Using Innovative Technologies, Digital Media and Site Tools For Presentation and Sustainable Preservation of Cultural Heritage

Author(s):  
Mirena Todorova - Ekmekci
Author(s):  
Dene Grigar

This chapter concludes by raising the issue of the Sappho Syndrome, whereby whole works disappear and only are known through fragments and references to them. In doing so, the chapter provides a call to action for Digital Humanities to take on the task of preserving the cultural heritage reflected in born-digital media through a multi-faceted approach involving not just emulation and migration of media but also collection and documentation.


Author(s):  
Eleonora Roaro

This paper focuses on the project VR and AR in the valorisation of cultural and artistic heritage within the New Cinema History framework, aims to combine microhistory related to local cinema theatres and Cinema Heritage, and to investigate the possibilities that digital media – in this case Augmented and Virtual Reality – have in the valorisation and preservation of cultural heritage. The final output of the project is the Virtual Reality reconstruction of the Odeon cinema’s architecture and habits of cinemagoing that, thanks to an immersive experience via the Oculus Rift headset, could evoke and simulate historical spectatorship that dealt both with the moment of watching a movie and its peripheral practice. the development of the project, at least four different perspectives on the Odeon cinema converged to form the basis of the VR reconstruction: the literature on the topic, the consultation of public and private archives, the oral sources, and photographs taken on site. This paper focuses mostly on the documents and sources used in the VR project and it aims to investigate how various and heterogeneous documents can be woven together into a philologically reliable historical reconstruction, and how they can be used in 3D modelling and VR storytelling related to Cinema Heritage.


Humaniora ◽  
2014 ◽  
Vol 5 (2) ◽  
pp. 1009
Author(s):  
Meilani Meilani

Understanding and knowing the meaning of culture that shape the culture of a nation is the first step. Indonesia as a country that has various shades of different cultures from Sabang to Merauke, the diversity of cultural patterns is a matter of pride that should be preserved and passed on to generations of recipients so that its presence can be maintained. Do not let the culture of Indonesia is claimed by other countries simply because of ignorance and indifference to the Indonesian cultural heritage. Various means have been taken to promote the culture of the archipelago in conventional media such as magazines, books and even articles. Generations who have lived in abundance world of digital media technology is the next target of inheritance. So it would be nice if steps are taken to a great start to focus more on the spread of culture and passed it along the changing times and of course without losing the identity of the nation. 


Antiquity ◽  
2016 ◽  
Vol 90 (354) ◽  
Author(s):  
Ioannis Liritzis ◽  
George Pavlidis ◽  
Spyros Vosynakis ◽  
Anestis Koutsoudis ◽  
Pantelis Volonakis ◽  
...  

Digital media and learning initiatives for virtual collaborative environments are contributing to the definition of new (sub-)disciplines in archaeological and heritage sciences. New nomenclature and terminology is emerging such as cyber archaeology, cyber archaeometry, virtual worlds and augmented and immersive realities; and all of them are related to museums and cultural heritage—tangible, intangible or natural (Forte 2010; Liritziset al. 2015).


2019 ◽  
Vol 3 (1) ◽  
pp. 1 ◽  
Author(s):  
Jean Ho Chu ◽  
Ali Mazalek

An increasing number of museum exhibits incorporate multi-modal technologies and interactions; yet these media divert visitors’ attention away from the cultural heritage artifacts on display. This paper proposes an overarching conceptual structure for designing tangible and embodied narrative interaction with cultural heritage artifacts within a museum exhibit so that visitors can interact with them to comprehend their cultural context. The Tangible and Embodied Narrative Framework (TENF) consists of three spectra (diegetic vs. non-diegetic, internal vs. external, and ontological vs. exploratory) and, considering how different interactions map along these three spectra, can guide designers in the way they integrate digital media, narrative, and embodiment. In this paper, we examine interactive narrative scholarship, existing frameworks for tangible and embodied interactions, and tangible and embodied narrative projects. We then describe the design of the TENF and its application to the pilot project, Mapping Place, and to the case study project, Multi-Sensory Prayer Nuts. The findings indicate that embodied engagement with artifacts through a narrative role can help visitors (1) contextualize the meaning of artifacts and (2) make personalized connections to the artifacts. Based on this work, we suggest design recommendations for tailoring the use of the TENF in the cultural heritage domain: simulate cultural practices, associate visitors with cultural perspectives, and provide simultaneous digital feedback. We conclude by describing future directions for the research, which include generating other possible projects using the TENF; collaborating with other designers and museum professionals; and exploring applications of the TENF in museum spaces.


2016 ◽  
Vol 21 (2) ◽  
pp. 253-265 ◽  
Author(s):  
G. Cozzani ◽  
F. Pozzi ◽  
F. M. Dagnino ◽  
A. V. Katos ◽  
E. F. Katsouli

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