Augmented Reality in Exhibition and Entertainment for the Public

2011 ◽  
pp. 707-720
Author(s):  
Yetao Huang ◽  
Zhiguo Jiang ◽  
Yue Liu ◽  
Yongtian Wang
Keyword(s):  
2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.


Author(s):  
Matthew R. Bennett ◽  
Marcin Budka ◽  
Matteo Belvedere ◽  
Sally Reynolds
Keyword(s):  

2020 ◽  
Vol 8 (2) ◽  
pp. 101-106
Author(s):  
Suci Febrina ◽  
Lili Rusdiana ◽  
Rosmiati Rosmiati

  Augmented reality technology has been widely developed and implemented in an Android-based smartphone application. This technology can be used for entertainment and education. Unfortunately, the use of education is still rare. This paper proposes an android application to introduce the types of land transportation based on augmented reality technology which is visualized in 3-dimensional (3D) form for education as well as entertainment. There are seven land transportation modes that are presented range from two wheels to four wheels, i.e. cars, ambulances, buses, motorbikes, taxis, trucks, and bicycles. Alpha testing has been carried out and shows the results that the application runs well following the expected function. This application can be delivered to the public, especially for the online learning of children in a pandemic situation. In addition, it helps parents to introduce several land transportation modes. With a 3D view, the introduction of types of land transportation is more interactive and realistic. Keywords: android, application, augmented reality, transportation


Author(s):  
Giuseppe Conti ◽  
Raffaele De Amicis ◽  
Gabrio Girardi ◽  
Michele Andreolli

The widespread adoption of IT technologies by cultural heritage (CH) has transformed how cultural heritage is presented both to experts and the broad public. In the last few years a large number of multimedia applications, including virtual and augmented reality simulations, have been proposed by researchers and industry alike. However some of these technologies struggle to achieve mass diffusion, most probably due to limitations of their interfaces. Conversely, the recent widespread success of both serious games and mobile applications are laying the foundations for true extensive access to digital information on cultural heritage, creating new possibilities. This chapter illustrates this technological trend, highlighting their potential effects on the public and discussing a number of emerging scenarios of interest for the cultural heritage domain.


Turyzm ◽  
2014 ◽  
Vol 23 (1) ◽  
pp. 27-35 ◽  
Author(s):  
Andrzej Stasiak

The turn of the 20th and 21st c. was marked by the development of experience economy, in which the basic commodities are not specific products, but the customers’ emotions, impressions and experiences. Tourism has always been a particular “holiday experience industry”. In recent years, however, the importance of the conscious creation of emotional tourism products has become even greater; we may observe continuous efforts to multiply and intensify tourism experience. The key activities to achieve this goal include transforming tourism infrastructure into unique tourism attractions, enlarging traditional services/service packages by elements providing additional emotions and satisfaction, using modern technologies in order to add virtual entities to real tourism space (augmented reality), as well as to conveniently record tourism experience and share it with the public.


2015 ◽  
Vol 1 (1) ◽  
Author(s):  
Giorgio Verdiani

AbstractThe churches of St. Eustache, the Meryemana and St. Daniel are located in the Göreme area in Kapadokya, Turkey. Each of the three structures is composed of a main church with a refuge system. Nowadays these churches have limited access: they cannot be visited by a common tourist. Thus, they are a meaningful sample of rupestrian architecture, containing important mural paintings and suggestive spaces. Using digital survey techniques, 3D modelling and 3D printing to produce physical copies from the originals, this research project tries to find articulate and well working solutions to bring these architectural structures to the public.


2017 ◽  
Vol 27 ◽  
pp. 12-16 ◽  
Author(s):  
Verónica Soria-Martínez

This text discusses sound art projects in which artists have used augmented reality along with recordings or data of public spaces. All the works mentioned here were carried out in Spain from 2010 to 2016. In them, memories become tied to the physical space through social interactions facilitated by communication technologies; listeners get involved through the use of mobile devices. These practices consider the role of sound in the display of memories in the public space, thus configuring a subjective memory that contrasts with the institutional narrations of the history of a place.


