Volumetric Video in Augmented Reality Applications for Museological Narratives

2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.

2021 ◽  
Vol 13 (2) ◽  
pp. 187-194
Author(s):  
Imam Ahmad ◽  
Yuri Rahmanto ◽  
Devin Pratama ◽  
Rohmat Indra Borman

Museum Lampung is one of the largest museums in Lampung Province which has a collection of tangible cultural heritage. If the museum visitors are seeking information about the collections, they will be assisted by museum guides orally. However, the limited number of guides are not enough to serve visitors during the school holidays. Therefore, to help visitors to find information about its cultural heritage collection, Augmented Reality (AR) technology was developed. AR is a technology that can display 3D objects in a real environment. The AR application that will be built is developed with the MDLC approach, where this method is suitable for developing multimedia applications. This research produces an application that can display 3D objects when the user's camera is directed to the collections of Museum Lampung and provides information related to these objects. Based on the test results on aspects of perceived usefulness, convenience, intention, and user friendliness, generally respondents answered "Agree" with a percentage of 83%. This indicates that the application is acceptable to the user.


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):  
Natalie Pang ◽  
Liew Kai Khiun

This chapter seeks to illustrate the authors’ initiative of deploying mobile communication technologies through the ‘iBBC’ app to locate and reference tombstones of prominent historical personalities in Singapore’s Bukit Brown Cemetery. The densely vegetated, 80-year-old former Chinese municipal cemetery filled with more than a hundred thousand graves has been largely neglected, and the traditional Chinese inscriptions written on many of the tombstones are inscrutable to many contemporary visitors. As part of the process of digital interventions, iBBC helps visitors obtain encyclopedic information immediately on-site by using Augmented Reality (AR) to recognize selected tomb monuments. Such interventions are critical in sensitizing the public to the cemetery’s cultural heritage.


Author(s):  
Nur Hanifati Widayaningsih ◽  
Handriyotopo Handriyotopo

Taman Sriwedari Surakarta is a cultural heritage treasure that needs efforts to preserve and introduce historical buildings and cultural values to the public, especially young people, through Android-based augmented reality technology. The purpose of this design is that the public can enjoy historical videos, exterior buildings, and the revitalization of the 2018 Surakarta Sriwedari Park video based on android. The design of Augmented Reality becomes more attractive, interesting, and educational as well as a means of preserving Surakarta Sriwedari Park as a cultural heritage. This design uses the diffusion analysis of innovation, the Multimedia Development Live Cycle method, layout design, selection of typography and colors that have aesthetic values. The results of this design are in the form of identity creation, a catalog book containing markers and information, and an application called SriwedARi. An advertising promotion strategy in an effort to introduce this product uses above and below the line media as well as through online stores. Keyword: Taman Sriwedari Surakarta, Augmented Reality, diffusion of innovation, marker.


