The Application of Augmented Reality Technology in Digital Display for Intangible Cultural Heritage: The Case of Cantonese Furniture

Author(s):  
Xing Xie ◽  
Xiaoying Tang
2017 ◽  
Vol 5 (3) ◽  
pp. 101-105
Author(s):  
Budi Arifitama ◽  
Ade Syahputra

Research into cultural heritage which implements augmented reality technology is limited. Most recent research on cultural heritage are limited on storing data and information in the form of databases, this creates a disadvantage for people who wants to see and feel at the same moment on actual cultural heritage objects. This paper, proposes a solution which could merge the existing cultural object with people using augmented reality technology. This technology would preserve traditional instrument in the form of 3D object which can be digitally protected. The result showed that the use of augmented reality on preserving cultural heritage would benefit people who try to protect their culture.


2014 ◽  
pp. 1500-1507
Author(s):  
Muqeem Khan ◽  
Penny de Byl

This paper presents the initial outcomes of a key scoping study undertaken to explore the role of augmented reality and motion detecting technologies in the context of Intangible Cultural Heritage (ICH) for museums related environments. Initial prototypes are in the form of an interactive infrared camera based application for children to engage with an Aboriginal puppet. This scoping study is unique, as it tries to combine two extremes: the curation of historical intangible artifacts and their preservation through digital intervention. Heritage related intangible content is always restricted because of its non-physical nature and can never be fully embed in an environment like museums and related exhibitions. This paper explores alternative opportunities for knowledge transfer of ICH content that manifest with playfulness in order to elicit a deeper understanding of such intangible cultural artifacts. This study is complementary to multiple disciplines including heritage preservation, museum technologies and emerging interaction design.


Author(s):  
Paminto Agung Christianto ◽  
Eko Budi Budi Susanto ◽  
Ichwan Kurniawan

The wrong assumption stating batik printed textilebatik issimilar withoriginal batik bears a loss for batik producers, because customers tend to buy printed textilewhich are cheaper than originalones (“tulis”, “cap” or “combination” batik). The misperception used by some batik enterpreneurs who mentioned that products he sold arekinds of original batik, although theyare printed textile. It disrupts the existence of Pekalongan traditional batikas well andmany customers experience losses. This research is an effort to support Indonesian government in maintaining batik as an Indonesian cultural heritage, and Pekalongan city government in maintaining the existence of "World's city of Batik" byissuing Regional Regulation No. 6 of 2014 Pekalongan about the use of Pekalongan batik label. Through the use of augmented reality technologybased on cloud computing, it will create a "Batik Pekalongan" label which provides information about the authenticity of Pekalongan batik products through smartphones access, and convenience for Pekalongan city government or Pekalongan ASEPHI in supervising the use of the label. Therefore, it will not be misused by unscrupulous batik entrpreneurs.


2020 ◽  
Vol 4 ◽  
pp. 00002
Author(s):  
Assajie Satyananda ◽  
R. Krismono ◽  
T. W. Yudialim

Candi is one of the most important cultural heritage which contains a lot of important values for Indonesian peoples. Those important values are being stated in many relief carvings on the Candi’s walls. These relief carvings reflect the values of life that should be applied by mankind. Moreover, relief carvings also reflect Indonesian national history and cultures which is a reflection of the nation’s identity and character. This research intends to design an application named Nirbana. Nirbana utilizes Unity Program as an image, audio, and texts processing software, Vuforia Program as an Augmented Reality processor for smartphones, and Augmented Reality technology as an output media in the form of visual graphics, this entire unit is incorporated into a system called Relief Identification System (SIRel). This application is expected to be a solution for the problems experienced by Indonesian people who have difficulty in accessing information about relief carvings in Candis. Nirbana is expected to be a prototype for every cultural heritage management in an effort to exploit the potency of technology for the benefit of Indonesian cultural education. Moreover, this program is targeted to become a medium to socialize and instill Indonesian noble values to the present and future generations. 


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