Augmented Reality in Outdoor Settings

2021 ◽  
Vol 14 (3) ◽  
pp. 1-17
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

New technologies such as Augmented Reality (AR) have already been exploited in the promotion of unique and well-known cultural assets. Nevertheless, different types of heritage assets can be found scattered in many different places, in both urban and rural landscapes, where AR applications may not function properly due to problems concerning the effectiveness of GPS or image recognition methods. It is an important issue that limits the exploitation of AR technology with a view to hidden cultural heritage promotion. The current study presents a hybrid image recognition technique used in an AR application and its evaluation in the outdoor settings. The hybrid technique is based on an image-based marker and its evaluation mainly aimed to study if and to what extent it is accepted by the users, if it raises aesthetic issues, and if it affects the use and acceptance of the AR in culture field. The evaluation was based on a qualitative research and the results showed that to most participants the used hybrid technique does not create an aesthetical issue. Additionally, all participants found the AR app useful and easy to use and they consider that the AR technology can significantly contribute to the promotion of cultural heritage.

Author(s):  
Cristina Portalés ◽  
Sergio Casas ◽  
Lucía Vera ◽  
Javier Sevilla

Cultural heritage (CH) tells us about our roots, and therefore, constitutes a rich value for the society. Its conservation, dissemination, and understanding are of utmost importance. In order to preserve CH for the upcoming generations, it needs to be documented, a process that nowadays is done digitally. Current trends involve a set of technologies (cameras, scanners, etc.) for the shape and radiometric acquisition of assets. Also, intangible CH can be digitally documented in a variety of forms. Having such assets virtualized, a proper dissemination channel is of relevance, and recently, new technologies that make use of interaction paradigms have emerged. Among them, in this chapter, the authors focus their attention in the technologies of virtual reality (VR), augmented reality (AR), and serious games (SGs). They aim to explore these technologies in order to show their benefits in the dissemination and understanding of CH. Though the work involving them is not trivial, and usually a multidisciplinary team is required, the benefits for CH make them worth it.


2020 ◽  
Vol 13(62) (2) ◽  
pp. 55-64
Author(s):  
Gheorghe Epuran ◽  
Alina Simona Tecău ◽  
Cristinel Petrișor Constantin ◽  
Bianca Tescașiu ◽  
Ioana Bianca Chițu

"This paper has the goal of aims at identifying the main barriers that people with disabilities face when they travel, especially for tourism purposes, in order to find solutions to facilitate their access to services in tourism. In this respect, a qualitative research has been conducted, in which the opportunity of using Virtual Reality (VR) for obtaining information about the destination in advance has been tested. The results stress the need of the people with disabilities for better information before the visit, new technologies like Virtual Reality (VR) or Augmented Reality (AR) being considered a very good tool for exploring the accessibility of a potential tourist destination. These technologies can offer actual insights to destinations from the people’s home with minimum effort."


Author(s):  
Vesela Georgieva ◽  

The paper presents opportunities to preserve the Thracian cultural heritage associated with the Thracian Valley , using the potencial of new technologies. The results of the study of the process are presented, related to the socialization of the museum sites, who are important for the development of the culture and tourism in the Kazanlak region and the need to introduce practices to attract different types of museum audiences. Positive practices have been identified towards the application of modern information and communication technologies, relating to presentation and promotion of the Thracian cultural heritage and improving the service that promotes the visitation of museum sites from the Valley of the Thracian Kings by paying special attention to providing intellectual access to all of them and the application of modern ICT.Prospects for preservation and promotion of the Thracian cultural heritage related to the Valley of Thracian rulers are presented, among them providing intellectual access to museum sites from the Kazanlak region and applying practices that provide opportunities for innovations, interactive forms, virtual walks, use of technological walks, virtual and mixed reality solutions and other innovations related to contemporary ICT in museums. Keywords: Thracian heritage, socialization, information technology


Author(s):  
Isidora Đurić ◽  
Ratko Obradović ◽  
Nebojša Ralević

This paper presents an overview of the use of Augmented Reality in the area of architecture and cultural heritage visualization. The subject of this research are objects that have significant cultural and historical values which, for different reasons, cannot be perceived in their real environment. Using two case-studies, the processes of 3D reconstruction, optimization and AR presentation of the reality models are described in detail. The 3D models are created by using photogrammetry and the AR visualization is performed by using an existing platform for the AR presentation. The aim of the paper is to emphasize the importance of incorporating photogrammetry and augmented reality for the visualization of different types of object features.


