107 results on '"Virtual museum"'
Search Results
2. A Virtual Museum Experience in Fiji
- Author
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Naidu, Nalini, Chaudhary, Priyanka, editor, and Singh, Neha, editor
- Published
- 2024
- Full Text
- View/download PDF
3. Beyond the walls: the design and development of the Petralona Cave virtual museum utilising 3D technologies
- Author
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Elli Karkazi, Athanassios Athanassiou, Andreas Darlas, Panagiotis Tokmakidis, Emmanouil K. Tzimtzimis, Vicky Chatziparadeisi, Ioannis Aspiotis, George Triantafyllakos, Charisios Achillas, Dimitrios Aidonis, Dimitrios Tzetzis, and Dionysis Bochtis
- Subjects
virtual museum ,palaeolithic archaeology ,3d modelling ,cultural heritage ,digitisation ,Museums. Collectors and collecting ,AM1-501 ,Archaeology ,CC1-960 - Abstract
The Petralona Cave, which local inhabitants discovered by chance in 1959, is a remarkable natural and cultural landmark close to the village of Petralona, in the Chalkidiki peninsula of Greece. The site has gained global recognition for the discovery of a remarkably well-preserved Palaeolithic human skull, unearthed in 1960; it also holds archaeological and palaeontological significance. In this paper, the researchers introduce the Petralona Cave Virtual Museum: an innovative project whose mission is to increase public awareness and comprehension of the site. Our approach goes beyond mere replication of the physical museum located close to the cave; instead, the objective is to create an independent and comprehensive experience that is accessible to all visitors, irrespective of their ability to visit the site in person. Our methodology involved the documentation of the site and its history, analysis of user requirements, development of use cases to steer the design process, as well as architectural designs creation, itineraries and findings digitisation, and architectural structure finalisation. The Virtual Museum provides a well-organised frame structure that serves as an efficient gateway to the content, making navigation easy for visitors. Thanks to various presentation methods, including videos, high-quality images, interactive maps, animated content, interactive 3D models, plus searchable item libraries, among others, users are empowered to create a highly personalised navigation plan; thus the Virtual Museum experience is comparable to visiting the physical museum or cultural site. Cutting-edge digitisation techniques were employed to create highly detailed 3D models of the site. The Petralona Cave Virtual Museum is expected to offer an immersive experience, engaging diverse audiences; the interactive and educational exploration provides highly innovative access to archaeological knowledge. The visibility of the Petralona site is amplified and there is a significant contribution to knowledge dissemination about this important cultural heritage site.
- Published
- 2023
- Full Text
- View/download PDF
4. BEYOND THE WALLS: THE DESIGN AND DEVELOPMENT OF THE PETRALONA CAVE VIRTUAL MUSEUM UTILISING 3D TECHNOLOGIES.
- Author
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Karkazi, Elli, Athanassiou, Athanassios, Darlas, Andreas, Tokmakidis, Panagiotis, Tzimtzimis, Emmanouil K., Chatziparadeisi, Vicky, Aspiotis, Ioannis, Triantafyllakos, George, Achillas, Charisios, Aidonis, Dimitrios, Tzetzis, Dimitrios, and Bochtis, Dionysis
- Subjects
VIRTUAL museums ,WALL design & construction ,CAVES ,MUSEUMS ,HISTORIC sites ,ARCHAEOLOGICAL human remains ,ARCHAEOLOGICAL excavations - Abstract
Copyright of Virtual Archaeology Review is the property of Virtual Archaeology Review and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
5. Haptic Feedback to Support the Conceptualization of the Shape of Virtual Objects: An Exploratory Study
- Author
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Ceccacci, S., Gentilozzi, C., Marfoglia, A., Santilli, T., Mengoni, M., Capellini, S. A., Giaconi, C., Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Antona, Margherita, editor, and Stephanidis, Constantine, editor
- Published
- 2023
- Full Text
- View/download PDF
6. Creating Mobile VR Visualisations of 3D Objects from the Area of the Silk Road
- Author
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Montusiewicz, Jerzy, Skulimowski, Stanisław, Barszcz, Marcin, Kayumov, Rahim, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Auer, Michael E., editor, Pachatz, Wolfgang, editor, and Rüütmann, Tiia, editor
- Published
- 2023
- Full Text
- View/download PDF
7. A Virtual Reality Museum to Reinforce the Interpretation of Contemporary Art and Increase the Educational Value of User Experience
- Author
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Christina Tsita, Maya Satratzemi, Alexandros Pedefoudas, Charalabos Georgiadis, Maria Zampeti, Evi Papavergou, Syrago Tsiara, Eleni Sismanidou, Petros Kyriakidis, Dionysios Kehagias, and Dimitrios Tzovaras
- Subjects
virtual reality ,virtual museum ,cultural heritage ,user experience ,3D representation ,Archaeology ,CC1-960 - Abstract
The cultural heritage sector increasingly integrates augmented and virtual reality (VR) solutions to meet dissemination and interpretation needs for its collections. As research in the field grows, the required entertainment and learning impacts of such applications are rising. This study presents a VR museum that aims to facilitate an understanding of cultural heritage. More specifically, an exhibition was designed, curated and developed in a VR environment based on a framework that encourages the public’s interaction with the artworks and experiential learning through activities that utilize VR functionalities in a meaningful way. This framework was applied in a contemporary art museum where the description of artistic concepts is not always obvious to the general public due to the abstract forms of the artworks or the particularities of different artistic movements. This paper focuses on the application development and three user experience evaluations (museum experts, technical experts and general audience). The results were positive regarding the perceived sense of control, usability and the feelings of the user, including their sense of entertainment. Additionally, the participants valued the educational value of the developed activity types and their usefulness. Moreover, the users were interested in exploring the cultural heritage content available in the exhibition, and they would suggest the application to colleagues or friends.
- Published
- 2023
- Full Text
- View/download PDF
8. Virtualization and Vice Versa: A New Procedural Model of the Reverse Virtualization for the User Behavior Tracking in the Virtual Museums
- Author
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Vasic, Iva, Pauls, Aleksandra, Mancini, Adriano, Quattrini, Ramona, Pierdicca, Roberto, Angeloni, Renato, Malinverni, Eva S., Frontoni, Emanuele, Clini, Paolo, Vasic, Bata, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
- Published
- 2022
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9. Virtual Museum: Models of Legal Regulation in the BRICS Countries
- Author
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Martyanova, Elizaveta, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Rocha, Alvaro, editor, and Isaeva, Ekaterina, editor
- Published
- 2022
- Full Text
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10. Digital Learning Experience in Museums: Cultural Readings in a Virtual Environment
- Author
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Nuray Mamur, Vedat ÖZSOY, and İbrahim KARAGÖZ
- Subjects
teacher training ,cultural heritage ,virtual reality ,virtual museum ,visual culture in visual arts education ,Theory and practice of education ,LB5-3640 - Abstract
This study revolves around primary and secondary school visual arts teachers’ cultural and critical readings on their VR museum experience through object and representation. As part of the in-service training and research project, the study was carried out in the provinces of Çanakkale, Erzincan, Kayseri, Diyarbakır, Giresun, Mersin, Denizli, which were selected from seven regions of Turkey within a seven-month period. 508 primary and secondary school visual arts teachers participated in the study. The study is a case study and teachers’ readings related to the object and representation in the virtual museum and their VR museum experiences formed the units of analysis in the study. The data of the study was collected through worksheets, pre-evaluation forms, participant diaries and focus group interviews with voluntary teachers and content analysis method was employed to analyse the data. In the study, teachers were motivated to incorporate social and personal contexts into their readings of the object-space-representation. The results denoted that the activity enhanced teachers’ learning experiences in terms of personal and professional contexts. Although teachers highlighted that VR museum experiences could not offer much more rich experiences than the actual museum visits, they believed that it could be effective for visual arts classes and be blended with various learning activities given that the virtual museum experience offers the possibility of exploring a museum without a barrier of distance and incite enthusiasm and learning interest through digital technologies (e.g., sound, motion, immersive experience).
