scholarly journals Natural interaction in Virtual Environments for Cultural Heritage: Giotto in 3D and Etruscanning study cases

2012 ◽  
Vol 3 (7) ◽  
pp. 86 ◽  
Author(s):  
Eva Pietroni ◽  
Claudio Rufa

<p>A basic limit of most of VR applications created by the scientific community and reproducing cultural sites or artefacts is that they do not fire up the attention of public, in comparison with the great potentialities of VR system for cultural transmission: they are often lacking in emotional storytelling and difficult to manage. An important factor is the need of more natural and simple interfaces, especially for applications hosted inside museums. Starting from our experience in this domain, we propose new metaphors of narration and paradigm of interaction based on natural interfaces (body movements), presenting three study cases: “The Rule confirmation: virtual experience among Giotto's characters”, “Etruscanning3D”, “Virtual Exploration of the ancient Pharmacy of S. Maria della Scaletta Hospital at Imola”.</p>

2018 ◽  
Vol 18 (2) ◽  
pp. 30-57
Author(s):  
Shamima Yasmin

This paper conducts an extensive survey on existing Virtual Reality (VR)-based rehabilitation approaches in the context of different types of impairments: mobility, cognitive, and visual. Some VR-based assistive technologies involve repetitions of body movements, some require persistent mental exercise, while some work as sensory substitution systems. A multi-modal VR-based environment can incorporate a number of senses, (i.e., visual, auditory, or haptic) into the system and can be an immense source of motivation and engagement in comparison with traditional rehabilitation therapy. This survey categorizes virtual environments on the basis of different available modalities. Each category is again subcategorized by the types of impairments while introducing available devices and interfaces. Before concluding the survey, the paper also briefly focuses on some issues with existing VR-based approaches that need to be optimized to exploit the utmost benefit of virtual environment-based rehabilitation systems .


Author(s):  
S. Akhtar ◽  
G. Akoglu ◽  
S. Simon ◽  
H. Rushmeier

The practice of digitizing cultural heritage sites is gaining ground among conservation scientists and scholars in architecture, art history, computer science, and related fields. Recently, the location of such sites in areas of intense conflict has highlighted the urgent need for documenting cultural heritage for the purposes of preservation and posterity. The complex histories of such sites requires more than just their digitization, and should also include the meaningful interpretation of buildings and their surroundings with respect to context and intangible values. Project Anqa is an interdisciplinary and multi-partner effort that goes beyond simple digitization to record at-risk heritage sites throughout the Middle East and Saharan Africa, most notably in Syria and Iraq, before they are altered or destroyed. Through a collaborative process, Anqa assembles documentation, historically contextualizes it, and makes data accessible and useful for scholars, peers, and the wider public through state-of-the-art tools. The aim of the project is to engage in capacity-building on the ground in Syria and Iraq, as well as to create an educational web platform that informs viewers about cultural heritage in the region through research, digital storytelling, and the experience of virtual environments.


2021 ◽  
Author(s):  
Michael Poulsen

&lt;p&gt;&lt;strong&gt;Monitoring Svalbard&amp;#8217;s environment and cultural heritage through citizen science by expedition cruises&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;Michael K. Poulsen1, Lisbeth Iversen2, Ted Cheeseman3, B&amp;#248;rge Damsg&amp;#229;rd4, Verena Meraldi5, Naja Elisabeth Mikkelsen6, Zdenka Sokol&amp;#237;&amp;#269;kov&amp;#225;7, Kai S&amp;#248;rensen8, Agnieszka Tatarek9, Penelope Wagner10, Stein Sandven2, and Finn Danielsen1&lt;/p&gt;&lt;p&gt;1NORDECO, 2NERSC, 3PCSC, 4UNIS, 5Hurtigruten, 6GEUS, 7University of Oslo, 8NIVA, 9IOPAN, 10MET Norway&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Why expedition cruise monitoring is important for Svalbard. &lt;/strong&gt;The Arctic environment &amp;#160;is changing fast, largely due to increasing temperatures and human activities. The continuous areas of wilderness and the cultural heritage sites in Svalbard need to be managed based on a solid understanding.&lt;/p&gt;&lt;p&gt;The natural environment of Svalbard is rich compared to other polar regions. Historical remains are plentiful. The Svalbard Environmental Protection Act aims at regulating hunting, fishing, industrial activities, mining, commerce and tourism. Expedition cruises regularly reach otherwise rarely visited places.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Steps taken to improve environmental monitoring. &lt;/strong&gt;A workshop for enhancing the environmental monitoring efforts of expedition cruise ships was held in Longyearbyen in 2019, facilitated by the INTAROS project and the Association of Arctic Expedition Cruise Operators &amp;#160;(https://intaros.nersc.no/content/cruise-expedition-monitoring-workshop) with representatives of cruise operators, citizen science programs, local government and scientists. They agreed on a pilot assessment of monitoring programs during 2019.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results show the importance of cruise ship observations. &lt;/strong&gt;The provisional findings of the pilot assessment suggest thatexpedition cruises go almost everywhere around Svalbard and gather significant and relevant data on the environment, contributing for example to an improved understanding of thestatus and distribution of wildlife. Observations are often documented with photographs. More than 150 persons contributed observations during 2019 to eBird and Happywhale. iNaturalist, not part of the pilot assessment, also received many contributions. The pilot assessment was unable to establish a useful citizen science program for testing monitoring of cultural remains.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions relevant for monitoring and environmental management. &lt;/strong&gt;Cruise ships collect environmental data that are valuable for the scientific community and for public decision-makers. The Governor of Svalbard isresponsible for environmental management in Svalbard. Data on the environment and on cultural remains from expedition cruises can be useful for the Governor&amp;#8217;s office. Improved communication between citizen science programs and those responsible for environmental management decisions is likely to increase the quantity of relevant information that reaches public decision makers.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Recommendations for improving the use of cruise ship observations and monitoring.&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;1) All cruise expedition ships should be equipped with tablets containing the apps for the same small selection of citizen scienceprograms so that they can easily upload records.&lt;/li&gt; &lt;li&gt;2) Evaluation of data that can be created and how such data can contribute to monitoring programs, to ensure that data is made readily available in a form that is useful for institutions responsible for planning and improving environmental management.&lt;/li&gt; &lt;li&gt;3) Clear lines of communication between citizen science program participants, citizen science program organizers, the scientific community and decision makers should be further developed.&lt;/li&gt; &lt;li&gt;4) Developing expedition cruise monitoring is of high priority in Svalbard, but is also highly relevant to other polar regions.&lt;/li&gt; &lt;li&gt;5) Further work is necessary to fully understand the feasibility and potential of coordinated expedition cruise operator based environmental observing in the Arctic.&lt;/li&gt; &lt;/ul&gt;


