scholarly journals Real Scale Augmented Reality. A Novel Paradigm for Archaeological Heritage Fruition

Author(s):  
Aldo F. Dragoni ◽  
Ramona Quattrini ◽  
Paolo Sernani ◽  
Ludovico Ruggeri
Heritage ◽  
2019 ◽  
Vol 2 (3) ◽  
pp. 2243-2254 ◽  
Author(s):  
Vincenzo Barrile ◽  
Antonino Fotia ◽  
Gabriele Candela ◽  
Ernesto Bernardo

The Riace Bronzes are two full-size bronzes cast around the 5th century BC, located at the ‘Museo Archeologico Nazionale della Magna Grecia’ in Reggio Calabria; they truly represent significant sculptural masterpieces of Greek art in the world due to their outstanding manufacture. This paper describes the methodology for the achievement of a 3D model of the two sculptures lead by the Geomatics Laboratory of the Department of Civil, Energetic, Environmental and Material Engineering (DICEAM) of the Mediterranean University of Reggio Calabria. 3D modeling is based on the use of imaging techniques such as digital photogrammetry and computer vision. The achieved results demonstrate the effectiveness of the technique used in the cultural heritage field for the creation of a digital production and replication through 3D printing. Moreover, when considering renewed interest in the context of international museological studies, augmented reality (AR) innovation represents a new method for amplifying visitor numbers into museums despite concerns over returns on investment. Thus, in order to further valorize and disseminate archaeological heritage, we are developing an app for tourism purposes. The created app allows the user, in real time, to obtain additional information on the object of investigation, even allowing them to view the 3D model in AR.


2013 ◽  
Vol 4 (9) ◽  
pp. 42 ◽  
Author(s):  
Javier Esclapés ◽  
Daniel Tejerina ◽  
Joaquín Bolufer ◽  
Marco Aurelio Esquembre

<p>In this paper we are presenting a multi-marker and semi-immersive system for augmented reality to visualize and interact with archaeological sites, specifically those located in inaccessible or complex environments, such as caves or underwater locations. The use of this system in museum exhibitions helps visitors to come closer to archaeological heritage. As an example for the implementation of this system, an archaeological site has been used. It is the “Cova del Barranc del Migdia”, located in the “Sierra del Montgó”, Xàbia (Spain). The product obtained has been exhibited in various museums nationwide.</p>


In the ‘Museo Archeologico Nazionale della Magna Grecia' in Reggio Calabria (south Italy) are located two full-size bronzes cast around the 5th century BC: The Riace Bronzes; thanks to their outstanding manufacture, they truly represent significant sculptural masterpieces of Greek art in the world. This paper describes the methodology used by the Geomatics Laboratory of the DICEAM of the Mediterranean University of Reggio Calabria to achieve a 3D model of the two sculptures. The 3D modelling is based on the use of imaging techniques, such as digital photogrammetry and computer vision. The achieved results demonstrate the effectiveness of the technique used in the cultural heritage field for the creation of a digital production and replication through 3d printing. Moreover considering that in the renewed interest in the context of international museological studies, Augmented Reality innovation represents a new method for amplifying visitor numbers into museums despite concerns over returns on investment, the procedure to develop a touristic app is described. In fact the enhancement of cultural heritage through the use of 3D acquisition and modeling tools represents one of the fields of study that will see rapid development in the near future. Thus, in order to further valorize and disseminate archaeological heritage, we are developing an app for tourism purposes. The created app allows the user, in real time, to obtain additional information on the object of investigation, even allowing them to view the 3D model in AR. Moreover, the app combines AR and VR technologies with the opportunities offered by 3D printing,


2020 ◽  
Author(s):  
Jiří Unger ◽  
Christiane Hemker ◽  
Christoph Lobinger ◽  
Mařík Jan

Rapid technological development in recent years means that virtual reconstructions have evolved from an illustrative complement of archaeological presentation to becoming a standard part of the interpretative process of archaeological data. VirtualArch has been employed to develop the use of virtual reconstructions as an innovative visualisation tool. Ten partners from eight countries have come together in an EU-funded project (Interreg Central Europe), running from 2017 to 2020. The partnership comprises regional and national archaeological institutes and heritage offices, two universities/research institutions and also two local communities. Eight pilot sites have been selected across Central Europe with three main types; urban areas, mines and underwater sites. All have one thing in common; none are publicly accessible or visible. The aim of the project has been to make all of these sites accessible and comprehensible through the use of virtual and augmented reality. This article summarises the project and its outcomes.