- Published
- 2022
- Full Text
- View/download PDF
11. Acceptation of the Developed Mobile Virtual Reality Visualisations of 3D Objects from the Area of the Silk Road
- Author
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Jerzy Montusiewicz, Marcin Barszcz, Stanisław Piotr Skulimowski, Katarzyna Baran, and Rahim Kayumov
- Subjects
virtual reality ,cultural heritage ,silk road ,generation z ,mobile vr application ,virtual museum ,Engineering (General). Civil engineering (General) ,TA1-2040 - Abstract
The paper presents a process of testing a created virtual reality application for displaying the "Hujra", a room for students of the 17th century madrassa in the area of the Silk Road, together with interactive objects. The designed 3D objects had sufficiently small file sizes to be introduced into virtual reality, and the fully mobile application worked effectively using smartphones within the price group available to the average user. The application was presented to a group of students and researchers from Kyrgyzstan. In addition, objects not belonging to the Islamic culture were introduced into the students' room. Pilot tests confirmed the usefulness of the proposed solution of 3D modelling. Interviews with the participants of the experiment and the results of a survey showed that the virtual reality application was a very attractive form of presentation, especially for people belonging to Generation Z. The combination of the complexity of the project and its high availability via smartphones was considered a successful solution by those questioned.
- Published
- 2022
- Full Text
- View/download PDF
12. A Virtual Reality Museum to Reinforce the Interpretation of Contemporary Art and Increase the Educational Value of User Experience.
- Author
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Tsita, Christina, Satratzemi, Maya, Pedefoudas, Alexandros, Georgiadis, Charalabos, Zampeti, Maria, Papavergou, Evi, Tsiara, Syrago, Sismanidou, Eleni, Kyriakidis, Petros, Kehagias, Dionysios, and Tzovaras, Dimitrios
- Subjects
- *
VIRTUAL museums , *VIRTUAL reality , *USER experience , *EXPERIENTIAL learning , *CONTROL (Psychology) , *PERCEIVED control (Psychology) - Abstract
The cultural heritage sector increasingly integrates augmented and virtual reality (VR) solutions to meet dissemination and interpretation needs for its collections. As research in the field grows, the required entertainment and learning impacts of such applications are rising. This study presents a VR museum that aims to facilitate an understanding of cultural heritage. More specifically, an exhibition was designed, curated and developed in a VR environment based on a framework that encourages the public's interaction with the artworks and experiential learning through activities that utilize VR functionalities in a meaningful way. This framework was applied in a contemporary art museum where the description of artistic concepts is not always obvious to the general public due to the abstract forms of the artworks or the particularities of different artistic movements. This paper focuses on the application development and three user experience evaluations (museum experts, technical experts and general audience). The results were positive regarding the perceived sense of control, usability and the feelings of the user, including their sense of entertainment. Additionally, the participants valued the educational value of the developed activity types and their usefulness. Moreover, the users were interested in exploring the cultural heritage content available in the exhibition, and they would suggest the application to colleagues or friends. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
13. Impact of Location, Gender and Previous Experience on User Evaluation of Augmented Reality in Cultural Heritage: The Mjällby Crucifix Case Study
- Author
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Valeria Garro, Veronica Sundstedt, and Christoffer Sandahl
- Subjects
augmented reality ,cultural heritage ,digital heritage ,virtual museum ,user evaluation ,Archaeology ,CC1-960 - Abstract
In recent decades, a growing number of museums have adopted digital media, both as an enhancement of exhibitions of real artifacts and as an alternative to traditional display methods. The digital acquisition of artifacts generates accurate 3D replicas that can be displayed via different digital media. With an increase in immersive technologies in the cultural heritage (CH) domain, it is common to see digital artifacts presented in Virtual Reality (VR) and Augmented Reality (AR). This paper presents two user studies conducted in different locations evaluating the use of an AR application in the portrayal of the Mjällby Crucifix artifact. This paper presents the overall results from both user studies evaluating and discussing the AR application on a number of different aspects on a 7-point Likert scale: (1) understanding the artifact, (2) ease of use, (3) object feeling part of reality, (4) perceived visual quality of the object, (5) overall satisfaction experience, and (6) willingness to download the AR application. The results have been compared between genders, age groups, and previous experience with AR. Potential benefits and disadvantages of AR experiences in the context of a museum exhibition were also gathered in free text from the visitors.
- Published
- 2022
- Full Text
- View/download PDF
14. Digital Transformation Strategy Initiative in Cultural Heritage: The Case of Tate Museum
- Author
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Kamariotou, Vassiliki, Kamariotou, Maria, Kitsios, Fotis, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Ioannides, Marinos, editor, Fink, Eleanor, editor, Cantoni, Lorenzo, editor, and Champion, Erik, editor
- Published
- 2021
- Full Text
- View/download PDF
15. Acceptation of the Developed Mobile Virtual Reality Visualisations of 3D Objects from the Area of the Silk Road.
- Author
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Montusiewicz, Jerzy, Barszcz, Marcin, Skulimowski, Stanisław, Baran, Katarzyna, and Kayumov, Rahim
- Subjects
SILK Road ,VIRTUAL reality ,MOBILE apps ,VISUALIZATION ,SEVENTEENTH century ,SMARTPHONES - Abstract
The paper presents a process of testing a created virtual reality application for displaying the "Hujra", a room for students of the 17th century madrassa in the area of the Silk Road, together with interactive objects. The designed 3D objects had sufficiently small file sizes to be introduced into virtual reality, and the fully mobile application worked effectively using smartphones within the price group available to the average user. The application was presented to a group of students and researchers from Kyrgyzstan. In addition, objects not belonging to the Islamic culture were introduced into the students' room. Pilot tests confirmed the usefulness of the proposed solution of 3D modelling. Interviews with the participants of the experiment and the results of a survey showed that the virtual reality application was a very attractive form of presentation, especially for people belonging to Generation Z. The combination of the complexity of the project and its high availability via smartphones was considered a successful solution by those questioned. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
16. Impact of Location, Gender and Previous Experience on User Evaluation of Augmented Reality in Cultural Heritage: The Mjällby Crucifix Case Study.