Bakti Budaya ◽  
2020 ◽  
Vol 3 (1) ◽  
pp. 90
Author(s):  
Aditya Revianur

AbstractOur recent technologies, such as digital photography, 3D scanner, and augmented reality, provide an alternative idea to preserve cultural heritages, i.e. building, artefact, and structure. The main point of this article is to continue the discourse on the advantages of digital preservation on several cultural heritage sites in Semarang, called Ancient Medang Project. Semarang Regency located in Central Java Province that has many cultural heritages from ancient Java period, such as temples, artefact, sculptures, etc. However, mostly cultural heritages in Semarang Regency have been lost due to rapid modernization. The writer and several local communities who concern about cultural heritage preservation created a project to digitalize the cultural heritage in Semarang to prevent further destruction and encourage the importance of the cultural heritage sites to the public through digital media. This project is a multidisciplinary project that involved archaeologists, IT experts, and the local community to create an interactive system database regarding cultural heritages in Semarang. Three main perspectives were carried out to develop the project, i.e. content information based on archaeological surveys, construction of website design, and evaluation. The first perspective was used to collect information regarding the archaeological aspects of cultural heritage in Semarang. The second perspective was conducted to develop website prototype based on data from previous study. The final perspective was to evaluate and enhance the website prototype. The results show that the cultural heritage digitization is not only useful for preservation, but also for public engagement and facilitate cultural learning.----------AbstrakKemajuan teknologi terkini, seperti fotografi digital, pemindai 3D, dan augmented reality, memberikan ide alternatif untuk melestarikan warisan budaya, misalnya bangunan, artefak, dan struktur. Poin utama dari artikel ini adalah untuk melanjutkan wacana tentang manfaat digitalisasi pelestarian pada beberapa situs warisan budaya di Semarang, yang disebut dengan Proyek Medang Kuno. Kabupaten Semarang terletak di Provinsi Jawa Tengah yang memiliki banyak warisan budaya dari zaman Jawa kuno, seperti kuil, artefak, patung, tetapi sebagian besar warisan budaya di Kabupaten Semarang telah hilang karena modernisasi yang cepat. Penulis dan beberapa komunitas lokal yang peduli dengan pelestarian cagar budaya menciptakan sebuah proyek untuk mendigitalkan cagar budaya di Semarang untuk mencegah perusakan lebih lanjut dan mendorong pentingnya situs cagar budaya kepada publik melalui media digital. Proyek ini adalah proyek multidisiplin yang melibatkan arkeolog, pakar IT, dan masyarakat setempat untuk membuat basis data sistem interaktif mengenai warisan budaya di Semarang. Tiga perspektif utama dilakukan untuk mengembangkan proyek, yaitu informasi konten berdasarkan survei arkeologi, konstruksi desain situs web, dan evaluasi. Perspektif pertama digunakan untuk mengumpulkan informasi mengenai aspek arkeologis warisan budaya di Semarang. Perspektif kedua dilakukan untuk mengembangkan prototipe situs web berdasarkan data dari penelitian sebelumnya. Perspektif ketiga adalah untuk mengevaluasi dan meningkatkan prototipe situs web. Hasilnya menunjukkan bahwa digitalisasi warisan budaya tidak hanya berguna untuk pelestarian, tetapi juga untuk keterlibatan publik dan memfasilitasi pembelajaran budaya.


Author(s):  
F. Banfi ◽  
R. Brumana ◽  
C. Stanga

<p><strong>Abstract.</strong> One of the challenges of the Digital Cultural Heritage (DCH) field is the creation of coherent HBIMs and the dissemination of the collected historical data. The latest development of new technologies has the great potential to realise virtual content-based immersive experiences that are easily available by both experts and non-expert users. On the other hand, they require specific skills and a holistic approach to the study of the building that involves different disciplines.</p><p>The research that has been carried out for the last five years on one of the greatest monuments in Milan, the Basilica of Sant'Ambrogio, adopted this comprehensive methodology. Although the church is a very well-known building, its turbulent history remains in a certain aspect hidden to the large public. This paper shows the workflow that has been developed for the Basilica, starting from the 3D survey to the historical data acquisition and the study on the church itself, based on a ‘virtual subtraction process’, till the creation of a Virtual Reality experience. This one is the first step of a wider project on eXtended reality (Virtual/Mixed/Augmented Reality) that intends to make the gathered knowledge of the Basilica available to the public.</p>


2000 ◽  
Vol 632 ◽  
Author(s):  
Eric Werwa

ABSTRACTA review of the educational literature on naive concepts about principles of chemistry and physics and surveys of science museum visitors reveal that people of all ages have robust alternative notions about the nature of atoms, matter, and bonding that persist despite formal science education experiences. Some confusion arises from the profound differences in the way that scientists and the lay public use terms such as materials, metals, liquids, models, function, matter, and bonding. Many models that eloquently articulate arrangements of atoms and molecules to informed scientists are not widely understood by lay people and may promote naive notions among the public. Shifts from one type of atomic model to another and changes in size scales are particularly confusing to learners. People's abilities to describe and understand the properties of materials are largely based on tangible experiences, and much of what students learn in school does not help them interpret their encounters with materials and phenomena in everyday life. Identification of these challenges will help educators better convey the principles of materials science and engineering to students, and will be particularly beneficial in the design of the Materials MicroWorld traveling museum exhibit.


