scholarly journals Experimenting with 360° and virtual reality representations as new access strategies to vulnerable physical collections: Two case studies at the KB, National Library of the Netherlands

IFLA Journal ◽  
2021 ◽  
pp. 034003522110230
Author(s):  
Marzia Loddo ◽  
Foekje Boersma ◽  
Martijn Kleppe ◽  
Karin Vingerhoets

In the late 1990s, the explosion of electronic resources resulted in large-scale digitisation projects amid the need for the preservation of digital information. The KB, National Library of the Netherlands, has been actively involved in these activities. Now, it is proposing better ways to both preserve physical library materials and improve their accessibility for educational purposes. This article describes two ongoing projects that involve preservation and public engagement. One, in its early stages, is to test the applicability of 360° imaging to support virtual access to the special collections’ storage. The second is the virtual reality production, for educational purposes, of children’s pop-up books. Both projects could inspire other libraries to introduce three-dimensional or virtual reality technologies and their applications to new audiences. This article describes each project, shows the methods used, and discusses the expected outcomes.

2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


2020 ◽  
Author(s):  
Filip Bošković ◽  
Alexander Ohmann ◽  
Ulrich F. Keyser ◽  
Kaikai Chen

AbstractThree-dimensional (3D) DNA nanostructures built via DNA self-assembly have established recent applications in multiplexed biosensing and storing digital information. However, a key challenge is that 3D DNA structures are not easily copied which is of vital importance for their large-scale production and for access to desired molecules by target-specific amplification. Here, we build 3D DNA structural barcodes and demonstrate the copying and random access of the barcodes from a library of molecules using a modified polymerase chain reaction (PCR). The 3D barcodes were assembled by annealing a single-stranded DNA scaffold with complementary short oligonucleotides containing 3D protrusions at defined locations. DNA nicks in these structures are ligated to facilitate barcode copying using PCR. To randomly access a target from a library of barcodes, we employ a non-complementary end in the DNA construct that serves as a barcode-specific primer template. Readout of the 3D DNA structural barcodes was performed with nanopore measurements. Our study provides a roadmap for convenient production of large quantities of self-assembled 3D DNA nanostructures. In addition, this strategy offers access to specific targets, a crucial capability for multiplexed single-molecule sensing and for DNA data storage.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2021 ◽  
Author(s):  
Tanya Lynn Marshall

Over the last few decades newspaper companies have either sold or donated large-scale photographic press archives to collecting institutions of all kinds. This paper explores the major challenges faced by museums, archives and libraries acquiring large scale press archives through two case studies carried out in 2018. The Clara Thomas Archives and Special Collections at York University acquired the photo collection of the Toronto Telegram in 1974 and 1987, and the Archives of Ontario acquired the Globe and Mail photo collection in 2016. Each institution has been forced to address the logistical issues of the physical and intellectual organization of these enormous collections while also dealing with the preservation problems specific to photographic archives. This paper looks at relevant literature, presents findings of my site visits as well as interviews with collections managers at the two institutions.


2020 ◽  
Vol 1 ◽  
pp. 49-63
Author(s):  
Guillermo Reher ◽  
Véronique Karine Simon ◽  
Mateja Šmid Hribar ◽  
Lone Kristensen ◽  
Jørgen Primdahl

Abstract This paper aims to ground the research paradigm of public engagement within the field of landscape and heritage. Both the European Landscape Convention and the Faro Convention, major international agreements that shape both these dimensions, stress the need to reinforce the democratic nature of projects. This participation needs to go beyond informing stakeholders and formal hearings, and community values and ideas should be included in the planning process. This entails addressing the complexities of stakeholder deliberation and the solution of thorny problems. The present study examines in detail four case studies from the Netherlands, Slovenia and Denmark, in which public participation was crucial in different stages of the project development. The methodologies employed, as well as the effect that such engagement had on the general results, will be highlighted. Finally, the discussion of results will evaluate the findings through the lens of deliberative democracy within territorial planning.


2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


2005 ◽  
Author(s):  
Arnoud de Bruijne ◽  
Joop van Buren ◽  
Anton Kösters ◽  
Hans van der Marel

