scholarly journals Evaluación y análisis de herramientas digitales en el yacimiento arqueológico de Empúries, Catalunya

2020 ◽  
Vol 2 ◽  
pp. 58-71
Author(s):  
Itziar Calzado-Sánchez

Within the scope of the evolution of technologies, there are more and more heritage and cultural spaces that include in their dissemination and mediation technological tools, specifically and significantly, those catalogued as digital tools. This study takes into account heritage spaces that have permanently included digital tools as mediation resources in archaeological spaces. To this end, the case of the archaeological site of Empúries, Catalonia, has been taken as an example, where an evaluation of these digital tools has been carried out based on their capacity to create and transmit knowledge to users, on the understanding of the material remains present in the site and on the satisfaction generated by these tools. This research is of an exploratory nature and has been carried out using a qualitative methodology. The aim is to establish to what extent the technological or digital tools (specifically, the audio guide and Virtual Reality) help to understand the material remains present in the archaeological site, and the extent to which the digital tools chosen in the mediation of the heritage encourage interaction between visitor and environment is analysed. The results show that it is not possible to say that digital tools significantly increase visitor satisfaction, since the average response of all visitors, regardless of the visit made, is positive.

2021 ◽  
Author(s):  
◽  
James Holth

<p>Architects work within the medium of digital space on a day-to-day basis, yet never truly get to experience the spaces they are creating until after they’re built. This creates a disconnect in the design process that can lead to unexpected and unwanted results. Human perception is a powerful instrument and Virtual Reality (VR) technologies, coupled with more complex digital environments, could enable designers to take advantage of this. Through virtually inhabiting the space they are creating while they are creating it, designers can pre-visualise spatial qualities. These digital tools are experiencing a shift from technology still in development to a fully-fledged research instrument. With a growing level of technical literacy within the architectural discipline they could have the same revolutionary impact that the introduction of computers had in the late-twentieth century.  This thesis explores the potential of VR technology for processes of architectural design by assessing their combined ability to analyse a user’s perception of spatial qualities; in particular the sensation of people density within the work environment. Starting with a review of current literature in architecture and perception based science. A framework is proposed by which to assess the impacts of spatial characteristics within an Immersive Virtual Environment (IVE). This is followed by a design-led series of iterative framework developments centred on increasing user immersion within digital space. Through this methodology a greater understanding is obtained of users perceptions of spatial characteristics and of the process required to design iteratively within an IVE framework.</p>


Author(s):  
Nonny de la Peña

A new embodied digital rhetoric emerges when using nonfiction narratives built in fully immersive virtual reality systems that take advantage of the plasticity of our sensations of presence. The feeling of “being-in-the-world” as described by phenomenologists, including philosophy of mind, film, and virtual reality theorists, is part of the adaptability that humans show in their relationship to technological tools. Andy Clark's “soft selves” and our “plastic presence” merge as the high resolution graphics of the latest virtual reality goggles and robust audio captured at real events tricks our minds into having an embodied connection with the stories portrayed in these new spaces. By putting people into news or documentary pieces on scene as themselves, opportunities for persuasive and effective rhetoric arise. This chapter cites theory, psychology and virtual reality research as well as the author's specific case studies to detail the potential for this new embodied digital rhetoric that allows us to pass through the screen and become present as witnesses to a nonfiction story.


Author(s):  
Inna Sousa Paiva ◽  
Luísa Cagica Carvalho

Sustainability is a key topic in tourism because this activity uses territory and local resources intensively. Sustainability is considered as a triple bottom line with the three vertices: environmental, social, and economic. Tourism nowadays is an economic and social phenomenon. Even in a period of crisis, tourism has experienced continued growth and widening diversification to become one of the most important sectors in the worldwide economy. Tourism uses more and more digital tools to communicate with stakeholders. This chapter has a twofold purpose: 1) to analyze the disclosure of information provided to stakeholders using digital tools; 2) to compare the sustainability reports provided by a company with the corporate sustainability report guidelines. This chapter uses a qualitative methodology to study the case of the Pestana Group. The Pestana Group is currently the largest Portuguese hospitality group with operations and hotels all over the world, and this case may provide some clues about the use of digital tools to communicate sustainability results to stakeholders.