2019 ◽  
Vol 3 (27) ◽  
pp. 199
Author(s):  
Joffre Paladines Rodríguez ◽  
Daniel Nicolás Tettamanti Montalván

Introduction. Cranium is a mobile application that uses augmented reality, which serves as a means of support for the medical student to study the bones of the skull. Objective to improve this situation while raising interest in the subject in students without replacing the aforementioned book. Materials and methods A qualitative research is proposed, divided into three phases: identification, development of augmented application and evaluation with the users of the developed application, for which surveys and in-depth interviews are used to collect information. Results87% indicates the great need to implement new technologies in education. Discussionat the icon level of the application was very well qualified with only a small observation to modify it a bit its aspect Conclusions make changes that will help the application to be more pleasant and functional for users


2020 ◽  
Vol 15 (1) ◽  
pp. 15-24
Author(s):  
Alqiz Lukman ◽  
Ghilman Assilmi ◽  
Ide Nada Imandiharja

Teknologi terkini, seperti fotografi digital, pemindai 3D, dan augmented reality, memberikan alternatif dalam upaya pelestarian situs warisan budaya. Fokus pembahasan dalam artikel ini adalah kelanjutan wacana tentang manfaat pelestarian berbasis digital berdasarkan penerapan pada Proyek Depok Lama. Depok adalah kota yang terletak di Provinsi Jawa Barat yang memiliki beragam jenis bangunan masa kolonial, antara lain permukiman penduduk, gereja, dan jembatan. Namun, studi terbaru menunjukkan hampir 75% bangunan kolonial telah dihancurkan sepanjang satu dasawarsa terakhir akibat aktivitas pembangunan kota dan modernisasi yang cepat. Kami membangun proyek untuk melakukan digitalisasi sejumlah objek warisan budaya di Depok untuk mencegah perusakan lebih lanjut dan membangun informasi tentang pentingnya objek bangunan kolonial kepada publik melalui media digital. Proyek ini merupakan kegiatan multidisiplin yang melibatkan arkeolog, sejarawan, pakar IT, dan masyarakat setempat dalam menciptakan database sistem interaktif mengenai bangunan cagar budaya di Depok. Empat studi dilakukan untuk mengembangkan Proyek Depok Lama, yaitu studi informasi konten, studi perspektif pengguna, konstruksi kerangka desain situs web, dan studi evaluasi. Studi pertama dilakukan untuk mengumpulkan informasi mengenai bangunan bersejarah di Depok Lama. Studi kedua dilakukan untuk menyelidiki presentasi informasi yang disukai oleh pengguna. Studi ketiga berkaitan dengan pengembangan prototipe situs web berdasarkan data dari studi sebelumnya. Studi terakhir adalah untuk mengevaluasi dan meningkatkan prototipe situs web. Hasil menunjukkan bahwa digitalisasi warisan budaya tidak hanya berguna untuk pelestarian tetapi juga mendorong keterlibatan publik dan memfasilitasi materi pengetahuan budaya. New technologies, such as digital photography, 3D scanner, and augmented reality, provide an alternative to preserve heritage sites. The focal point for this article is to continue the discourse on the advantages of digital preservation based on our work in Depok, called Depok Lama Project. Depok is a city located in West Java Province that has many colonial buildings, such as residential settlements, churches, and bridges. However, a recent study shows almost 75% of colonial buildings have been demolished over the last decade due to city development and rapid modernization. We created a project to digitize the cultural heritage in Depok to prevent further destruction and encourage the importance of the buildings to the public through digital media. This project is a multidisciplinary project that involved archaeologists, historians, IT experts, and the local community in creating an interactive system database regarding heritage buildings in Depok. Four studies were carried out to develop the Depok Lama Project, namely content information study, end-user perspective study, website design framework construction, and evaluation study. The first study was used to collect information regarding the historical buildings at the Old Depok. The second study was conducted to investigate the information presentation preferred by the end-users. The third study concerned the development of a website prototype based on data from previous studies. The final study 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.


Laws ◽  
2019 ◽  
Vol 8 (4) ◽  
pp. 29
Author(s):  
Varese ◽  
Mazza

The history of fashion shows goes back more than a century, and over the years, catwalks have gone from being private sales channels for a few wealthy customers to pure entertainment shows promoted globally. In this article, we analyze both national and international laws dealing with the protection of fashion shows in order to establish how fashion shows could be protected under intellectual property laws in Italy, with specific regard to copyright. The possibility for fashion shows to access copyright protection opens up a list of interesting questions: Who is the author of the work? Are models to be considered as performers? This scenario gets even more complicated if we consider how fashion shows have been changing in the last few years, turning to new technologies such as holograms, augmented reality, and drones. Further, copyright protection could be accompanied by further tools, such as registered or unregistered designs for the single elements of a scene and choreography or unfair competition if the general look and feel of a former fashion show has been slavishly imitated. A final section of this article is dedicated to the use of cultural heritage and historical museums, which are increasingly chosen by fashion houses for the settings of their shows.


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>


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