- Author
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Garro, Valeria, Sundstedt, Veronica, and Sandahl, Christoffer
- Subjects
- *
AUGMENTED reality , *CULTURAL property , *CROSSES , *USER experience , *MUSEUM exhibits , *WILLINGNESS to pay - Abstract
In recent decades, a growing number of museums have adopted digital media, both as an enhancement of exhibitions of real artifacts and as an alternative to traditional display methods. The digital acquisition of artifacts generates accurate 3D replicas that can be displayed via different digital media. With an increase in immersive technologies in the cultural heritage (CH) domain, it is common to see digital artifacts presented in Virtual Reality (VR) and Augmented Reality (AR). This paper presents two user studies conducted in different locations evaluating the use of an AR application in the portrayal of the Mjällby Crucifix artifact. This paper presents the overall results from both user studies evaluating and discussing the AR application on a number of different aspects on a 7-point Likert scale: (1) understanding the artifact, (2) ease of use, (3) object feeling part of reality, (4) perceived visual quality of the object, (5) overall satisfaction experience, and (6) willingness to download the AR application. The results have been compared between genders, age groups, and previous experience with AR. Potential benefits and disadvantages of AR experiences in the context of a museum exhibition were also gathered in free text from the visitors. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
17. FAMILY INVOLVEMENT IN CULTURAL HERITAGE EDUCATION: TEACHERS' AND FAMILIES' VIEWS ON VIRTUAL MUSEUM PRACTICES.
- Author
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TÜRE, Hatice
- Subjects
VIRTUAL museums ,CULTURAL property ,CULTURAL education ,TEACHER educators ,TEACHER education ,DIGITAL communications ,CLASSROOMS - Abstract
Copyright of International Journal of Eurasian Education & Culture is the property of Ayse Burcu Ulusoy and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
18. Earthquake and the pandemic on top of old problems – work of the Croatian History Museum after the Zagreb earthquake of March 2020 and during the Covid-19 pandemic
- Author
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Mislav Barić
- Subjects
cultural heritage ,digitization ,history ,museum ,social media ,virtual museum ,Auxiliary sciences of history ,Bibliography. Library science. Information resources - Abstract
Purpose. The aim of the paper is to present the work the Croatian History Museum (CHM) has done to preserve cultural heritage and the use of its digital strategy to present that work. This was applied in the CHM’s plan as the digital editorial board was formed to oversee and curate the Museum’s presence on the social media and the internet. Approach/methodology. The paper showcases the increase of online visitors and users that consume cultural heritage on online platforms through the examples of virtual exhibitions, social media posts and gathered data. The maintenance of a specifically targeted virtual identity of a museum helped in this regard, which is evident in the increase of online visitors. Data was gathered and interpreted by using Google Analytics and Instagram analytical data by the author throughout 2020, and the data suggest that digital museums have a lot of potential, in particular with modern online users. Findings. The data presented in the paper shows that the online visitors were interested in the work of the Museum and that the promotion thorough social media generated online visitors as much as a real-life exhibition. It shows the interest in digital museums and the promotion of museum work online. Research limitations. The author recognizes that the data presented in the paper is gathered only from one source as the author could not access data from other similar institutions which would have been used for comparison. Originality/value. Through empirical examples, the paper showcases how useful a virtual museum can be in raising interest in cultural heritage. This is especially important in times when people cannot attend large social gatherings. Also, the paper describes the events and the work guidelines given at times of crisis such as earthquakes, which the author witnessed himself and participated in.
- Published
- 2022
- Full Text
- View/download PDF
19. An Evaluation of the Effects of a Virtual Museum on Users' Attitudes towards Cultural Heritage.
- Author
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Besoain, Felipe, González-Ortega, Jorge, and Gallardo, Ismael
- Subjects
VIRTUAL museums ,CULTURAL property ,INFORMATION & communication technologies ,ATTITUDE (Psychology) ,FACTORIAL experiment designs - Abstract
(1) Background: Several opportunities have appeared for the dissemination of culture and heritage thanks in part to the widespread use of information and communications technologies. Virtual museums have appeared as innovative technological products but often lack an evaluation of the impact that they have and their success in achieving their purpose. In this sense, this work seeks to evaluate the impact of a virtual museum on users' attitudes toward cultural heritage. (2) Methods: We used a factorial design of 2 (direction of thoughts: positive vs. negative) × 2 (presence level: high vs. low) × 2 (virtual museum vs. interactive website). (3) Results: Attitudes toward heritage can change as a function of a multimedia experience, thought favorability, and presence. In a virtual museum, when general attitudes are evaluated, a sense of high psychological presence reduces the effect that thoughts (especially when negative) have on attitudes. However, in the case of visiting an interactive website, the effect of the direction of thoughts on attitudes occurred regardless of conditions of high or low presence. Similar tendencies are observed for specific attitudinal objects. (4) Conclusion: A virtual museum can have different effects depending on the interaction of important variables from the virtual reality literature and not only the classic main effects. Recommendations for interventions and future practical and theoretical work are presented. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
20. User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries.
- Author
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Lam, Duyen, Hoang, Thuong, Sajjanhar, Atul, and Chen, Feifei
- Subjects
- *
CULTURAL property , *DEPLOYMENT (Military strategy) , *USER experience , *MOBILE apps ,DEVELOPED countries - Abstract
The cultural heritage (CH) sector has always been looking for preeminent ways to improve visitors' interactions with their collections through interactive technologies such as applications and websites. However, economic inequality between developed and developing countries hinders the effective and widespread deployment of interactive technologies; therefore, there is a lack of understanding about how visitors interact with such applications in developing countries. Our research aims to understand the current user experience (UX) practices with CH interactive technologies in developing and developed countries and discuss how to improve the interactive application design for museums' user experience in developing countries. We conducted two field surveys to examine the current UX practices with audio guides and websites at national CH museums in Vietnam and Australia. Additionally, short interviews with interactive service providers and museum interactive service managers confirm the current UX practices and help to fill the UX gaps in developing countries. Our work complements the wealth of knowledge about designing good UX in developed countries and concludes that UX requirements are likely similar between developing and developed countries. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
21. Presentation Layer in a Virtual Museum for Cultural Heritage Artefacts
- Author
-
Desislava Paneva-Marinova, Maxim Goynov, Detelin Luchev, and Lubomir Zlatkov
- Subjects
Virtual Museum ,Presentation Layer ,Cultural Heritage ,3D Objects ,Three-dimensional Representation ,Information technology ,T58.5-58.64 - Abstract
This paper aims to show the presentation layer of a virtual museum for cultural heritage artefacts. The three-dimensional representation and the main components of a 3D environment of the virtual museum are discussed. The composing 3D objects in the virtual museum, with different viewing options, as well as an implementation of a three-dimensional representation and the means for greater realism of the three-dimensional image, are described
- Published
- 2021
- Full Text
- View/download PDF
22. A Virtual Museum for Appreciating Pescara’s Cultural Heritage
- Author
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Tunzi, Pasquale and Amoruso, Giuseppe, editor
- Published
- 2018
- Full Text
- View/download PDF
23. New Cross/Augmented Reality Experiences for the Virtual Museums of the Future
- Author
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Efstratios, Geronikolakis, Michael, Tsioumas, Stephanie, Bertrand, Athanasios, Loupas, Paul, Zikas, George, Papagiannakis, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Ioannides, Marinos, editor, Fink, Eleanor, editor, Brumana, Raffaella, editor, Patias, Petros, editor, Doulamis, Anastasios, editor, Martins, João, editor, and Wallace, Manolis, editor