2012 ◽  
Vol 3 (5) ◽  
pp. 81 ◽  
Author(s):  
Ana Mª Charquero Ballester ◽  
Jordi A. López Lillo

<p>In this paper a stratigraphic recording methodology is presented after a practial experience at the lo Boligni archaeological site. This experience has allowed, on the basis of cenital stereo-photo pairs, the digitalization of interfacial surfaces through high density point clouds renderization as the excavation went on, in order to obtain a Three-dimmensional Cummulative Model (TCM) of the stratigraphical sequence. It will be exposed the way some easy and affordable digital tools are used at the excavation in order to achieve a massive data recovery, and how their integration in CAD and GIS environments opens new possibilities for the everyday archaeological information treatement.</p>


2021 ◽  
Vol 72 (2) ◽  
pp. 185-198
Author(s):  
Daniela Gračan ◽  
Zrinka Zadel ◽  
Damir Pavlović

Tourism is a system that inevitably follows the technological advancement of other areas of social and economic life, especially in the domain of accessibility of all elements of tourist product offered by its basic unit - a tourist destination. Due to the inclination and the need to use mobile digital tools and services for visitors to better manage, the concept of the so-called "smart destination" is becoming increasingly important. However, as digital applications become increasingly saturated with everyday life and threaten the saturation of real and quality life, there is a need for selective access also in the domain of destination management through experience management and visitor satisfaction. Using the methodology of the survey questionnaire a survey has conducted on several tourist frequency locations in the destination, whose aim was to investigate the importance and participation of individual mobile applications in improving the visitor experience, among them the five most prominent. By applying correlation and regression analysis, results have been achieved, which applications most importantly participate in improving the visitor experience. The significance of this research is reflected in the design of a new tool for adaptive and selective introduction of new mobile applications in order to better target visitors in a destination and thus more effectively manage their experience.


2014 ◽  
Vol 5 (11) ◽  
pp. 86
Author(s):  
Julieta Lynch ◽  
Gustavo Corrado

In this paper we present the results of the planimetric survey in the archaeological site of Villavil. This site its on the north of Hualfín valley, Catamarca, Argentina. This region was habitated since remote times until the Inca and the Spanish conquest. From the registration of the site with total station and virtual reality programs it was provided a more complete dataset for the interpretation of the functionality intrasite, in pre and post times to Inca arrival in the Northwestern Argentina.


Author(s):  
Alice Omariba

This chapter describes how the impact of digital technology can now be felt in all spheres of life leading to global competition especially in education. The vision for technology-enhanced classrooms is one in which student groups work on long-term, multidisciplinary projects involving challenging content that is interesting and important to them with the support of technological tools for collecting, analyzing, displaying and communicating information. In the face of severe social and economic challenges, many developing countries are struggling to overcome barriers to the integration of digital tools in education to help students develop high-order skills and global competences for life and work. This chapter is intended to further discussions on incorporating technologies into instruction in order to bridge the gap between critical thinking skills and digital tools, and helping learners to become globally competent at the digital workplace.


Author(s):  
Karthikeyan Shanmugam ◽  
Vijayabanu C

In today's age of technology and exploding internet penetration, customers are rapidly moving toward continuous connectivity across every facet of their lives. Similarly, business is also changing in response to this digital boom. This chapter analyzes digital tools such as virtual communities, social collaboration, and its impact on the multiple generations in managing connected customers for organizations. The technological tools make it simple for customers to be connected at all times, which has become the major challenge for organizations to formulate strategies and be competent in the market. The major types of virtual communities that can be associated with businesses were discussed in detail. This chapter proposes a model for organization to manage their customers effectively. The above-mentioned digital tools are playing vital role in retaining customers and strategies can be formulated to manage the connected customers successfully. Thus, the chapter analyzed the major areas that are important to the organizations in order to succeed in formulating competitive strategy.


Author(s):  
Karol Kowalczuk

The text presents the complexity of the educational process taking place during the period of digital transformation and the role of the teacher in the changing didactic reality. The need to modify the existing digital tools adapted to the requirements of modern students was pointed out. The author’s assumption was to draw attention to computer games that can be part of the strategies for creating effective teaching tools tailored to the needs of digital natives. The article presents the features of games that may be key to the effective use of gaming in teaching. It also presents the strategy of educational game design. Despite the research conducted on the use of the potential of computer games in education, this topic still does not seem to be sufficiently exhausted, as exemplified by the teachers’ approach to virtual reality of games, which they mostly treat only as a ludic area.


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