Unambiguous and homogeneous geodetic reference frames are essential to the proper determination of locations and heights. The reference frames used in the Netherlands are the Rijksdriehoekmeting (RD) for locations and the Normaal Amsterdamse Peil (NAP) for heights. The RD has traditionally been managed by the Kadaster; the NAP by Rijkswaterstaat. The emergence of satellite positioning has resulted in drastic changes to these geodetic reference frames. A surveyor is now offered one instrument, GPS (the Global Positioning System), capable of the simultaneous determination of locations and heights. This is possible by virtue of one three-dimensional geodetic reference system - the European Terrestrial Reference System (ETRS89) - which in the Netherlands is maintained in a collaborative arrangement between the Kadaster and Rijkswaterstaat. GPS has been advanced as a practical measurement technique by linking the definition of the RD grid to ETRS89. Nevertheless the introduction of GPS also revealed distortions in the RD grid, which are modelled in the RDNAPTRANSTM2004 transformation. Furthermore, the use of the geoid model has become essential to the use of GPS in determining the height in comparison to NAP. Subsidence that has disrupted the backbone of the NAP gave cause to the need for a large-scale adjustment of the heights of the underground benchmarks and, in so doing, of the grid. Consequently new NAP heights have been introduced at the beginning of 2005; a new definition of the RD grid that had already been introduced in 2000 was once again modified in 2004. During the past few years two NCG subcommissions have devoted a great deal of time to these modifications. This publication lays down ETRS89, the RD and the NAP, together with their mutual relationships. In addition to reviewing the history of the reference frames and the manner in which they are maintained (including, for example, the use of AGRS.NL as the basis for the Dutch geometric infrastructure), the publication also discusses the status of the frames as at 1 January 2005. This encompasses the realisation of ETRS89 via AGRS.NL, the revision and new definition of the RD grid in 2004, and the new NAP publication in 2005. The publication also describes the mutual relationships between the frames in the modernized RDNAPTRANSTM2004 transformation consisting of the new NLGEO2004 geoid model and a model for the distortions of the RD grid. In conclusion, the publication also devotes attention to the future maintenance of the ETRS89, RD and NAP. The continuity of the link between the traditional frames and the three-dimensional frames is of great importance, and ETRS89 will continue to fulfil this linking role. The GPS base network and AGRS.NL reference stations will increasingly assume the leading role in the maintenance of the RD frame. The maintenance of the NAP will continue to be necessary, although during the coming decades the the primary heights will not need revision. In so doing the high quality of the geodetic reference frames required for their use in actual practice will continue to be guaranteed.


2014 ◽  
Vol 513-517 ◽  
pp. 2307-2310
Author(s):  
Jing Liu

As an emerging industry, large-scale commercial and residential interior rational planning is related to the comfort of living. This paper proposes a virtual simulation method to design and plan large-scale commercial and residential interior space. The paper uses least squares image matching method in virtual reality to construct spatial distance calculation model, calculate the straight-line distance of key parts in large-scale commercial and residential space, and make up the shortcomings in traditional design. The design can be adjusted to the specific circumstances to reduce the cost of the actual design. Finally, simulation is conducted on basis of design data to prove the advantages of virtual reality.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Xiaonan Cao

This paper starts with the study of realistic three-dimensional models, from the two aspects of ink art style simulation model and three-dimensional display technology, explores the three-dimensional display model of three-dimensional model ink style, and conducts experiments through the software development platform and auxiliary software. The feasibility of the model is verified. Aiming at the problem of real-time rendering of large-scale 3D scenes in the model, efficient visibility rejection method and a multiresolution fast rendering method were designed to realize the rapid construction and rendering of ink art 3D virtual reality scenes in a big data environment. A two-dimensional cellular automaton is used to simulate a brushstroke model with ink and wash style, and outlines are drawn along the path of the brushstroke to obtain an effect close to the artistic style of ink and wash painting. Set the surface of the model with ink style brushstroke texture patterns, refer to the depth map, normal map, and curvature map information of the model, and simulate the drawing effect of the method by procedural texture mapping. Example verification shows that the rapid visualization analysis model of ink art big data designed in this paper is in line with the prediction requirements of ink art big data three-dimensional display indicators. The fast visibility removal method is used to deal with large-scale three-dimensional ink art in a big data environment. High efficiency is achieved in virtual reality scenes, and the multiresolution fast rendering method better maintains the appearance of the prediction model without major deformation.


2020 ◽  
Vol 11 (23) ◽  
pp. 16 ◽  
Author(s):  
Fabrizio Banfi

<p class="VARAbstract">Data collection, documentation and analysis of the traces of ancient ruins and archaeological sites represent an inestimable value to be handed down to future generations. Thanks to the development of new technologies in the field of computer graphics, Building Information Modelling (BIM), Virtual Reality (VR) and three-dimensional (3D) digital survey, this research proposes new levels of interactivity between users and virtual environments capable of communicating the tangible and intangible values of remains of ancient ruins. In this particular field of development, 3D drawing and digital modelling are based on the application of new Scan-to-HBIM-to-VR specifications capable of transforming simple points (point clouds) into mathematical models and digital information. Thanks to the direct application of novel grades of generation (GOG) and accuracy (GOA) it has been possible to go beyond the creation of complex models for heritage BIM (HBIM) and explore the creation of informative 3D representation composed by sub-elements (granular HBIM objects) characterized by a further level of knowledge. The value of measurement, 3D drawing and digital modelling have been investigated from the scientific point of view and oriented to the generation of a holistic model able to relate both with architects, engineers, and surveyors but also with archaeologists, restorers and virtual tourists.</p><p>Highlights:</p><ul><li><p>The concept of ‘granular HBIM objects’ is introduced to show the unexpressed potential of the scan-to-BIM process for different types of data analyses and uses.</p></li><li><p>Sustainable development of VR projects for archaeological sites is proposed, allowing users to discover the hidden historical values with new levels of interactivity and information.</p></li><li><p>HBIM and VR projects have been improved through the integration of laser scanning, digital photogrammetry (terrestrial and UAV) and advanced modelling techniques.</p></li></ul>


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