2014 ◽  
Vol 7 (2) ◽  
pp. 197-211
Author(s):  
James Crossley

Using the 400th anniversary of the King James Bible as a test case, this article illustrates some of the important ways in which the Bible is understood and consumed and how it has continued to survive in an age of neoliberalism and postmodernity. It is clear that instant recognition of the Bible-as-artefact, multiple repackaging and pithy biblical phrases, combined with a popular nationalism, provide distinctive strands of this understanding and survival. It is also clear that the KJV is seen as a key part of a proud English cultural heritage and tied in with traditions of democracy and tolerance, despite having next to nothing to do with either. Anything potentially problematic for Western liberal discourse (e.g. calling outsiders “dogs,” smashing babies heads against rocks, Hades-fire for the rich, killing heretics, using the Bible to convert and colonize, etc.) is effectively removed, or even encouraged to be removed, from such discussions of the KJV and the Bible in the public arena. In other words, this is a decaffeinated Bible that has been colonized by, and has adapted to, Western liberal capitalism.


2017 ◽  
Vol 8 (2) ◽  
pp. 187-192
Author(s):  
Gertrud Koch

"Operative Ontologien werden in diesem Artikel als relationale kommunikative Situationen vorgestellt, in denen Medien und Technik Teil einer Praxis sind, aber nicht einfach mit dieser zusammenfallen. Die Ontologie bezieht sich auf eine temporäre Konstellation, beispielsweise eine Verknüpfung von Maschine, Körper und Bild, in der die ontologische Frage der Anthropologie perspektivisch immer wieder verschoben wird. Wie das genau zu verstehen ist, wird am Fallbeispiel der Motion-Capture-Technik deutlich, in der durch eine Verschmelzung von Live Action Movie und der animierten Welt der Visual Effects eine permanente Veränderung dessen erfolgt, was als Mensch oder menschliche Umwelt angesehen wird. This article presents operational ontologies as communicative situations in which media and technology are part of a practice, but do not simply coincide with it. Ontology refers to a temporary constellation, for example a link between machine, body and image, which shifts the ontological question of anthropology in perspective time and again. This thesis is further illustrated by a case study of the motion capture technique, whose merging of live action movie and the animated world of visual effects leads to a permanent modification of our notions of the human being and human environment. "


2019 ◽  
Author(s):  
Салтанат Дауытбековна Арыстанова ◽  
Курманбек Тажмаханбетович Жантасов ◽  
Жазира Тулжанова Жумадилова ◽  
Орынбасар Акпанович Алшынбаев ◽  
Гулаш Абдуллаева Бекбулатова ◽  
...  

Organizers OEAPS Inc. (OPEN EUROPEAN ACADEMY OF PUBLIC SCIENCES) &amp; ISA (International Scientific Association). The accepted materials are placed in the conference proceedings collection, the materials will be indexed by RISC / Elibrary, CrossRef, Google Scholar, LawArXiv, posted by Stanford University Libraries, Index Copernicus, OpenAir, assigned to ISBN.The conference is a major international forum for analyzing and discussing trends and approaches in research in the field of basic science and applied research. We provide a platform for discussions on innovative, theoretical and empirical research.The form of the conference: in absentia, without specifying the form in the collection of articles.Working languages: Russian, EnglishFollowing the conference, a collection of articles will be published within 10 days, which is posted on the publisher's website and is registered in the Elibrary Scientific Electronic Library . ru . The collection is assigned library indexes UDC, BBK and international standard book number ISBN.In Elibrary . ru articles posted in the public domain.Doctors and candidates of science, scientists, specialists of various profiles and directions, applicants for academic degrees, teachers, graduate students, undergraduates and students are invited to participate in the conference.


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