scholarly journals Virtual sacristy: the interaction with the heritage

2021 ◽  
Vol 16 (3) ◽  
Author(s):  
Renata Bulhões Costa

Digital technologies contribute to access, knowledge and interaction with the historical heritage. From this stimulus, the user gets to know the patrimonial asset, as well as tends to visit, appreciate and preserve it. This may help to promote tourism and strengthen local culture. This article aims to present different forms of interaction with heritage through remote and virtual communication resources. The patrimonial asset analysed is a convent named Santo Antônio do Cairu, located at the municipality of Cairu, in the state of Bahia, Brazil. This study presents a virtual visit to the Convent through photographic panoramas. The lavabo is highlighted, which has been digitally reconstituted by Dense Stereo Matching (DSM) technique. The results are available for visualization and interaction in Virtual Reality (VR) or Augmented Reality (AR). From these resources, a website has been created for the user to easily interact with the virtual elements and to access the information about the historical and architectural details of the sacristy. This content, available on the website https://conventodecairu.wixsite.com/sacristia, seeks to facilitate the access to scientific information and to contribute to the diffusion of the knowledge regarding the convent amongst the general public and the specialists in the field.

Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


Author(s):  
Richard Lachman ◽  
Michael Joffe

Emerging developments in AI will have a tremendous impact on the world of media and entertainment. While the general public is focused on entertainment-related technology such as virtual reality and augmented reality, perhaps more significant is the technological transformation of how media experiences are created. Many of the signals about how and where these technologies will affect our lives are below the surface, deeper inside the pre-production and post-production process. This chapter will survey some of the ways in which AI affects the stories we consume, issues of ethics and equity surrounding the use of the AI in media, and early signals that presage a tectonic shift in the business of content production.


2018 ◽  
Vol 10 (3) ◽  
pp. 144-151
Author(s):  
Svetlana L Urazova

The article validates the terms based on the notion of reality that have started to be used in the media due to the implementation of digital technologies. Emphasis is laid on Virtual Reality (VR) and its types: Augmented Reality (AG) and Mixed Reality (MR). Дєіг application updates the approaches to the creation of film and TV productions, alters the immanent bond with the audience. tte terms are correlated with the concepts of media reality and screen reality introduced into scientific use. As a result, there emerges a multireality which affects the individuals perception.


2021 ◽  
Vol 12 (25) ◽  
pp. 1
Author(s):  
Paul François ◽  
Jeffrey Leichman ◽  
Florent Laroche ◽  
Françoise Rubellin

<p class="VARAbstract">The VESPACE project aims to revive an evening of theatre at the <em>Foire Saint-Germain</em> in Paris in the 18<sup>th</sup> century, by recreating spaces, atmospheres and theatrical entertainment in virtual reality. The venues of this fair have disappeared without leaving any archaeological traces, so their digital reconstruction requires the use of many different sources, including the expertise of historians, historians of theatre and literature. In this article, we present how we have used video game creation tools to enable the use of virtual reality in three key stages of research in the human sciences and particularly in history or archaeology: preliminary research, scientific dissemination and mediation with the general public. In particular, we detail the methodology used to design a three-dimensional (3D) model that is suitable for both research and virtual reality visualization, meets the standards of scientific work regarding precision and accuracy, and the requirements of a real-time display. This model becomes an environment in which experts can be immersed within their fields of research and expertise, and thus extract knowledge reinforcing the model created –through comments, serendipity and new perspectives– while enabling a multidisciplinary workflow. We also present our tool for annotating and consulting sources, relationships and hypotheses in immersion, called PROUVÉ. This tool is designed to make the virtual reality experience go beyond a simple image and to convey scientific information and theories in the same way an article or a monograph does. Finally, this article offers preliminary feedback on the use of our solutions with three target audiences: the researchers from our team, the broader theatre expert community and the general public.</p><p class="VARAbstract">Highlights:</p><p>• Immersive Virtual Reality is used to enhance the digital reconstruction of an 18th-century theatre, by allowing experts to dive into their research topic.</p><p>• Virtual Reality (VR) can also be used to disseminate the digital model through the scientific community and beyond while giving access to all kinds of sources that were used to build it.</p><p>• A quick survey shows that VR is a powerful tool to share theories and interpretations related to archaeological or historical tri-dimensional data.</p>


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

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2009 ◽  
Vol 29 (10) ◽  
pp. 2690-2692
Author(s):  
Bao-hai YANG ◽  
Xiao-li LIU ◽  
Dai-feng ZHA

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