scholarly journals ENHANCING ACCESSIBILITY TO CULTURAL HERITAGE THROUGH DIGITAL CONTENT AND VIRTUAL REALITY: A CASE STUDY OF THE SARMIZEGETUSA REGIA UNESCO SITE

2020 ◽  
Vol 7 (3) ◽  
Author(s):  
Radu Comes ◽  
Călin Neamțu ◽  
Zsolt Levente Buna ◽  
Ștefan Bodi ◽  
Daniela Popescu ◽  
...  
2020 ◽  
pp. 151-171
Author(s):  
Thomas E. Levy ◽  
Connor Smith ◽  
Kristin Agcaoili ◽  
Anish Kannan ◽  
Avner Goren ◽  
...  

In this chapter, the issue of at-risk cultural heritage in the Middle East is addressed through the application of cyber-archaeology tools for data capture and dissemination. Working with an economic model to create a Heritage Asset District in the environs of Jerusalem, virtual reality for personal head-mounted devices and immersive CAVE platforms are used to help create high-value cultural heritage attractions designed to attract visitors to the district, thereby generating economic benefits. In the case study presented here, the district focuses on the Kidron Valley, which has its origin near the Temple Mount in the Old City of Jerusalem, and follows the river flowing eastward through the Judean Desert, where it empties into the Dead Sea. The most prominent cultural heritage site along the wadi (riverbed) is the Mar Saba Greek Orthodox monastery, dating to the fifth century CE. A helium-balloon photographic platform with high-definition photography and Structure from Motion (SfM) processing was used to create a 3D model of this impressive site that could be used for VR demonstrations. The demo is then made available over the MedArchNet (http://medarchnet.calit2.net/) online digital atlas to enable public engagement with Middle Eastern cultural heritage. This research is part of a University of California Office of the President Catalyst Grant concerning “At-Risk Cultural Heritage and the Digital Humanities.”


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Endang Setyawati ◽  
Adwiyah Asyifa ◽  
Hendro Trieddiantoro Putro ◽  
Mohammad Ischak

In the last decades, new technologies have been developed and used for digital conservation. Nowadays, virtual reality is becoming an instrument applicable to many areas of science and visual communication. Pathok Negoro Mosque is one of the Javanese Islamic mosque buildings that was built in the 1700s. The building of this mosque still exists. Pathok Negoro Mosque several times has changed the shape and architecture of the building. The mosque was established during the reign of Sultan Hamengku Buwana I, has an extraordinary concept and philosophy. This project was an archiving physical space so they can be digitally preserved. In this paper, we will present the process of the VR app making also describe the benefits and challenges associated with this approach. The method was by research and development by prototyping the building in 3D model, then providing virtual tours in different place and times. This paper will discuss the VR issue focusing on several hardware devices and software platforms for digital content management. This case study allowing a better understanding of masjid pathok negoro history and atmosphere. The analyzed of virtual experience proved to be advantageous in delivering tangible and intangible information.


Author(s):  
S. Chiarini ◽  
S. Cremonesi ◽  
L. Fregonese ◽  
F. Fassi ◽  
L. Taffurelli

In this paper, a Cultural Heritage survey, performed by employing and integrating different type of acquisition technologies (imagebased and active sensor based) is presented. The aim of the survey is to create a 3D multiscale database, therefore, different restitution scales, from the architectural-urban one to a detail one are taken in consideration. This research is part of a project financed by the Unesco for the study of historical gardens located in Mantua and Sabbioneta, and in particular for the <i>Palazzo Te</i> renaissance gardens in Mantua, which are reported in this paper. First of all, a general survey of the area has been realized by employing the classical aerial photogrammetry in order to provide the actual arboreal and urban furniture conditions of the gardens (1:500 scale). Next, a detailed photogrammetric survey of the Esedra courtyard in <i>Palazzo Te</i> has been performed by using a UAV system. At the end, laser scanning and traditional topography have been used for the terrestrial detailed acquisition of gardens and architectural façades (1:50&ndash;1:20 scale). The aim of this research is to create a suitable graphical documentation support for the study of the structure of the gardens, to analyze how they have been modified over the years and as an effective support for eventual future re-design. Moreover, the research has involved a certain number of botanic and archeological investigations, which have been duly acquired and modeled with image based systems.<br><br> Starting from the acquired datasets with their acquisition scales, a series of comparative analysis have been performed, especially for those areas in which all the systems have been employed. The comparisons have been extracted by analyzing point cloud models obtained by using a topographical network.<br><br> As a result, the multi-range approach efficiency, obtained by employing the actual available technologies have been illustrated in the present work.


Author(s):  
K. Koebel ◽  
D. Agotai ◽  
A. Çöltekin

Abstract. Immersive analytics, at the intersection of visual analytics and virtual reality has recently gained some traction. Taking a similar approach, VaRt-DataExplorer project is concerned with exploration of data spaces in Virtual Reality (VR) in the context of cultural heritage collections. Our main objective is to facilitate better a understanding and insight into spatially referenced cultural heritage data sets. Within the scope of the project, this goal would be achieved by providing potentially ‘intuitive’ forms of real time interaction with the data, and rendering quickly recognizable visuospatial representations to offer more context to cultural artifacts. In particular, a spatial context is provided to the viewers by referencing geographical aspects of the data. Due to the incomplete and imprecise nature of data in this domain, thoughtful attention is given to visualization fidelity. Our initial user study suggests that using an immersive VR offers benefits for the exploration task for the viewer and the user experience provided by VaRt-DataExplorer has received high ratings.


