scholarly journals Museos Virtuales. Un caso práctico: Museo Nacional de Arqueología Subacuática (ARQVA)

2012 ◽  
Vol 3 (7) ◽  
pp. 31
Author(s):  
Jon Arambarri Basáñez ◽  
Unai Baeza Santamaría

<p>In the last decades, there has been an intensive work to promote and add value to cultural heritage, with the main aim of getting closer to the citizens. Within these tools, Virtual Reality is an exceptional instrument for archaeological and cultural sites managers. The article aims at showing a recent real case in Spain, already accessible on the Internet. The Ministry of Culture and the Arqva (National Museum of Underwater Archaeology) Virtual Museum work together to turn cultural tourism into something completely new: a participatory tourism in which the visitors have the leading role, know the area and plan their visit.</p>

2013 ◽  
Vol 2013 ◽  
pp. 1-8 ◽  
Author(s):  
Panagiotis Petridis ◽  
Ian Dunwell ◽  
Fotis Liarokapis ◽  
George Constantinou ◽  
Sylvester Arnab ◽  
...  

In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.


Author(s):  
T. P. Kersten ◽  
F. Tschirschwitz ◽  
S. Deggim

In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry &amp; Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.


2021 ◽  
Vol 7 (1) ◽  
pp. 314-322
Author(s):  
Daniela Garbin Praničević

The paper intends to scrutinize the effects of augmented (AR) reality and virtual reality (VR) technology implementation in cultural tourism. Therefore, the paper explored and presented the following: (i) AR, and VR (AR/VR) based technology concept in general, (ii) AR/VR technologies application in cultural tourism with an emphasis on their potential to protect cultural heritage; (iii) the overview of AR/VR presence in cultural tourism in the 27 European Union countries (EU-27). In the discussion part, besides empirical results based on the EU-27 desk research, AR/VR technologies in cultural tourism are additionally reconsidered from the aspect of climate change. In conclusion, what is encouraged is the application of AR/VR in cultural tourism due to the benefits AR and VR bring in terms of (i) delivering quite substantial content to their visitors any time from any place, (ii) reducing the negative impact of tourism on cultural heritage and (iii) developing related strategies based on more sustainable principles and concepts. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.


Author(s):  
Krzysztof Walczak

In this chapter, a virtual museum exhibition system, called ARCO, is presented. ARCO enables museum staff to create, manage and display virtual exhibitions of museum artifacts in rich 3D and multimedia forms. Such exhibitions can be accessed both internally within the museums and remotely over the Internet. Due to the use of a novel approach to building configurable virtual reality applications, called Flex-VR, virtual exhibitions in ARCO can be easily and quickly built by museum staff, even if they do not have experience in 3D design and programming. The chapter provides an overview of the ARCO system, a description of the virtual exhibition design process and examples of virtual exhibitions built with ARCO.


2020 ◽  
Vol 12 (2) ◽  
pp. 645 ◽  
Author(s):  
Louis Nisiotis ◽  
Lyuba Alboul ◽  
Martin Beer

With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this paper aims to create a new type of conceptually led environment, a kind of Cyber–Physical–Social Eco-Society (CPSeS) system that would seamlessly blend the real with virtual worlds interactively using Virtual Reality, Robots, and Social Networking technologies, engendered by humans’ interactions and intentions. The project seeks to develop new methods of engaging the current generation of museum visitors, who are influenced by their exposure to modern technology such as social media, smart phones, Internet of Things, smart devices, and visual games, by providing a unique experience of exploring and interacting with real and virtual worlds simultaneously. The research envisions a system that connects visitors to events and/or objects separated either in time or in space, or both, providing social meeting points between them. To demonstrate the attributes of the proposed system, a Virtual Museum scenario has been chosen. The following pages will describe the RoboSHU: Virtual Museum prototype, its capabilities and features, and present a generic development framework that will also be applicable to other contexts and sociospatial domains.


COMMICAST ◽  
2021 ◽  
Vol 3 (1) ◽  
pp. 13-20
Author(s):  
Zeinel Arfin Sadiq

At present, cultural heritage is in a dangerous condition and it is all influenced by several factors such as natural disasters and man-made disasters. For example, in Indonesia in March 2018 there was a destruction of the Dayak Indigenous Sites whose cases were damaged due to human factors, not to mention talking about the destruction of damaged cultural sites such as in several countries such as Iraq, Syria, Afghanistan & Indonesia. The use of technology-based Virtual Reality (VR) in maintaining cultural heritage is very important because the identity that is in cultural heritage is the foundation of evidence of human life in the past. Threats in the form of human behavior and natural disasters have an impact of erasing historical and cultural traces which could threaten a nation in relation to the main national interests of a country. Maximizing the benefits of technological advancements by using Virtual Reality as an alternative to preserve cultural heritage & cultural exploration, this utilization can lower the cost of study of cultural exploration such as exploration of cultural heritage locations that are far especially in transport costs.


2013 ◽  
Vol 38 (2) ◽  
pp. 11-16
Author(s):  
Norio Togiya

In Japan, many different organisations have played a part in creating the digital content that we now see being shared on the internet. Starting in the 1980s, developments in digital cultural heritage took place mainly in five kinds of institution: museums, libraries, archives, university and research institutes, plus the world of business. Museums and libraries played a leading role in the 1980s, and they were joined in the 1990s by universities and commercial enterprises, which developed digital content in a variety of ways. In the 2000s archival institutions became involved, and museums, libraries and archives began to form networks to enable seamless retrieval of digital cultural heritage. In the 2010s, the focus moved to the sharing of data and specifically the need to establish a common approach for the exchange of metadata for the ‘Semantic Web’. Creating content for tablet devices also became important, as did the question of standardising technology. The Great East Japan Earthquake of 2011 brought a keen awareness of the need to create digital records to preserve and share memories of disasters.


2020 ◽  
Vol 2 ◽  
pp. 1-16
Author(s):  
Alessandra Marasco

Virtual reality offers unprecedented opportunities for creating cultural tourism experiences that tell visitors emotionally engaging stories about the past.  This paper focuses onthe latest frontier of immersive storytelling rivalling feature films, cinematic virtual reality, which can immerse users into 360-degree films making them feel like living the story. Through a qualitative analysis of five projects, this paper explores how this new media form has been applied for cultural heritage storytelling and analyses the reactions of users to the historyliving experiences with an emphasis on their emotional responses. Based on the findings of the analysis, implications are discussed for the design of VR experiences in cultural tourism.


2022 ◽  
pp. 260-270
Author(s):  
Ümit Gaberli

In this chapter, the author explores the application of the internet of things (IoT) in museums. IoT technology typically combines physical objects with hardware and software. For museums, the simplest example is 3D virtual tours, which need a computer and an internet connection. Today, however, museums have become more complicated with virtual and augmented technologies. Virtual and augmented reality devices, such as virtual reality (VR) glasses, and related applications, such as Google Arts and Culture, provide interactive museum tour experiences for visitors. For all these experiences, they only need to connect to the internet with their devices. Virtual museum tours range from history to space technologies. This chapter explores the nature of using IoT technologies in cultural tourism, especially in museums.


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