- Published
- 2018
- Full Text
- View/download PDF
24. Comparative Analysis of Digital Models of Objects of Cultural Heritage Obtained by the "3D SLS" and "SfM" Methods.
- Author
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Barszcz, Marcin, Montusiewicz, Jerzy, Paśnikowska-Łukaszuk, Magdalena, and Sałamacha, Anna
- Subjects
BELT & Road Initiative ,CULTURAL property ,COVID-19 pandemic ,COMPARATIVE studies ,MUSEUMS - Abstract
In the era of the global pandemic caused by the COVID-19 virus, 3D digitisation of selected museum artefacts is becoming more and more frequent practice, but the vast majority is performed by specialised teams. The paper presents the results of comparative studies of 3D digital models of the same museum artefacts from the Silk Road area generated by two completely different technologies: Structure from Motion (SfM)—a method belonging to the so-called low-cost technologies—and by Structured-light 3D Scanning (3D SLS). Moreover, procedural differences in data acquisition and their processing to generate three-dimensional models are presented. Models built using a point cloud were created from data collected in the Afrasiyab museum in Samarkand (Uzbekistan) during "The 1st Scientific Expedition of the Lublin University of Technology to Central Asia" in 2017. Photos for creating 3D models in SfM technology were taken during a virtual expedition carried out under the "3D Digital Silk Road" program in 2021. The obtained results show that the quality of the 3D models generated with SfM differs from the models from the technology (3D SLS), but they may be placed in the galleries of the vitrual museum. The obtained models from SfM do not have information about their size, which means that they are not fully suitable for archiving purposes of cultural heritage, unlike the models from SLS. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
25. System Architecture and Intelligent Data Curation of Virtual Museum for Ancient History
- Author
-
Desislava Ivanova Paneva-Marinova, Stoikov Jordan Stoikov, Lilia Radoslavova Pavlova, and Detelin Mihailov Luchev
- Subjects
virtual museum ,system architecture ,functionality ,data integrity ,knowledge retrieval ,data validation ,record de-duplication ,cultural heritage ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
Preserving the cultural and historical heritage of various world nations, and their thorough presentation is a long-term commitment of scholars and researchers working in many areas. From centuries every generation is aimed at keeping record about its labor, so that it could be revised and studied by the next generations. New information and multimedia technologies have been developed during the past couple of years, which introduced new methods of preservation, maintenance and distribution of the huge amounts of collected material. This article aims to present the virtual museum, an advanced system managing diverse collections of digital objects that are organized in various ways by a complex specialized functionality. The management of digital content requires a well-designed architecture that embeds services for content presentation, management, and administration. All elements of the system architecture are interrelated, thus the accuracy of each element is of great importance. These systems suffer from the lack of tools for intelligent data curation with the capacity to validate data from different sources and to add value to data. This paper proposes a solution for intelligent data curation that can be implemented in a virtual museum in order to provide opportunity to observe the valuable historical specimens in a proper way. The solution is focused on the process of validation and verification to prevent the duplication of records for digital objects, in order to guarantee the integrity of data and more accurate retrieval of knowledge.
- Published
- 2019
- Full Text
- View/download PDF
26. Digital Cultural Heritage Experience in Ambient Intelligence
- Author
-
Partarakis, Nikolaos, Grammenos, Dimitris, Margetis, George, Zidianakis, Emmanouil, Drossis, Giannis, Leonidis, Asterios, Metaxakis, George, Antona, Margherita, Stephanidis, Constantine, Ioannides, Marinos, editor, Magnenat-Thalmann, Nadia, editor, and Papagiannakis, George, editor
- Published
- 2017
- Full Text
- View/download PDF
27. RETHINKING LIGHTING AND COMMUNICATION FOR A CULTURAL ASSET, A CASE STUDY: THE ROMAN VILLA LA CONSOLATA.
- Author
-
Siniscalco, Andrea and Appolonia, Lorenzo
- Subjects
DOMESTIC architecture ,COVID-19 pandemic ,ARCHAEOLOGICAL museums & collections ,ARCHAEOLOGICAL excavations ,LIGHTING - Abstract
The Covid-19 pandemic has caused service disruptions in numerous sectors of human activity. Museums and cultural institutions have unfortunately been among them. However, the emergency has put insiders in a position to find solutions to make the works usable in digital mode, applying research and technologies that have been the subject of research over the last twenty years. In this contribution, a case study will be considered related to an archaeological site museum of a Roman villa, which suffered from usability problems long before the pandemic. Some possible interventions will be listed to improve readability and communication with potential visitors. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
28. An Evaluation of the Effects of a Virtual Museum on Users’ Attitudes towards Cultural Heritage
- Author
-
Felipe Besoain, Jorge González-Ortega, and Ismael Gallardo
- Subjects
virtual museum ,cultural heritage ,virtual environments ,interaction techniques ,software development ,attitude change ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
(1) Background: Several opportunities have appeared for the dissemination of culture and heritage thanks in part to the widespread use of information and communications technologies. Virtual museums have appeared as innovative technological products but often lack an evaluation of the impact that they have and their success in achieving their purpose. In this sense, this work seeks to evaluate the impact of a virtual museum on users’ attitudes toward cultural heritage. (2) Methods: We used a factorial design of 2 (direction of thoughts: positive vs. negative) × 2 (presence level: high vs. low) × 2 (virtual museum vs. interactive website). (3) Results: Attitudes toward heritage can change as a function of a multimedia experience, thought favorability, and presence. In a virtual museum, when general attitudes are evaluated, a sense of high psychological presence reduces the effect that thoughts (especially when negative) have on attitudes. However, in the case of visiting an interactive website, the effect of the direction of thoughts on attitudes occurred regardless of conditions of high or low presence. Similar tendencies are observed for specific attitudinal objects. (4) Conclusion: A virtual museum can have different effects depending on the interaction of important variables from the virtual reality literature and not only the classic main effects. Recommendations for interventions and future practical and theoretical work are presented.
- Published
- 2022
- Full Text
- View/download PDF
29. Developing a Virtual Museum: Experience from the Design and Creation Process
- Author
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Felipe Besoain, Liza Jego, and Ismael Gallardo
- Subjects
virtual museum ,cultural heritage ,virtual environments ,interaction techniques ,software development ,Information technology ,T58.5-58.64 - Abstract
Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences. We have used the design and creation strategy to develop a virtual reality experience for the Oculus GO and Quest HDM. We digitized 30 pieces from nine local museums to provide an experience guided by a character that represents the main artisan work of the local region. A usability test was performed, showing that participants felt a high degree of immersion and realism. They were able to complete the assigned tasks, and results suggest that the software meets the main objective. Furthermore, the creation of this virtual reality (VR) experience has shown how important it is to make users a part of the creation process, as well as to develop a process to make the software useful to them and other users. Some recommendations are made based on the experience of the development, and comments are given on each step of the design and creation strategy.
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- 2021
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30. The Role of Digital Technologies in the Preservation of Cultural Heritage
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Marina V. Biryukova and Antonina A. Nikonova
- Subjects
digital technologies ,cultural heritage ,virtual reconstruction ,communication ,virtual museum ,Museums. Collectors and collecting ,AM1-501 - Abstract
This paper considers the advantages and disadvantages of digital technologies in the field of preservation of cultural heritage. The methods of creating of virtual cultural storages do not always allow to preserve the true reflection of memory, history and tradition the same way a real museum does and consequently, the axiological meaning of the term heritage is lost. In contrast, virtual museums and digital reconstructions of cultural artefacts help to protect and preserve information which otherwise would be lost. In this paper, we analyze the properties of virtual forms of cultural heritage preservations in the context of interaction between contemporary society and cultural tradition.
- Published
- 2017
31. Web Science: The Digital-Heritage Case
- Author
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Schreiber, Guus, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, van Leeuwen, Jan, editor, Muscholl, Anca, editor, Peleg, David, editor, Pokorný, Jaroslav, editor, and Rumpe, Bernhard, editor
- Published
- 2010
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32. Virtual Museum Networks
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Ronchi, Alfredo M.
