scholarly journals Beyond virtual cultural tourism: history-living experiences with cinematic virtual reality

2020 ◽  
Vol 2 ◽  
pp. 1-16
Author(s):  
Alessandra Marasco

Virtual reality offers unprecedented opportunities for creating cultural tourism experiences that tell visitors emotionally engaging stories about the past.  This paper focuses onthe latest frontier of immersive storytelling rivalling feature films, cinematic virtual reality, which can immerse users into 360-degree films making them feel like living the story. Through a qualitative analysis of five projects, this paper explores how this new media form has been applied for cultural heritage storytelling and analyses the reactions of users to the historyliving experiences with an emphasis on their emotional responses. Based on the findings of the analysis, implications are discussed for the design of VR experiences in cultural tourism.

Author(s):  
Roberto Pierdicca ◽  
Emanuele Frontoni ◽  
Maria Paola Puggioni ◽  
Eva Savina Malinverni ◽  
Marina Paolanti

Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interactive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmentation, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.


2021 ◽  
Vol 7 (1) ◽  
pp. 314-322
Author(s):  
Daniela Garbin Praničević

The paper intends to scrutinize the effects of augmented (AR) reality and virtual reality (VR) technology implementation in cultural tourism. Therefore, the paper explored and presented the following: (i) AR, and VR (AR/VR) based technology concept in general, (ii) AR/VR technologies application in cultural tourism with an emphasis on their potential to protect cultural heritage; (iii) the overview of AR/VR presence in cultural tourism in the 27 European Union countries (EU-27). In the discussion part, besides empirical results based on the EU-27 desk research, AR/VR technologies in cultural tourism are additionally reconsidered from the aspect of climate change. In conclusion, what is encouraged is the application of AR/VR in cultural tourism due to the benefits AR and VR bring in terms of (i) delivering quite substantial content to their visitors any time from any place, (ii) reducing the negative impact of tourism on cultural heritage and (iii) developing related strategies based on more sustainable principles and concepts. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.


Author(s):  
Darwance Darwance ◽  
Dwi Haryadi ◽  
Izma Fahria ◽  
Agung Samudra ◽  
Desy Ramadhanty ◽  
...  

Education, culture and tourism are three things that cannot be separated and interconnected. Culture will develop if education develops too. By education, culture will increase the development of tourism in Indonesia. In order to improve the quality and progress of education, culture and tourism, Social Service Lecture (KKN) XIV Bangka Belitung University (UBB) 2019 Pasirputih - Sadai Desa Pasirputih region, develop tourist destinations through the program "Festival Paserpute Agik Barik" (cultural festival Pasirputih in the past), this activity aims to explore the history and culture of the original tempo of the past (past) in the Pasirputih Village, be it cultural heritage, customs, arts, culinary, traditional games, crafts, and also practice and historical habits the life of the local community in the past, which will be re-demonstrated as the superiority of the Village later and can also be introduced to the wider community as a destination for natural and cultural tourism, which will become its own characteristics and not found elsewhere.


2012 ◽  
Vol 3 (7) ◽  
pp. 31
Author(s):  
Jon Arambarri Basáñez ◽  
Unai Baeza Santamaría

<p>In the last decades, there has been an intensive work to promote and add value to cultural heritage, with the main aim of getting closer to the citizens. Within these tools, Virtual Reality is an exceptional instrument for archaeological and cultural sites managers. The article aims at showing a recent real case in Spain, already accessible on the Internet. The Ministry of Culture and the Arqva (National Museum of Underwater Archaeology) Virtual Museum work together to turn cultural tourism into something completely new: a participatory tourism in which the visitors have the leading role, know the area and plan their visit.</p>


Author(s):  
Ainur Rohimah ◽  
Joni Wibowo ◽  
Ricky Yulius Kristian

The discovery of Statue and Red Bricks (Bata Abang) located in Sukoreno Village. The Red Brick in Sukoreno site has scattered in settlements and suspected that many Red Bricks has been crushed by residents. Being a cultural heritage of the past, this site needs deep attention and is very important to be studied as an Indonesian nation's self-image. The researcher used the folklore method to uncover the surrounding of the cultural and historical context. In addition, through physiological comparative studies, the shape and characteristics of decapitated statue and red bricks with Majapahit relics in Trowulan, it is found that decapitated statues (Sukoreno statues) have physiological characteristics (shapes and models) that are similar to the Nandiswara or Mahakala statues. The first identification lead the researcher how the connection of  the Sukoreno Site with The East Majapahit Kingdom. This effort is expected to be able to support the development of the cultural tourism area in Jember Regency and contribute to the retention of assets of national culture, especially the culture of the people in Jember. This research concludes that The Sukoreno Site as an important area and assume The Sukoreno Site as a palace.


Author(s):  
Maria Economou ◽  
Laia Pujol Tost

Virtual reality applications offer various possibilities for cultural heritage interpretation, such as giving users the feeling of immersion and appealing to all their senses, making their experience lively and memorable. In order to test their effectiveness for assisting learning and successful integration in exhibitions, the authors carried out an extensive evaluation study using three case studies: the exhibition “Immaginare Roma Antica” at the Trajan Markets, Rome; the permanent displays at the Ename Museum, Belgium; and the VR displays at Hellenic Cosmos, Foundation of the Hellenic World, Athens. The chapter analyses how the applications were used, the type of learning different systems supported, how this was affected by the conditions of use, and their suitability for different groups. It also offers guidelines on evaluation methodology when studying the use of ICT in cultural settings. The study contributes to the construction of a substantial body of empirical and methodological knowledge aimed at guiding future designs and evaluations of ICT tools in exhibitions.


2021 ◽  
Author(s):  
Bojan Mijatovic ◽  
◽  
Selma Rizvić ◽  

Cultural heritage now can be experienced. Digital technologies recreate original appearances of cultural monuments and life inside them. Interactive digital storytelling (Rizvić et al. 2017a) introduces the viewers to historical information through short interconnected stories resolving the problem of short attention span of the audience and their reluctance to read. Virtual, Augmented and Mixed Reality technologies transfer the users in the past. An important part of digital cultural heritage applications is VR video.


2020 ◽  
pp. 175-209 ◽  
Author(s):  
Øyvind Eide ◽  
Zoe Schubert

Abstract Space is a central element in human communication. In this chapter, the authors compare representations of landscapes in different media types, including texts, maps, and virtual reality to show how they express spatial conceptions. Such a comparison is necessary to understand the mechanisms behind combinations and transformations among different media; hence, it forms a useful basis for analysing media interacting with spaces more generally. Taking a step back, the authors then discuss how the materiality and concreteness of space interact with the abstract conceptual level of models. This makes it possible to study traditional two-dimensional maps and texts as well as three-dimensional modelling and virtual reality systems. Finally, the authors introduce virtual reality as a new media form in the light of empirical experiments conducted at the University of Cologne.


Sign in / Sign up

Export Citation Format

Share Document