scholarly journals Predictive 3D Modelling and Virtual Reality of the World Cultural Heritage of Ruins of the Buddhist Vihara at Paharpur, Bangladesh

2021 ◽  
Author(s):  
Md. Masood Imran ◽  
Miner Masud

Generating predictive 3D modelling and virtual reality (VR) of the World Cultural Heritage of ruins of the Buddhist vihara at Paharpur, Bangladesh, is the ultimate notion of this research paper. In Bangladesh archaeology, it is a new paradigm to generate the predictive 3D models of the ruined structures in real mood and develop a VR to organise a journey from ruins mood to near to real mood. It will help to forecast the past virtually through the journey of present towards past. Futuristic forecasting is the normalised phenomenon in statistical analysis, despite the archaeologist’s motto, which is to predict the past. Methodologically, philosophising the vihara architecture of the Bangla region by following Vajrayana Buddhism is the first step. Then, information technology and archaeological data enable the 3D model generation of a known structure, producing high-quality outputs of the historic site for digital conservation. Finally, 3D predictive modelling has been achieved by supporting the integrated and interactive consideration of data, established 3D modelling and VR generating tools, and the guidance of the London Charter of 2006 and the Seville Principle of 2011 for the regenerating of the cultural heritage of ruins of the Buddhist vihara at Paharpur, Bangladesh.

2020 ◽  
Author(s):  
Wei Ren ◽  
Xianhong Chen

Abstract This study has formulated an evaluation framework for the interpretation and presentation performance of Online virtual reality 360°world cultural heritage tourism (OVRWCHT) approach during the covid-2019 break. The research framework is based on seven main principles of the Charter of the World Cultural Heritage Interpretation and Presentation theory, and establishes evaluation criteria for each principle. The World Cultural Heritage Site Hailongtun Tusi was selected as the case study, the Online virtual reality 360° system was for this site was established and evaluated accordingly. A collection of 1062 effective online questionnaires were support the evaluation. The results show that the OVRWCHT made by the research team which has received relatively wide recognition from stakeholders during the COVID-2019 outbreak period. However, it still needs more data support to improve technology and theory, especially transferability of OVRWCHT in other countries besides China. Finally, this study suggests that the ICOMOS should continue to issue relevant charters (documents) on how emerging technologies which may activate cultural heritage interpretation and presentation.


2018 ◽  
pp. 295-308
Author(s):  
Ashwani Kumar Aggarwal

Due to weathering and natural disasters, several cultural heritage buildings are devastated all around the world. It becomes necessary to preserve these historical monuments for future generations. Therefore, 3D modelling of historical monuments is a great tool to preserve these monuments as a digital heritage. The advantage of digital modelling of heritage sites also helps archaeologists to study the various aspects of that site while sitting at their own place without any need to travel to actual physical site. It saves time as well as reduces traveling cost. Moreover, many archaeologists can participate remotely to give their suggestions for future constructions. Also, digital archive of 3D models helps in restoration of devastated parts of buildings.


Author(s):  
Ashwani Kumar Aggarwal

Due to weathering and natural disasters, several cultural heritage buildings are devastated all around the world. It becomes necessary to preserve these historical monuments for future generations. Therefore, 3D modelling of historical monuments is a great tool to preserve these monuments as a digital heritage. The advantage of digital modelling of heritage sites also helps archaeologists to study the various aspects of that site while sitting at their own place without any need to travel to actual physical site. It saves time as well as reduces traveling cost. Moreover, many archaeologists can participate remotely to give their suggestions for future constructions. Also, digital archive of 3D models helps in restoration of devastated parts of buildings.


Author(s):  
A. Mauro

<p><strong>Abstract.</strong> The Archaeological Park of Pompeii promotes the most advanced methodologies in preservation, conservation, research, and the promotion of public use of the site. The Great Project Pompeii (GPP), as is evident, has intervened ‘strategically’ on the entire site: on the one hand stabilising the <i>Regiones</i>, on the other hand mitigating the hydrogeological risk of the plateaus and securing the excavation fronts; in addition the GPP has improved accessibility levels. Coping with environmental risks (seismic, volcanic and hydrogeological) is one of the main challenges of the Archaeological Park. First, seismic and volcanic phenomena constitute a major issue in the Pompeii area, embodied by the dormant Mt. Vesuvius. Second, the marked difference in height between the level of the ancient town and that of the unexcavated area, spanning about 22&amp;thinsp;ha, exerts a strong pressure over the ancient structures and may imply a serious danger of landslides in case of hazard events (seismic and volcanic phenomena or heavy rainfall). These dangers seriously jeopardise the protection of ancient structures and wall-paintings, with subsequent risks to the world cultural heritage site. For this reason, an urgent program of conservation, maintenance, and restoration has been undertaken as part of the Great Pompeii Project. The computerisation of archaeological data is among the most current topics of interest for the management of Cultural Heritage. The Information System (GPP-IS), created with the Plan of the Knowledge of the Great Pompeii Project (GPP), has allowed the creation of a unique knowledge tool for the entire city of Pompeii.</p>