Author(s):  
V. Barrile ◽  
A. Fotia ◽  
R. Ponterio ◽  
V. Mollica Nardo ◽  
D. Giuffrida ◽  
...  

<p><strong>Abstract.</strong> The renewed interest, in the context of international museological studies, for historical installations such as museographic devices (able to give shape to a space duly dialoguing with the user), is due today to their communicative immediacy. In recent years the availability of libraries and tools for the use of augmented reality (AR) content has undergone an important increase. AR innovation represents a new method for enhancing the presence visitors into the museum industry despite its use leads to an increase in costs and instrumental investments. In this regard, in a wider work of valorisation and dissemination of archaeological heritage, we are working on the development of an app for tourism purposes. The aim of this paper is the application of some techniques (3D modelling, spectroscopy, virtual reality) to study, record and make available information about archaeological artefacts preserved in the Regional Museum of Lipari (clay masks) and in the National Archaeological Museum of Reggio Calabria (the statue Kouros and the Amphoras). The three-dimensional models produced are well suited to applications of augmented reality for the promotion and dissemination of information on the archaeological /architectural/cultural heritage.</p><p>Moreover, the integration of the information about characterization of materials are essential in order to identify both geographic area of provenience and manufacturing historic period. Some pigments or medium, and in general all materials, can be indeed connected to a determinate historic time or to a specific artist; to this particular purpose spectroscopic methods are valid approach for their non-destructive nature.</p>


2020 ◽  
Vol 11 (22) ◽  
pp. 74
Author(s):  
Md Mizanur Rashid ◽  
Kaja Antlej

<p class="VARAbstract">This paper focuses on examining the scope of virtual architectural archaeology in forms of digital geospatial platforms and immersive tools such as Virtual Reality (VR) and Augmented Reality (AR) to be used for achieving social cohesion, particularly in a multicultural and multi-ethnic society like Australia’s. In the context of the current global and national concern about Muslims and Islam, as well as for the mistrust towards and distance between Muslims and Non-Muslims in Australia, it is imperative to delve deeper into the contribution of early Muslim pioneers, in this case, the Afghan Cameleers, in the social fabric of colonial Australia. Based on the premise that architecture could be a unique and revealing research frame to gain insight into human values, worldview and material culture, the main aim of this paper is to address two key issues using virtual architectural archaeology. Firstly, to demonstrate the application of 4D capturing and component-based modelling with metadata and paradata regarding the past of the lost architectural heritage sites in remote central and western Australia, also counting on assets such as Linked Open Data (LOD) for further dissemination and use. Secondly, to propose a mode to disseminate new knowledge through digital platforms and VR/AR experiences to the GLAM (Galleries, Libraries, Archives, and Museums) audiences and schools regarding the Muslims in Australia. Understanding properly them and their contribution to the Australian society would eventually minimise the cultural distance between Muslims and Non-Muslims in Australia. Greater awareness could mitigate the myth of fear and mistrust regarding Muslims and Islam, widely misunderstood for a long time.</p><p>Highlights:</p><ul><li><p>Architectural-archaeological heritage as a tool for achieving social cohesion and to minimise cultural/social differences between Muslims and non-Muslims in Australia.</p></li><li><p>4D capturing and digital geospatial platforms for contextualising architectural-archaeological heritage in a spatial and chronological way.</p></li><li><p>Gamified and non-gamified Virtual Reality (VR) and Augmented Reality (AR) applications to engage the general public with architectural-archaeological heritage from remote, hard-to-access areas.</p></li></ul>


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

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