Author(s):  
B. Carrión-Ruiz ◽  
S. Blanco-Pons ◽  
M. Duong ◽  
J. Chartrand ◽  
M. Li ◽  
...  

<p><strong>Abstract.</strong> The use of photogrammetry and terrestrial laser scanning for building information modelling (BIM) in the documentation and conservation of Cultural Heritage (CH) is now well established. By combining BIM with the latest visualization technologies, powerful, semi-immersive experiences can be developed to enhance the dissemination of CH. In semi-immersive experiences such as Augmented Reality (AR), digital content can be overlapped on to physical spaces, providing a new way to interact with both the physical space and the digital content.</p><p> This paper discusses the translation of a digital object created using BIM, into a physical object and the utilisation of this physical object as a trigger for an AR experience. The case study looks at one of the neo- Gothic window frames from the House of Commons in the Centre Block of the Parliament Hill National Historic Site, in Ottawa, Canada. The window frame is one in a series that represents a Canadian province or territory with a stained glass feature that includes floral emblems and heraldic symbols from the respective provincial or territorial shield. The frame in this case study corresponds to the stained glass window of five provinces. Using the replica frame as a target, the user can select which stained glass windows they would like to view in the AR application.</p><p> Through these combined technologies, we argue that CH can be revealed in a more interactive way and therefore more engaging manner &amp;ndash; making even inaccessible architectural details readily available to the public.</p>


2020 ◽  
Vol 10 (8) ◽  
pp. 2743 ◽  
Author(s):  
Miloš Obradović ◽  
Ivana Vasiljević ◽  
Isidora Đurić ◽  
Jelena Kićanović ◽  
Vesna Stojaković ◽  
...  

During recent years, the synergy of virtual reality (VR) and photogrammetry has become an increasingly prevalent way to visualize, represent, preserve and disseminate cultural heritage objects. Photogrammetry offers a reliable method for a faithful and accurate image-based modeling of real-world objects, while VR applications provide not only visualization, but also an immersive and interactive experience of the photogrammetrically reconstructed cultural heritage. This research aims to create and apply the method for providing VR experience in the context of cultural heritage by developing a workflow for the VR applications based on photogrammetric models. The proposed workflow was applied on the iconostasis of the Serbian Orthodox Cathedral church of Saint Nicholas in Sremski Karlovci (Serbia). The presented method is based on the following main steps: generation ofan accurate 3D reconstruction of the iconostasisusing photogrammetry, the 3D model optimization, retopology, control and analysis and the process of creating the VR experience using a game-engine. The final result is an interactive walk through the church, which provides the user with an opportunity to visualize the iconostasis and its individual icons through different perspectives and multiple levels of detail, which is not otherwise possible when observing the church interior.


Author(s):  
A. Dhanda ◽  
M. Reina Ortiz ◽  
A. Weigert ◽  
A. Paladini ◽  
A. Min ◽  
...  

<p><strong>Abstract.</strong> In this paper, we propose a workflow for recreating places of cultural heritage in Virtual Reality (VR) using structure from motion (SfM) photogrammetry. The unique texture of heritage places makes them ideal for full photogrammetric capture. An optimized model is created from the photogrammetric data so that it is small enough to render in a real-time environment. The optimized model, combined with mesh maps (texture maps, normal maps, etc.) looks like the original high detail model. The capture of a whole space makes it possible to create a VR experience with six degrees of freedom (6DoF) that allows the user to explore the historic place. Creating these experiences can bring people to cultural heritage that is either endangered or too remote for some people to access. The workflow described in this paper will be demonstrated with the case study of Myin-pya-gu, an 11th century temple in Bagan, Myanmar.</p>


Author(s):  
F. Banfi ◽  
R. Brumana ◽  
A. Aljishi ◽  
N. Al Sayeh ◽  
M. Santana Quintero ◽  
...  

<p><strong>Abstract.</strong> The innovation in Digital Cultural Heritage (DCH) shows an emergence of innovative methods and initiatives for the generation of complex historical models to which are linked useful information for specialists of architecture, construction and engineering, but also user community interested in cultural heritage. This paper presents an improvement in Historic Building Information Modeling (HBIM) turned into models for mobile apps based on virtual reality (VR) addressed to enhance the communication of Architectural Heritage. The opportunity of a collaboration with the Bahrain Authority for Culture and Antiquities (BACA) experts under the coordination of the Carleton University in a training project aimed at improving documentation skills for conservation and preventive maintenance of built heritage provided the availability of an extraordinary richness of data and surveying on the Shaikh Isa Bin Ali House. The case study of the Shaikh Isa Bin Ali House is an outstanding example of Bahrain architecture and one of the oldest surviving building in Muharraq, listed under the UNESCO sites, now transformed in a Museum, where the visit does not allow to perceive the richness of the traditions of the constructions, beside the beautiful architecture. The building was the seat of the ruler of Bahrain from 1869 until his death in 1932 and represented an interesting response to local building materials and climate. This vernacular architecture solved not only the climate problems but combined the solution with beauty, physical and social functionality. This research carries out digital preservation through HBIM and switches to Cloud and VR platforms to allow users to enter a 3D immersive scene, using models as a vehicle of content information.</p>


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