Heritage ◽  
2021 ◽  
Vol 4 (1) ◽  
pp. 281-303
Author(s):  
Alessandro Sebastiani

This paper describes the public archaeology approach and placemaking experiment at the Etruscan and Roman site of Podere Cannicci in Tuscany (Italy), drawing from the previous experience at three other archaeological sites along the Tyrrhenian coast. After three years of excavations at the IMPERO Project (Interconnected Mobility of People and Economy along the River Ombrone), the team has begun a side project to develop new strategies for communicating the results of the research. These include, but are not limited to, an app which displays augmented reality and 3D reconstructions of both the site and the material culture. The project uses digital narratives to engage local communities and scholars in the interpretation and reconstruction of ancient landscapes along with the middle valley of the Ombrone river. This approach also has the potential to support and sustain local tourism, providing an original experience for visitors. Moreover, the solution allows people from all over the world to be connected with the ongoing research and its results, as everything will be published on a dedicated website.


2018 ◽  
Vol 1 ◽  
pp. 1-6 ◽  
Author(s):  
Robert Wüest ◽  
Stephan Nebiker

In this paper we present an app framework for augmenting large-scale walkable maps and orthoimages in museums or public spaces using standard smartphones and tablets. We first introduce a novel approach for using huge orthoimage mosaic floor prints covering several hundred square meters as natural Augmented Reality (AR) markers. We then present a new app architecture and subsequent tests in the Swissarena of the Swiss National Transport Museum in Lucerne demonstrating the capabilities of accurately tracking and augmenting different map topics, including dynamic 3d data such as live air traffic.<br> The resulting prototype was tested with everyday visitors of the museum to get feedback on the usability of the AR app and to identify pitfalls when using AR in the context of a potentially crowded museum. The prototype is to be rolled out to the public after successful testing and optimization of the app. We were able to show that AR apps on standard smartphone devices can dramatically enhance the interactive use of large-scale maps for different purposes such as education or serious gaming in a museum context.


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Yoyon Efendi ◽  
Agung Marinda ◽  
Lusiana Lusiana

Abstract Riau Province has various natural attractions such as Siak Palace, Sang Nila Utama Museum and Muara Takus Temple. At the Siak Palace, currently the information obtained is only in the form of websites and brochures. But information is not enough, a tourist attraction will be more interesting if the public can see and get the tour object directly. Then technology is needed that can be enjoyed by visitors through cellular media such as Augmented Reality. Making begins with collecting Riau tourism data that will be made as a model using software sketches. Then it is processed again using Unity by using markerless using Vuforia. The features in this application display some detailed information on the Siak 3D Palace. With the existence of mobile-based Augmented Reality technology, it is easier for people who want to travel to see buildings and historical objects at the Siak Palace.   Keywords : Istana Siak, Augmented Reality, Mobile   Abstrak Provinsi Riau memiliki objek wisata keindahan alam yang beraneka ragam seperti Istana Siak, Museum Sang Nila Utama dan Candi Muara Takus. Pada istana siak, saat ini informasi yang didapat hanya berupa website dan brosur. Namun informasi saja tidak cukup, suatu objek wisata akan lebih menarik jika masyarakat dapat melihat dan mengamati langsung obek wisata tersebut. Maka diperlukan sebuah teknologi yang dapat dinikmati pengunjung melalui media mobile seperti Augmented Reality. Pembuatan diawali dengan mengumpulkan data objek wisata Riau yang akan dibuat sebagai model menggunakan software sketchup. Selanjutnya diolah lagi menggunakan Unity dengan merancang markerless menggunakan Vuforia. Fitur dalam aplikasi ini menampilkan beberapa detail informasi Istana Siak secara 3D. Dengan adanya teknologi Augmented Reality berbasis mobile, memudahkan masyarakat yang ingin berwisata agar dapat melihat bangunan dan benda-benda sejarah yang berada di Istana Siak.   Kata kunci : Istana Siak, Augmented Reality, Mobile


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