without Borders (CHwB Kosova) in 2018 explored the most prevalent risks for the cultural heritage sites of the country and highlighted fire as a predominant risk in Kosovo. In order to better understand it, vulnerability assessments were conducted in several museums in Kosovo. Data were collected through field visits in the different museums, in which interviews with staff members as well as observations were conducted. The aim of this paper is to present the main results of the fire vulnerability assessments conducted in Kosovo’s museums in 2018. An important aspect of this project is the approach to collect information in data-scarce environments. It is believed that the questionnaires used to lead interviews with museums’ staff members could help other practitioners to collect data in such contexts and evaluate more easily the risk of fire for the museums and their collections. In the context of Kosovo, one of the main findings is the identification and prioritisation of measures to ensure better protection of Kosovar museums. Structural mitigation measures such as alarm and fire suppression systems are not the only elements necessary to improve the resilience of Kosovar museums to fire. Indeed, the promotion of risk awareness, the training of staff members and the realisation of crisis simulation exercises are just as important in order to prevent and detect a fire, and above all, to respond quickly and accurately if a fire occurs.


Urbani izziv ◽  
2019 ◽  
Vol 2 (30) ◽  
pp. 70-84
Author(s):  
Sibel Polat ◽  
H. Özge Tümer Yıldız

In recent years, central and local governments have carried out studies to establish a legal administrative infrastructure for urban design and to develop urban design guidance to preserve the identity of historic cities under the pressure of rapid urbanization in Turkey. The main aim of this article is to explain how we implemented a participatory urban design guidance (PUrDeG) model for cultural heritage sites, which was developed as part of a research project. We explain how we used various techniques to engage various actors in preparing urban design guidelines for a cultural heritage site. In addition, the article discusses the importance of community engagement techniques and processes in developing urban design guidance, and the context of guidelines for sustainable conservation of cultural heritage sites with examples from the United Kingdom and Turkey. It then presents a case study conducted in the Hanlar District, a Unesco world heritage site in Bursa, Turkey. The case study includes research on planning decisions, site analysis, a survey of urban residents, in depth interviews with local artisans, and an urban design workshop with various actors. The main outcomes of this study include a presentation of how to use various community engagement techniques to prepare urban design guidelines for cultural heritage sites in Turkey, an urban design guidance system for Bursa, and a list of recommendations related to urban design guidelines for the Hanlar District and Bursa in the light of UK experience.


2020 ◽  
Vol 11 (22) ◽  
pp. 15 ◽  
Author(s):  
José Gabriel Andrade ◽  
Patrícia Dias

<p>In the last two decades, contemporary society has been conceptualized and discussed around the assumption that digital technologies are its most defining feature. Jean Baudrillard’s take on the Fable of Borges suggests a replacement of the physical world by a virtual experiencing life, setting the tone for a pessimistic and somewhat fearful attitude towards technological development. On the verge of the dissemination of disruptive innovations that can be described under the “umbrella” of Internet of Things (IoT), we observe not a replacement, but a deep and complex intertwining of online and offline experiences, sketching the contours of what can become a phygital society. This alternative conceptualization of our contemporary society, combined with the possibilities of technological development, affords new opportunities for the expression and experiencing of culture, and also for the creative industries. In our research, we explore the impact of one augmented reality (AR) app designed for one of the landmarks of the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the visitors. The article provides useful information for heritage spaces that wish to follow this path. It describes the main steps to be taken in the production of content and provides examples of the narrative model that helps people to visit the space and obtain information, knowing stories relevant to the past and present of the cultural heritage. The objective is to clarify, finally, due to the research developed in the Quinta da Regaleira case study, what kind of stories and experiences can be narrated, the strengths of this application, its limitations, and paths for future investigations.</p>


2018 ◽  
pp. 804-825
Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


2022 ◽  
pp. 138-160
Author(s):  
Nihan Garipağaoğlu-Uğur ◽  
Orhan Akova

Underwater cultural heritage and deep diving are important attractions for tourism. Using cutting-edge technology tools for cultural heritage became more important for tourism destinations. The purpose of this chapter is to evaluate the use of virtual reality (VR) and augmented reality (AR) in tourism from the perspective of cultural heritage and deep diving. This chapter will contribute to the literature to show a new way of sustainable tourism. Commercial diving to an underwater heritage site a is popular touristic activity. Sometimes shipwreck recovery can be hazardous for cultural heritage. The review results indicate that these underwater cultural heritage sites need to be protected for sustainable tourism development. Virtual tours contribute to the sustainability of cultural heritage. On the other hand, treasure hunting trips and recreational diving may cause damage to the archaeological sites. Underwater cultural heritage sites should be protected for sustainable tourism. VR and AR applications can be used to promote a touristic destination by tourism marketers for experimental marketing.


Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


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