Augmented Reality Applications to Support the Promotion of Cultural Heritage

2021 ◽  
Vol 14 (4) ◽  
pp. 1-30
Author(s):  
Doriana Cisternino ◽  
Laura Corchia ◽  
Valerio De Luca ◽  
Carola Gatto ◽  
Silvia Liaci ◽  
...  

The intent of this study is to promote and raise awareness of the Basilica of Saint Catherina of Alexandria in Galatina, a church endowed with such beauty as to be defined as astounding. In this article two technologies were used: Spatial Augmented Reality, better known as videomapping, to valorize the monument and narrate its story through images and sounds; and Augmented Reality, to facilitate the reading and interpretation of the most important frescoes located along all the internal walls of the Basilica. The goal is to create a unique path starting from the Basilica façade and continuing and winding through the interior spaces. One of the most extensive and best conserved cycles of Late Gothic frescoes in all of Europe unfolds on the nave of the church covering every corner, from the keystones down to the floor. An in-depth bibliographic research confirmed the presence of frescoes also on the exterior of the Basilica façade whose traces, however, are no longer visible today. Pietro Cavoti’ s illustrations give an idea of how the façade has changed over the years, before, during, and after the restorations that permanently removed the already faint traces of frescoes. The purpose of this research is to demonstrate how the combined use of these technologies can be considered a valid aid to support the enhancement, fruition, and understanding of a monument that is very important for the cultural heritage sector and a reference point for the local and religious community.

2019 ◽  
Vol 10 (20) ◽  
pp. 40 ◽  
Author(s):  
Vincenzo Barrile ◽  
Antonino Fotia ◽  
Giuliana Bilotta ◽  
Domenico De Carlo

<p>3D modelling of archaeological and historical structures is the new frontier in the field of conservation science. Similarly, the identification of buried finds, which enhances their multimedia diffusion and restoration, has gained relevance. As such sites often have a high level of structural complexity and complicated territorial geometries, accuracy in the creation of 3D models and the use of sophisticated algorithms for georadar data analysis are crucial. This research is the first step in a larger project aimed at reclaiming the ancient villages located in the Greek area of southern Italy. The present study focuses on the restoration of the village of Africo (RC), a village hit by past flooding. The survey began with a laser scan of the church of St. Nicholas, using both the Faro Focus3D and the Riegl LMS-Z420i laser scanner. At the same time, georadar analyses were carried out in order to pinpoint any buried objects. In the processing phase, our own MATLAB algorithms were used for both laser scanner and georadar datasets and the results compared with those obtained from the scanners’ respective proprietary software. We are working to develop a tourism app in both augmented and virtual reality environments, in order to disseminate and improve access to cultural heritage. The app allows users to see the 3D model and simultaneously access information on the site integrated from a variety of repositories. The aim is to create an immersive visit, in this case, to the church of St. Nicholas.</p><p><strong>Highlights:</strong></p><ul><li><p>Use of different algorithms for registration of terrestrial laser scans and analysis of the data obtained.</p></li><li><p>3D acquisition, processing and restitution methodology from georadar data.</p></li><li><p>Implementation of a tourist app in both virtual and augmented reality by integrating geomatics methodologies.</p></li></ul>


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>


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.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Author(s):  
Tim Bosch ◽  
Gu van Rhijn ◽  
Frank Krause ◽  
Reinier Könemann ◽  
Ellen S. Wilschut ◽  
...  

Religions ◽  
2021 ◽  
Vol 12 (7) ◽  
pp. 464
Author(s):  
Marie Clausén

My paper analyses the 15th-century seven-sacraments font at the medieval church of St Peter and St Paul at Salle in Norfolk (England). The church guides and gazetteers that describe the font, and the church in which it is situated, owe both their style and content to Art History, focusing as they do on their material and aesthetic dimensions. The guides also tend towards isolating the various elements of the font, and these in turn from the rest of the architectural elements, fittings and furniture of the church, as if they could be meaningfully experienced or interpreted as discrete entities, in isolation from one another. While none of the font descriptions can be faulted for being inaccurate, they can, as a result of these tendencies, be held insufficient, and not quite to the purpose. My analysis of the font, by means of Heidegger’s concept of Dwelling, does not separate the font either from the rest of the church, nor from other fonts, but acknowledges that it comes to be, and be seen as, what it is only when considered as standing in ‘myriad referential relations’ to other things, as well as to ourselves. This perspective has enabled me to draw out what it is about the font at Salle that can be experienced as not merely beautiful or interesting, but also as meaningful to those—believers and non-believers alike—who encounter it. By reconsidering the proper mode of perceiving and engaging with the font, we may spare it from being commodified, from becoming a unit in the standing reserve of cultural heritage, and in so doing, we, too, may be momentarily freed from our false identities as units of production and agents of consumption. The medieval fonts and churches of Norfolk are, I argue, not valuable as a result of their putative antiquarian qualities, but invaluable in their extending to us a possibility of dwelling—as mortals—on the earth—under the sky—before the divinities.


Author(s):  
Giorgia Lallai ◽  
Giovanni Loi Zedda ◽  
Célia Martinie ◽  
Philippe Palanque ◽  
Mauro Pisano ◽  
...  

Abstract Training operators to efficiently operate critical systems is a cumbersome and costly activity. A training program aims at modifying operators’ knowledge and skills about the system they will operate. The design, implementation and evaluation of a ‘good’ training program is a complex activity that requires involving multi-disciplinary work from multiple stakeholders. This paper proposes the combined use of task descriptions and augmented reality (AR) technologies to support training activities both for trainees and instructors. AR interactions offer the unique benefit of bringing together the cyber and the physical aspects of an aircraft cockpit, thus providing support to training in this context that cannot be achieved by software tutoring systems. On the instructor side, the LeaFT-MixeR system supports the systematic coverage of planed tasks as well as the constant monitoring of trainee performance. On the trainee side, LeaFT-MixeR provides real-time AR information supporting the identification of objects with which to interact, in order to perform the planned task. The paper presents the engineering principles and their implementation to bring together AR technologies and tool-supported task models. We show how these principles are embedded in LeaFT-MixeR system as well as its application to the training of flight procedures in aircraft cockpits.


Arts ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 5
Author(s):  
Janez Premk

Maribor Synagogue is one of the few preserved medieval synagogues in Central Europe. The renovation of the building between 1992 and 1999, undertaken by the Institute for the Protection of Cultural Heritage of Slovenia, proved to be much more demanding than originally foreseen. Its architectural shell and architectural elements have served as a reference point for the (visual) reconstruction of related monuments in the wider region. However, the renovation itself has left numerous unanswered questions, especially in regard to the building phases during the Jewish and later Christian use of the building. The present article is the first scientific publication to thoroughly examine the medieval building phases, based on the findings of archaeological research and investigation of the documented and preserved architectural elements. Ground plans are attached for the initial two building phases, related to the archeological charts. The last phase corresponds to the reconstructed version of the synagogue, but convincing evidence relating to its appearance is missing. Although it is practically impossible to provide an entirely accurate building history based on the archival, oral and material evidence so far available, a significant step toward its general comprehension is made.


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