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- 2009
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- View/download PDF
33. Impact of Location, Gender and Previous Experience on User Evaluation of Augmented Reality in Cultural Heritage: The Mjällby Crucifix Case Study
- Author
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Sandahl, Valeria Garro, Veronica Sundstedt, and Christoffer
- Subjects
augmented reality ,cultural heritage ,digital heritage ,virtual museum ,user evaluation - Abstract
In recent decades, a growing number of museums have adopted digital media, both as an enhancement of exhibitions of real artifacts and as an alternative to traditional display methods. The digital acquisition of artifacts generates accurate 3D replicas that can be displayed via different digital media. With an increase in immersive technologies in the cultural heritage (CH) domain, it is common to see digital artifacts presented in Virtual Reality (VR) and Augmented Reality (AR). This paper presents two user studies conducted in different locations evaluating the use of an AR application in the portrayal of the Mjällby Crucifix artifact. This paper presents the overall results from both user studies evaluating and discussing the AR application on a number of different aspects on a 7-point Likert scale: (1) understanding the artifact, (2) ease of use, (3) object feeling part of reality, (4) perceived visual quality of the object, (5) overall satisfaction experience, and (6) willingness to download the AR application. The results have been compared between genders, age groups, and previous experience with AR. Potential benefits and disadvantages of AR experiences in the context of a museum exhibition were also gathered in free text from the visitors.
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- 2022
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34. VIRTUAL REALITY AS A TOOL FOR RECONSTRUCTION OF CULTURAL HERITAGE.
- Author
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Nemtinov, Vladimir, Borisenko, Andrey, Gorelov, Alexander, Nemtinova, Yulia, and Tryufilkin, Sergei
- Subjects
- *
VIRTUAL reality , *VIRTUAL museums , *CULTURAL property , *THREE-dimensional modeling - Abstract
In this article, we examine the issues connected with creation of a virtual museum - a specialized website dedicated to exhibition of historical and cultural heritage objects. We have developed a three-dimensional reconstruction of Tambov fortress of the XVII century. Tambov was founded in 1636 at the confluence of the rivers Students and Cna as a military fortress on the southern borders of the Moscow State. The technology for creating of the model includes consistent use of the following software: - Software for 3D-modeling (Google SketchUp, Blender, Maya, Autodesk 3Ds Max) for building 3D-models of historical buildings (structures, buildings, etc.) based on known parameters (dimensions, materials). At the same time graphics editors (GIMP, Adobe Photoshop) are used to work with the textures of these objects; - landscape design programs (L3DT, Terragen) for creating of a 3D-model of the landscape based on available topographical information (maps, plans, diagrams, spatial images); - systems for creating of three-dimensional multi-user virtual worlds (OpenSimulator, Second Life, Unity3D) for creating of a single virtual space based on 3D-models of objects and the landscape. At the same time, with the help of specialized software client (Cool VL Viewer, Singularity) user controls the movements of an avatar (virtual character) in a simulated virtual world. [ABSTRACT FROM AUTHOR]
- Published
- 2016
35. INTERACTIVE SOLUTIONS FOR LEARNING AND COMMUNICATION IN THE NATIONAL ARCHAEOLOGICAL MUSEUM OF MARCHE.
- Author
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Clini, P., Nespeca, R., and Ruggeri, L.
- Subjects
ARCHAEOLOGICAL museums & collections ,INFORMATION & communication technologies - Abstract
Today the ICTs are favourable additions to museum exhibitions. This work aims to realize an innovative system of digital exploitation of artefacts in the National Archaeological Museum of Marche (MANaM), in order to create a shared museum that will improve the knowledge of cultural contents through the paradigm "learning by interacting" and "edutainment". The main novelty is the implementation of stand-alone multimedia installations for digital artefacts that combine real and virtual scenarios in order to enrich the experience, the knowledge and the multi-sensory perception. A Digital Library (DL) is created using Close Range Photogrammetry (CRP) techniques applied to 21 archaeological artefacts belonging to different categories. Enriched with other data (texts, images, multimedia), all 3D models flow into the cloud data server from which are recalled in the individual exhibitions. In particular, we have chosen three types of technological solutions: VISUAL, TACTILE, SPATIAL. All the solutions take into account the possibility of group interaction, allowing the participation of the interaction to an appropriate number of users. Sharing the experience enables greater involvement, generating communicative effectiveness much higher than it would get from a lonely visit. From the "Museum Visitors Behaviour Analysis" we obtain a survey about users' needs and efficiency of the interactive solutions. The main result of this work is the educational impact in terms of increase in visitors, specially students, learning increase of historical and cultural content, greater user involvement during the visit to the museum. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
36. The Role of Digital Technologies in the Preservation of Cultural Heritage.
- Author
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Nikonova, Antonina A. and Biryukova, Marina V.
- Subjects
DIGITAL technology ,PRESERVATION of cultural property ,VIRTUAL museums - Abstract
This paper considers the advantages and disadvantages of digital technologies in the field of preservation of cultural heritage. The methods of creating of virtual cultural storages do not always allow to preserve the true reflection of memory, history and tradition the same way a real museum does and consequently, the axiological meaning of the term heritage is lost. In contrast, virtual museums and digital reconstructions of cultural artefacts help to protect and preserve information which otherwise would be lost. In this paper, we analyze the properties of virtual forms of cultural heritage preservations in the context of interaction between contemporary society and cultural tradition. [ABSTRACT FROM AUTHOR]
- Published
- 2017
37. Comparison of Modern and Traditional Ways of Perceiving Information about Selected Cultural Heritage Objects
- Author
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Vladimir Filip, Adam Hnat, and Matus Formanek
- Subjects
Cultural anthropology ,virtual museum ,Anthropology ,010401 analytical chemistry ,05 social sciences ,050301 education ,Social anthropology ,01 natural sciences ,0104 chemical sciences ,traditional museum ,Ethnology. Social and cultural anthropology ,Cultural heritage ,GN301-674 ,Cultural studies ,comparison of presentation methods ,virtual reality ,Sociology ,0503 education - Abstract
This paper maps out the possibilities of using virtual and augmented reality in the context of virtual museums and galleries. In addition to the many advantages that virtual reality offers in new knowledge acquisition and presentation of cultural heritage objects, we also describe some possible disadvantages or problems directly related to this technology. Next, we try to find the answer to whether the presentation of selected objects of cultural heritage through virtual reality brings better results compared to the presentation in a traditional, museal form in the research part of the article. In conclusion, we summarise and present the results of the conducted research based on the statements of 138 students who participated in our testing.
- Published
- 2020
38. The Role of a Virtual Museum as an Intepreter of the Historical-Cultural Memory of a Small Town
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Szichowa, O. N. and Shikhova, O. N.