Author(s):  
Silvia Blanco ◽  
Berta Carrión ◽  
José Luis Lerma

The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared. Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable objects from the past or even user free movement in missing places are just some examples found in literature.This paper reviews the latest visualisation technologies and their applicability to the rock art field. The main purpose is to disseminate rock art paintings through AR and VR applications. After the image-based three-dimensional (3D) modelling is obtained, an interactive visit to a shelter for displaying rock art paintings is presented. This is one of examples developed in this paper that pretends to apply the revised AR and VR techniques. In addition, an example of AR is developed that can be easily adapted to further applications displaying rock art paintings.


Author(s):  
Anil Verma ◽  
G. Rajendran

Delighting consumers has been one of the most important goals for marketing stakeholders but the effect of historical nostalgia on tourists delight at the world cultural heritage sites has rarely been examined. This study examines the impact of historical nostalgia on the heritage tourists' delight, their satisfaction and destination loyalty intention. The survey for the study was conducted at the world cultural heritage site of Mahabalipuram, India. The hypotheses were tested through the structural equation modelling technique. The results indicated positive and significant effect of historical nostalgia on tourists' delight, satisfaction and destination loyalty intention. The study makes contribution to the tourism studies by examining the role of historical nostalgia in delighting the tourists at the cultural heritage sites and instructs the managers to evoke such experiences to keep the heritage tourists delighted and thereby enhance their loyalty.


2021 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Dewa Ayu Diyah Sri Widari

Jatiluwih Tourism Attraction as part of the World Cultural Heritage is a tourist product consumed by tourists. Perception of tourists is important to be studied as a reference in the management of tourist attractions. Data collection techniques using survey methods are used to determine tourists' perception of Jatiluwih Tourism Attraction as part of the World Cultural Heritage. Questionnaires are used as research instruments to obtain information from tourists. After the data is collected, then the measurement is done using the Likert Scale. In determining the number of tourist samples used Slovin formula. Based on Slovin formula with a tolerance limit of 5%, the number of samples for foreign tourists as many as 204 people, and the number of samples for domestic tourists as many as 52 people. The total sample count was 256 people. Domestic and foreign tourists give the highest perception of employment opportunities for the community from the management of tourist attractions. Good perception of tourists is also given to the friendliness of the staff in providing service, naturalness and beauty of the scenery around the tourist attraction. The perception of tourists is not good given to the price of souvenirs, ease of access to the internet, availability of souvenirs with local characteristics, and smooth traffic around tourist attractions.


Author(s):  
P. Clini ◽  
L. Ruggeri ◽  
R. Angeloni ◽  
M. Sasso

Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.


2020 ◽  
Vol 6 (Extra-A) ◽  
pp. 57-62
Author(s):  
Ramil Ravilovich Khairutdinov ◽  
Flera Gabdulbarovna Mukhametzyanova ◽  
Olga Lvovna Panchenko ◽  
Lilia Ernstovna Ilikova ◽  
Mirsaid Pulat ugli Mirasrarov

The scientific article is devoted to the study of the possibilities of digitalization when conducting excursions to the objects of the world cultural heritage of the Republic of Tatarstan in the tourism industry. The advent of digital technologies has had a positive impact on the development of tourism activities. Today, tourism is a global business that takes advantage of opportunities for digitalization and innovation. Thanks to the digitalization, work has become operational, around the clock, and at the same time there is a significant saving of human, time and financial resources. A modern tourist organization that uses information, digital and innovative technologies in its activities, successfully and profitably conducts its business, laying the foundation for the future. Considered one of the key services included in the tour product, the tour performs cognitive and educational functions, and the excursion activity itself is responsible for the educational function of society.    


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