scholarly journals Outdoor Augmented Reality based 3D Model Visualization System of Cultural Heritage Sites

Author(s):  
Jong-Gil Han ◽  
Kyoung-Wook Park ◽  
Kyeong-Jin Ban ◽  
Eung-Kon Kim
2013 ◽  
Vol 4 ◽  
pp. 64-71 ◽  
Author(s):  
Jong-Gil Han ◽  
Kyoung-Wook Park ◽  
Kyeong-Jin Ban ◽  
Eung-Kon Kim

2018 ◽  
Vol 7 (12) ◽  
pp. 463 ◽  
Author(s):  
Chris Panou ◽  
Lemonia Ragia ◽  
Despoina Dimelli ◽  
Katerina Mania

In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-world monument, while the user is exploring the area. A location-based experience was designed and integrated into the application, enveloping the 3D model with real-world information at the same time. The users are urged to explore interest areas and unlock historical information, while earning points following a gamified experience. By combining AR technologies with location-aware and gamified elements, we aim to promote the technologically enhanced public appreciation of cultural heritage sites and showcase the cultural depth of the city of Chania.


Author(s):  
D. Einaudi ◽  
A. Spreafico ◽  
F. Chiabrando ◽  
C. Della Coletta

Abstract. Rebuilding the past of cultural heritage through digitization, archiving and visualization by means of digital technology is becoming an emerging issue to ensure the transmission of physical and digital documentation to future generations as evidence of culture, but also to enable present generation to enlarge, facilitate and cross relate data and information in new ways. In this global effort, the digital 3D documentation of no longer existing cultural heritage can be essential for the understanding of past events and nowadays, various digital techniques and tools are developing for multiple purposes.In the present research the entire workflow, starting from archive documentation collection and digitization to the 3D models metrically controlled creation and online sharing, is considered. The technical issues to obtain a detail 3D model are examined stressing limits and potentiality of 3D reconstruction of disappeared heritage and its visualization exploiting three complexes belonging to 1911 Turin World’s Fair.


2018 ◽  
pp. 804-825
Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


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.


Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


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