- Subjects
МАЛЫЙ ГОРОД ,ИСТОРИКО-КУЛЬТУРНАЯ ПАМЯТЬ ,AUTENTYCZNOŚĆ EKSPÓNATOW ,АУТЕНТИЧНОСТЬ ЭКСПОНАТОВ ,AUTHENTICITY OF EXHIBITS ,VIRTUAL MUSEUM ,SPOTS OF MEMORY ,WIR TUALNA PRZESTRZEŃ MUZEALNA ,SPATIAL TURN IN CULTURE ,PAMIĘĆ HISTORYCZNA I KULTUROWA ,„DIGITALIZACJA” PAMIĘCI ,PRZESTRZENNY „ZWROT” W KULTURZE ,DIGITALIZATION OF MEMORY ,ВИРТУАЛЬНОЕ МУЗЕЙНОЕ ПРОСТРАНСТВО ,ВИРТУАЛЬНЫЙ МУЗЕЙ ,DZIEDZICTWO KULTUROWE ,MIEJSCA PAMIĘCI ,PAMIĘĆ ZBIOROWA ,«ОЦИФРОВКА» ПАМЯТИ ,VIRTUAL MUSEUM SPACE ,КУЛЬТУРНОЕ НАСЛЕДИЕ ,COLLECTIVE MEMORY ,SMALL TOWN ,ПРОСТРАНСТВЕННЫЙ «ПОВОРОТ» В КУЛЬТУРЕ ,CULTURAL HERITAGE ,КОЛЛЕКТИВНАЯ ПАМЯТЬ ,МЕСТА ПАМЯТИ ,WIRTUALNE MUZEUM ,MAŁE MIASTO ,HISTORICAL-CULTURAL MEMORY - Abstract
Цифровизация культуры обусловила появление виртуальных вариаций «мест памяти». Музеи малых городов включаются в данные процессы, при этом небольшие поселения в большей мере проявляют аутентичность историко-культурного ландшафта в силу меньшей изменчивости топонимического пространства. Виртуализация музейного пространства повлияла на восприятие коммеморативный среды в развлекательном, игровом виде и на данный момент этот вопрос нуждается в прикладном изучении. Ментальный опыт современных посетителей в условиях коммуникативно-медийной культуры соотносится с пространственными характеристиками, такими как место, дистанция, характер взаимодействия с историческими предметами и экскурсоводами. С одной стороны, виртуальный музей лишается не только физического пространства – исторического места, но и сложившихся основ взаимодействия между посетителем и экскурсоводом. С другой стороны, изменяется логика приобщения посетителей к культурной и коллективной памяти, где индивид рассматривается как носитель культурных ценностей, а не пассивный объект, территория в онлайн-формате наделяется адресно-ориентированными смыслами, сконструированными на основе историко-культурной памяти малого города. Praca jest socjologicznym spojrzeniem na zjawisko wirtualizacji muzeów. Autorka porusza kwestię autentyczności nowoczesnego muzeum w przestrzeni internetowej. Przedstawia wyniki badania wstępnego, w ramach którego wyznaczono sobie następujące cele: poznanie sposobu postrzegania wirtualnych wycieczek przez przedstawicieli różnych grup społecznych, badanie zjawisk zachodzących na linii „zwiedzający – eksponat”, rozpoznanie oddziaływania komunikacji elektronicznej w wirtualnej przestrzeni muzeum i analizowanie jej wpływu na praktyki budowania pamięci. Digitalization of culture has led to the emergence of virtual sites of memory – the process involving small town museums. Interestingly, since smaller settlements are less exposed to toponymical innovations, their historical-cultural landscape retains more of its authenticity. An important research question is how the virtualization of the museum space has affected visitors’ perceptions and experience of the commemorative environment. In contemporary mediatized culture, the mental experience of museum visitors is shaped by the spatial characteristics such as location and distance and determines their interactions with historical objects and museum guides. On the one hand, a virtual museum is devoid of physical space (historical place) as well as established patterns of communication between the visitors and museum guides. On the other hand, this process implies a certain change in the logic of exposing the visitors to cultural and collective memory where an individual is seen as a bearer and transmitter of cultural values rather than a passive viewer. The online territory of a museum is thus imbued with meanings oriented towards the visitors and underlain by the historical-cultural memory of a small town. Тема поддержана грантом РНФ 21-18-00418 «Музей малого города: множественность культур памяти (историко-социологический анализ)».
- Published
- 2022
39. Virtual tour. Anywhere and nowhere
- Author
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null Leonardo Paris
- Subjects
spherical panorama ,virtual museum ,virtual tour ,cultural heritage ,visual culture - Published
- 2022
40. The Museification of the Former Prisons: International Experience and Russian Reality
- Author
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Slivkova, Yu. V.
- Subjects
ВИРТУАЛЬНЫЙ МУЗЕЙ ,EXPOSITION ,ТЮРЬМА ,MUSEUMIFICATION ,МУЗЕЙ ,ЭКСКУРСИИ ,MUSEUM ,МУЗЕЕФИКАЦИЯ ,GUIDE ,ЭКСКУРСОВОД ,VIRTUAL MUSEUM ,КУЛЬТУРНОЕ НАСЛЕДИЕ ,ЭКСПОЗИЦИЯ ,PRISON ,EXCURSIONS ,CULTURAL HERITAGE - Abstract
Статья поступила в редакцию 12.10.2021 г. Статья посвящена современным подходам к музеефикации бывших тюрем. Судьба закрытых тюрем является предметом дискуссий между субъектами государственной власти, представителями бизнеса и населением. Результат преобразования тюрьмы напрямую зависит от источников финансирования. В настоящее время существуют примеры использования тюремных зданий в качестве кинематографических декораций, социального жилья, гостиниц и торговых центров. В последнее время посещение старых тюрем стало популярным направлением культурно-познавательного туризма, поэтому проблема создания музеев на их территории привлекла внимание ученых. Исследования музеефикации тюремных объектов предполагают изучение процессов перепрофилирования бывших мест заключения; изучение особенностей организации экскурсионной деятельности и анализ впечатлений посетителей тюремных музеев. В статье обобщен канадский и французский опыт, включая стратегии музеефикации тюрем и типизацию гидов-экскурсоводов. В качестве примера реализации комплексного подхода к сохранению мест лишения свободы как объектов культурного наследия рассмотрен французский виртуальный Музей правосудия. Тюрьмы, превращенные в музей, — объект многогранный и цели сохранения и знакомства с таким наследием разнятся: от изучения специфической архитектуры здания до увековечивания памяти о невиновных. This article is dedicated to several modern approaches to the cultural museification process of former prisons. “The fate” of closed and no longer working prisons is the subject of discussion between state authorities, business and civilian population. The result of the prison transformation directly depends on the funding sources. Currently, there are multiple examples of prison buildings being used as cinema settings, social housing, hotels and hostels, and shopping centers. Recently, visiting old prisons has become a popular destination for cultural and educational tourism, so the problem of creating museums on their territory has attracted fixed scientific attention. The research on the museification process of prison facilities involves the study of the processes of repurposing former places of detention; studying the features of excursion organizing and analyzing the impressions of prison museum visitors. This article analyzes and emphasizes Canadian and French cultural experiences of prison museification, including their strategies of museification and tour guides classification. As an example of the implementation of a comprehensive approach to the preservation of liberty deprivation places as the objects of cultural heritage, the French Virtual Museum of Justice, whose exposition is constantly being updated, is considered. Prisons that have been turned into Museums are multi-faceted objects, and the goals of preserving and exploring these heritage sites also vary: from studying architectural specific of the building to perpetuating the memory of the innocent.
- Published
- 2022
41. Creation of a Virtual Museum for the Dissemination of 3D Models of Historical Clothing
- Author
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Fernando Pérez Nava, Cecile Meier, and Isabel Sánchez Berriel
- Subjects
Engineering ,Environmental effects of industries and plants ,virtual museum ,Renewable Energy, Sustainability and the Environment ,business.industry ,Digital content ,Geography, Planning and Development ,TJ807-830 ,3d model ,Representation (arts) ,Management, Monitoring, Policy and Law ,cultural heritage ,TD194-195 ,Clothing ,Renewable energy sources ,Visual arts ,Environmental sciences ,Exhibition ,Cultural heritage ,Documentation ,clothing ,three-dimensional ,GE1-350 ,digitizing ,business - Abstract
Museums have been the main centers for the dissemination of cultural heritage throughout history. In recent years, they have been increasingly digitizing their content, so that it is now common for each museum to have free digital content available on the Web. This can be photographs of the works with detailed information or even objects created in three dimensions. It is also common to find virtual museums, which might be a representation of an existing museum that has been digitized or a museum created only in digital format. This paper describes the creation of a virtual museum of Spanish clothing from the 16th century, one that exists only in digital format, accessible from a computer or digital tablet. In order to create the museum, various documentation and drawings or pictures of the clothing of that time were studied. The costumes were then created in a specialized 3D costume-modeling program called Marvelous Designer. A 3D model of the exhibition hall was created in Blender, and finally, everything was assembled in the Unity videogame engine, where the interactive part was also added, allowing the virtual visitors to walk through the hall as if they were visiting a real museum.