Author(s):  
Karolina Wierczyńska ◽  
Andrzej Jakubowski

This chapter examines the ongoing process of consolidating international criminal law regimes for counteracting cultural heritage crimes, with particular focus on reparations for cultural harm. It begins with a wider panorama of international criminal law and jurisprudence in relation to cultural heritage crimes. This background outlines the limited provisions of the Rome Statute and offers some critical observations in relation to the evolving system of individual criminal responsibility for cultural heritage crimes. Second, it scrutinizes the approach taken by the International Criminal Court (ICC) in convicting Al Mahdi for the crime of intentionally directing attacks against buildings dedicated to religion and/or historical monuments. Third, this chapter considers the issue of remedies and reparations for cultural harm suffered in light of the relevant provisions of the Rome State and the practice of international human rights bodies. Next, it analyzes the approach taken by the ICC in Al Mahdi regarding the methodology of determining reparations for the international destruction of cultural heritage. This chapter also analyzes the possible reconsideration of the crime of deliberate attacks against protected cultural sites going beyond the notion and scope of war crime.


Author(s):  
Athanasios Sypsas ◽  
Chairi Kiourt ◽  
Evgenia Paxinou ◽  
Vasilis Zafeiropoulos ◽  
Dimitris Kalles

The digital cultural heritage field has been developing in parallel with modern archaeology by collecting and storing data from all aspects of field work, from excavations to virtual representations and to exhibitions, and by transforming data into knowledge and new services, ranging from supporting scientists to offering edutainment content. As an integral part of archaeology, the field of archaeometry deals with exploiting laboratory techniques and ICT tools to examine and analyze archeological findings. The present article briefly review works on the use of virtual environments in the digital cultural heritage field, and secondly reviews applications of virtual laboratories in archaeometry and, finally, based on the observation that virtual laboratories are now increasingly finding their way into education, to highlight the key aspects of a proposal to integrate virtual laboratories in Archaeometry education.


Author(s):  
Jaume Segura-Garcia ◽  
Mario Montagud-Climent ◽  
Sebastià Mirasol-Menacho ◽  
Joan Oleza-Simó

AbstractNowadays, the use of virtual reality/virtual acoustics (VR/VA) in archaeology for rendering lost buildings is an important topic in the cultural heritage field. Moreover, the addition of additional senses apart from the sight increases the feeling of immersion in virtual environments. The aim of this paper is to show the interaction work developed in a VA system, based on Unity and FMOD, the graphical and acoustical reconstruction of an ancient building and the development of a VR goggles with headphones to render 3D audio and video interactively. This system has been implemented to render auralizations in a binaural system and has been applied to the renderization of an old and lost theatre in València (Spain). The first building of theatre was built in the 16th century, and was rebuilt several times until the 18th century. The auralization of several theatrical excerpts of different Spanish authors of that time is also presented. The integrated system has been subjectively evaluated, obtaining very satisfactory results.


Author(s):  
Chairi Kiourt ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.


Information ◽  
2019 ◽  
Vol 11 (1) ◽  
pp. 22 ◽  
Author(s):  
Marijana Ćosović ◽  
Belma Ramić Brkić

As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.


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