scholarly journals The use of augmented reality technology in the reconstruction of a lost cultural heritage site

Author(s):  
E M Tomilina ◽  
E V Gontar ◽  
M A Frolova
2022 ◽  
pp. 138-160
Author(s):  
Nihan Garipağaoğlu-Uğur ◽  
Orhan Akova

Underwater cultural heritage and deep diving are important attractions for tourism. Using cutting-edge technology tools for cultural heritage became more important for tourism destinations. The purpose of this chapter is to evaluate the use of virtual reality (VR) and augmented reality (AR) in tourism from the perspective of cultural heritage and deep diving. This chapter will contribute to the literature to show a new way of sustainable tourism. Commercial diving to an underwater heritage site a is popular touristic activity. Sometimes shipwreck recovery can be hazardous for cultural heritage. The review results indicate that these underwater cultural heritage sites need to be protected for sustainable tourism development. Virtual tours contribute to the sustainability of cultural heritage. On the other hand, treasure hunting trips and recreational diving may cause damage to the archaeological sites. Underwater cultural heritage sites should be protected for sustainable tourism. VR and AR applications can be used to promote a touristic destination by tourism marketers for experimental marketing.


Sensors ◽  
2019 ◽  
Vol 19 (17) ◽  
pp. 3725 ◽  
Author(s):  
Naai-Jung Shih ◽  
Pei-Huang Diao ◽  
Yi Chen

Interactions between cultural heritage, tourism, and pedagogy deserve investigation in an as-built environment under a macro- or micro-perspective of urban fabric. The heritage site of Shih Yih Hall, Lukang, was explored. An Augmented Reality Tourism System (ARTS) was developed on a smartphone-based platform for a novel application scenario using 3D scans converted from a point cloud to a portable interaction size. ARTS comprises a real-time environment viewing module, a space-switching module, and an Augmented Reality (AR) guide graphic module. The system facilitates scenario initiations, projection and superimposition, annotation, and interface customization, with software tools developed using ARKit® on the iPhone XS Max®. The three-way interaction between urban fabric, cultural heritage tourism, and pedagogy was made possible through background block-outs and an additive or selective display. The illustration of the full-scale experience of the smartphone app was made feasible for co-relating the cultural dependence of urban fabric on tourism. The great fidelity of 3D scans and AR scenes act as a pedagogical aid for students or tourists. A Post-Study System Usability Questionnaire (PSSUQ) evaluation verified the usefulness of ARTS.


2020 ◽  
Vol 12 (4) ◽  
pp. 1-24 ◽  
Author(s):  
Seungbum Koo ◽  
Jinyoung Kim ◽  
Changhyuk Kim ◽  
Jeeyeop Kim ◽  
Hee Sung Cha

2016 ◽  
Author(s):  
Ulka Chandini Pendit ◽  
Syamsul Bahrin Zaibon ◽  
Juliana Aida Abu Bakar

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.


2021 ◽  
Vol 7 (1) ◽  
pp. 41-51
Author(s):  
Maria Engberg ◽  
Jay David Bolter ◽  
Colin Freeman ◽  
Gunnar Liestøl ◽  
Blair MacIntyre

We report here on an application of reality media (virtual and augmented reality) to digital cultural heritage. The particular challenge we address is: how to combine VR and AR to bridge the gap between the center (the museum housing cultural artifacts) and periphery (the heritage site where the artifacts were found) while at the same time attending to, even enhancing, the aura of both artifacts and sites? Our proposed solution is to implement the cultural heritage technique known as situated simulation (sitsim) in combination with a social virtual environment called Hubs. Our case study is a sitsim of the Acropolis in Athens, which can function on location and remotely and offers real-time conferencing capabilities for its participants. 


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