- Published
- 2021
- Full Text
- View/download PDF
42. The Evolution of Interactivity, Immersion and Interoperability in HBIM: Digital Model Uses, VR and AR for Built Cultural Heritage
- Author
-
Fabrizio Banfi
- Subjects
heritage building information modelling (HBIM) ,immersion ,interactive virtual object (IVO) ,Process (engineering) ,Computer science ,Geography, Planning and Development ,Interoperability ,digital cultural heritage (DCH) ,interoperability ,Interactivity ,Human–computer interaction ,Earth and Planetary Sciences (miscellaneous) ,Computers in Earth Sciences ,Architecture ,virtual reality (VR) ,Visual programming language ,scan-to-BIM ,Geography (General) ,virtual museum ,business.industry ,augmented reality (AR) ,Cultural heritage ,Building information modeling ,interactivity ,G1-922 ,business ,Generative grammar - Abstract
Today, a building is not just a “body” or a “machine” as defined by modern architecture, but rather an immaterial entity immersed in a digital world where not only its components but also the information associated with it are accounted for. In recent decades, building information modelling (BIM) has made it possible to move from 2D CAD drawings to 3D models capable of supporting different processes and interacting with different disciplines in the AEC industry for storing, documenting and sharing heterogeneous content. It has thus become possible to direct these techniques towards built heritage to investigate new forms of communication and share heritage building information modelling (HBIM) models. This research investigates this evolution in both generative terms (scan-to-BIM process) and cultural and historical terms in order to orient BIM uses towards novel forms of interactivity and immersion between users and models. The author proposes the use of a digital process and the development of VR and AR environments based on a visual programming language (VPL) to improve access to a deeper knowledge of HBIM models and the artefacts and information contained therein.
- Published
- 2021
- Full Text
- View/download PDF
43. Comparative Analysis of Digital Models of Objects of Cultural Heritage Obtained by the '3D SLS' and 'SfM' Methods
- Author
-
Jerzy Montusiewicz, Marcin Barszcz, Anna Sałamacha, and Magdalena Paśnikowska-Łukaszuk
- Subjects
Technology ,Silk Road ,Coronavirus disease 2019 (COVID-19) ,Computer science ,QH301-705.5 ,QC1-999 ,Central asia ,0211 other engineering and technologies ,Point cloud ,structured-light 3D scanning (3D SLS) ,3d model ,3d scanning ,02 engineering and technology ,Data acquisition ,Structure from motion ,0601 history and archaeology ,General Materials Science ,Biology (General) ,Instrumentation ,QD1-999 ,021101 geological & geomatics engineering ,Fluid Flow and Transfer Processes ,060102 archaeology ,virtual museum ,Process Chemistry and Technology ,Physics ,General Engineering ,3D models ,06 humanities and the arts ,cultural heritage ,Engineering (General). Civil engineering (General) ,Data science ,Computer Science Applications ,Cultural heritage ,Chemistry ,structure from motion (SfM) ,TA1-2040 ,Afrasiyab museum - Abstract
In the era of the global pandemic caused by the COVID-19 virus, 3D digitisation of selected museum artefacts is becoming more and more frequent practice, but the vast majority is performed by specialised teams. The paper presents the results of comparative studies of 3D digital models of the same museum artefacts from the Silk Road area generated by two completely different technologies: Structure from Motion (SfM)—a method belonging to the so-called low-cost technologies—and by Structured-light 3D Scanning (3D SLS). Moreover, procedural differences in data acquisition and their processing to generate three-dimensional models are presented. Models built using a point cloud were created from data collected in the Afrasiyab museum in Samarkand (Uzbekistan) during “The 1st Scientific Expedition of the Lublin University of Technology to Central Asia” in 2017. Photos for creating 3D models in SfM technology were taken during a virtual expedition carried out under the “3D Digital Silk Road” program in 2021. The obtained results show that the quality of the 3D models generated with SfM differs from the models from the technology (3D SLS), but they may be placed in the galleries of the vitrual museum. The obtained models from SfM do not have information about their size, which means that they are not fully suitable for archiving purposes of cultural heritage, unlike the models from SLS.
- Published
- 2021
44. System Architecture and Intelligent Data Curation of Virtual Museum for Ancient History
- Author
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Detelin Luchev, Stoikov Jordan Stoikov, Desislava Paneva-Marinova, and Lilia Pavlova
- Subjects
Computer Networks and Communications ,Computer science ,Process (engineering) ,media_common.quotation_subject ,Digital content ,System Architecture ,Cultural Heritage ,Virtual Museum ,lcsh:QA75.5-76.95 ,Knowledge Retrieval ,Presentation ,Artificial Intelligence ,Architecture ,Functionality ,media_common ,Data curation ,Applied Mathematics ,Record De-Duplication ,Data Integrity ,Data science ,Control and Systems Engineering ,Order (business) ,Systems architecture ,Data Validation ,lcsh:Electronic computers. Computer science ,Element (criminal law) - Abstract
Preserving the cultural and historical heritage of various world nations, and their thorough presentation is a long-term commitment of scholars and researchers working in many areas. From centuries every generation is aimed at keeping record about its labor, so that it could be revised and studied by the next generations. New information and multimedia technologies have been developed during the past couple of years, which introduced new methods of preservation, maintenance and distribution of the huge amounts of collected material. This article aims to present the virtual museum, an advanced system managing diverse collections of digital objects that are organized in various ways by a complex specialized functionality. The management of digital content requires a well-designed architecture that embeds services for content presentation, management, and administration. All elements of the system architecture are interrelated, thus the accuracy of each element is of great importance. These systems suffer from the lack of tools for intelligent data curation with the capacity to validate data from different sources and to add value to data. This paper proposes a solution for intelligent data curation that can be implemented in a virtual museum in order to provide opportunity to observe the valuable historical specimens in a proper way. The solution is focused on the process of validation and verification to prevent the duplication of records for digital objects, in order to guarantee the integrity of data and more accurate retrieval of knowledge.
- Published
- 2019
45. The Image as a Communication Tool for Virtual Museums. Narration and the Enjoyment of Cultural Heritage
- Author
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Andrea Casale, Michele Calvano, and Elena Ippoliti
- Subjects
cultural heritage ,virtual museum ,ICT ,virtual tour ,General Works - Abstract
The challenge of contemporary museums is to make content accessible to a wider audience; in this way information related to the good becomes more communicative and usable in order to enhance its uniqueness. Accessibility goes through an innovative communication of content: the Information and Communication Technologies (ICT) that are increasingly part of people’s daily lives. Communication in most cases occurs visually, so ICTs are increasingly focusing on a rethinking of this expressive form; images become a better support for high-quality data transfer.
