A Geometric Algebra Animation Method for Mobile Augmented Reality Simulations in Digital Heritage Sites

Author(s):  
George Papagiannakis ◽  
Greasidou Elissavet ◽  
Panos Trahanias ◽  
Michalis Tsioumas
2019 ◽  
Vol 9 (24) ◽  
pp. 5454
Author(s):  
Anabela Marto ◽  
Alexandrino Gonçalves

The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.


Collections ◽  
2017 ◽  
Vol 13 (2) ◽  
pp. 103-114 ◽  
Author(s):  
Natalie Underberg-Goode

This article presents insights from digital heritage and digital storytelling scholarship and practice to address the question, “How can heritage materials be presented online or through other digital formats in a useful and engaging way?” Specifically, the article focuses on opening up a dialogue between archivists/museum curators, heritage professionals and scholars, and digital media specialists in the following key areas: the affordances and constraints in developing digital storytelling projects within and across platforms, digital storytelling tips for heritage experts, knowledge of the digital media production process as an aid in the development of digital storytelling projects for archives/museums, and digital storytelling practices, tools, and tips in the areas of digital video, Internet-based storytelling, and mobile augmented-reality storytelling. The article provides examples from the author's own work and teaching along with examples of other projects—both those directed by the author and those developed by others—that illustrate these ideas at work.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-28
Author(s):  
Gunnar Liestøl

The relationships between museums, artefacts and original sites are complex. How may we use mobile augmented reality (AR) to bridge the gaps between both indoors and outdoors exhibitions as well as the opposition between central collections and the more peripheral sites of the original artefacts? In this paper we present two main cases (the Viking Ship Museum in Oslo and the Calmecac Museum in Mexico City) where we have experimented with bringing a digital copy of the displaced artefact back to its original environment, as well as bringing a digital copy of the original environment into the displaced or isolated object in the museum exhibition. Further, we report on a solution to solve the problem with indoor positioning (IPS) and how it can be seamlessly combined with GPS–based outdoor positioning for smooth transitions between inside and outside. Finally, these cases were tested with three different hardware platforms - tablets, smartphones and smartglasses. 


Author(s):  
Esraa Jaffar Baker ◽  
Juliana Aida Abu Bakar ◽  
Abdul Nasir Zulkifli

Many studies have begun to consider how to ensure a pleasant experience during visits to cultural heritage sites and museums. Although, when considering the populace of the visitors to these sites, the hearing impaired (HI) visitors which made up of a smaller percentage, have not been in the literature limelight as much as the normal hearing visitors. Thus, the hearing impaired tends to endure certain unpalatable experiences leading to dissatisfaction of their visits. Literature has shown that Mobile Augmented Reality (MAR) can improve the experiences of visitors to the museum in terms of engagement, enjoyment and learning. This is evident in a number of articles tailored towards normal hearing visitors. However, a recent study has taken into consideration the hearing impaired visitors by identifying the engagement elements of MAR for the HI museum visitors. The identified elements include; aesthetics, interaction, interest, usability, satisfaction, motivation, curiosity, enjoyment, perceived control, self-efficacy, and focused attention. This article thus takes a step further by introducing the MAR for the HI museum visitors’ engagement (MARHIME) conceptual model. These elements are derived from a review of literature which has been done comprehensively and are validated by a panel of experts. Altogether eleven elements went through the expert review process and only six elements were validated to be used for the construction of the MARHIME model. This article also further grounds the justification of these selected six elements in relation to engagement. Future work will include the development of the MARHIME prototype which will be used to validate the model among the hearing impaired visitors at a museum.


2017 ◽  
Vol 76 (24) ◽  
pp. 26001-26029 ◽  
Author(s):  
Hayun Kim ◽  
Tamás Matuszka ◽  
Jea-In Kim ◽  
Jungwha Kim ◽  
Woontack Woo

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