- Published
- 2017
- Full Text
- View/download PDF
46. HOW WERE THE TAPESTRIES IN THE SALA DI SATURNO OF PITTI PALACE ARRANGED? GEOMATICS AND VIRTUAL REALITY FOR ART CURATORS
- Author
-
Lidia Fiorini, Grazia Tucci, Alessandro Conti, and Valentina Bonora
- Subjects
Cultural heritage ,business.industry ,media_common.quotation_subject ,Geomatics ,Art history ,Sala Saturno Palazzo Pitti, documentation ,cultural heritage ,digitisation ,3D modelling ,virtual museum ,Art ,Virtual reality ,business ,media_common - Abstract
Three-dimensional acquisition techniques, reality-based modelling and virtual reality are tools used in Digital Humanities prevalently for displaying the results of a study, but they can also suggest new methods of investigation to humanities scholars. In a case study regarding art history, these techniques made it possible to recreate the layout of the Sala di Saturno in Pitti Palace (Florence) in the 17th century, based on information obtained from archive documents on the tapestries designed for that hall and a 3D model expressly elaborated with geomatic techniques. The results were summarised in a video showed in 2019 during the exhibition on tapestries dedicated to Cosimo I de' Medici. A tool was also developed to assist exhibition and museum curators in their work. Through virtual reality, they can design temporary exhibitions or modify the display of the works of art in a museum in a realistic way, using visually and metrically accurate models of the pieces and exhibition rooms.
- Published
- 2021
47. MODELLING THE MEDIEVAL TOWN OF CHERVEN.
- Author
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Kostadinov, Stanislav and Vassilev, Tzvetomir
- Subjects
- *
VIRTUAL museums , *SOCIAL interaction , *VISUALIZATION , *REALISM , *VIRTUAL reality - Abstract
This paper presents a web-based virtual museum of the medieval town of Cherven. It focuses on increasing the virtual realism and human interaction with virtual objects and choosing the most suitable technologies for the visualization of 3D models on the web. New approaches for module-based application and generation of 3D models of historical sites are proposed. [ABSTRACT FROM AUTHOR]
- Published
- 2013
48. Making the invisible visible : underwater Malta - a virtual museum for submerged cultural heritage
- Author
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Maja Sausmekat, Timmy Gambin, John Wood, and Kari Hyttinen
- Subjects
0106 biological sciences ,Resource (biology) ,History ,Science ,Population ,Context (language use) ,Historic preservation -- Malta ,010501 environmental sciences ,public access ,01 natural sciences ,3D modeling ,World Wide Web ,Underwater archaeology -- Malta ,Virtual museums -- Malta ,underwater cultural heritage ,3D reconstruction ,underwater cultural heritage management ,virtual museum ,public outreach ,Underwater ,education ,0105 earth and related environmental sciences ,education.field_of_study ,Virtual museum exhibits -- Malta ,010604 marine biology & hydrobiology ,Multitude ,Cultural heritage ,Underwater archaeology -- Mediterranean Region ,Photogrammetry ,General Earth and Planetary Sciences ,Raw data ,Three-dimensional modeling - Abstract
The seabed can be considered as the world’s largest museum, and underwater sites ex‐ plored and studied so far provide priceless information on human interaction with the sea. In recog‐ nition of the importance of this cultural resource, UNESCO, in its 2001 Convention on the Protection of the Underwater Cultural Heritage, determined that objects/sites should be preserved in situ, whilst also advocating for public access and sharing. The implementation of these principles is not without difficulties. Some states have opened up underwater sites to the public—mainly through diving, yet the vast majority of the world’s population does not dive. In Malta, 7000 years of human occupation is reflected in and on the landscape, and recent offshore surveys show that the islands’ long and complex history has also left an indelible mark on the seabed. Besides difficulties related to their protection and management, these sites also present a challenge with regard to sharing and communicating. Recent advances in underwater imaging and processing software have accelerated the development of 3D photogrammetry of submerged sites and the idea for a virtual museum was born. The virtual museum, UnderwaterMalta, was created out of a need to share the plethora of underwater sites located on the seabed of the Maltese Islands. A multitude of digital tools are used to share and communicate these sites, offering visitors a dry dive into submerged sites that would otherwise remain invisible to the vast majority of the public. This paper discusses the basic principle of the sharing of underwater cultural heritage and the difficulties that beset the implementation of such a principle. A detailed explanation and evaluation of the methods used to gather the raw data needed is set in the context of the particular and unique working conditions related to deep water sites. The workings of this paper are based on first‐hand experiences garnered through the record‐ ing of numerous wrecks over the years and the creation and launch of The Virtual Museum‐Under‐ water Malta—a comprehensive virtual museum specifically built for “displaying” underwater ar‐ chaeological sites that are otherwise invisible to the general public., peer-reviewed
- Published
- 2021
49. Digital Storytelling on a Virtual Heritage Museum with Believable Agents
- Author
-
Güleç, Ulaş, Yılmaz, M., Kalan, K., Dikbayır, H.S., Merdivanli, Oğulcan, Değirmenci, U.M., and Clarke, P.M.
- Subjects
Horror culture ,Cultural heritage ,Virtual museum ,Virtual reality - Abstract
The preservation of cultural heritage plays a very important role in terms of the sustainability of societies since culture is one of the most important phenomena that hold individuals together. However, although the protection of cultural heritage is a very important issue for societies, there are serious problems in the accuracy of information or access to information due to the verbal or written communication of the subjects that need to be conveyed. In particular, there is a serious decrease in the sense of belonging in individuals due to the inability to transfer cultural heritage to the younger generations correctly. At this point, the aim of the study is to teach individuals the Turkish horror culture by experiencing them in a realistic environment with various different stories in a virtual reality-based gamified system instead of teaching them in writing or verbally. For this purpose, a 3D virtual museum was developed within the scope of the study, inspired by real characters and areas, and it was aimed for individuals to learn Turkish horror culture elements through tasks in different scenarios. The developed system was tested by 5 experts in the field as a preliminary study and the realism level of the created system was measured with the comments of the experts. According to the findings, it has been determined that the level of realism offered by the designed virtual environment is sufficient to explain the Turkish horror culture to individuals. © 2021 IEEE.
- Published
- 2021
50. Design of Digital Interaction for Complex Museum Collections
- Author
-
Gabriele Guidi, Giandomenico Caruso, and Laura Loredana Micoli
- Subjects
History ,Computer Networks and Communications ,media_common.quotation_subject ,Section (typography) ,Neuroscience (miscellaneous) ,lcsh:Technology ,Interactive devices ,Visual arts ,Exhibition ,0502 economics and business ,0501 psychology and cognitive sciences ,Narrative ,lcsh:Science ,050107 human factors ,cultural heritage exhibition ,media_common ,digital heritage ,ancient Egypt ,multimedia ,Magic (illusion) ,Civilization ,virtual museum ,business.industry ,lcsh:T ,05 social sciences ,Computer Science Applications ,Human-Computer Interaction ,Cultural heritage ,intangible heritage ,Digital heritage ,lcsh:Q ,business ,050212 sport, leisure & tourism ,Interactive media - Abstract
Interactive multimedia applications in museums generally aim at integrating into the exhibition complementary information delivered through engaging narratives. This article discusses a possible approach for effectively designing an interactive app for museum collections whose physical pieces are mutually related by multiple and articulated logical interconnections referring to elements of immaterial cultural heritage that would not be easy to bring to the public with traditional means. As proof of this concept, a specific case related to ancient Egyptian civilization has been developed. A collection of Egyptian artifacts such as mummies, coffins, and amulets, associated with symbols, divinities, and magic spells through the structured funerary ritual typical of that civilization, has been explained through a virtual application based on the concepts discussed in the methodological section.
- Published
- 2020
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