scholarly journals Cinema memories in 3D modelling and virtual reality storytelling

Author(s):  
Eleonora Roaro

This paper focuses on the project VR and AR in the valorisation of cultural and artistic heritage within the New Cinema History framework, aims to combine microhistory related to local cinema theatres and Cinema Heritage, and to investigate the possibilities that digital media – in this case Augmented and Virtual Reality – have in the valorisation and preservation of cultural heritage. The final output of the project is the Virtual Reality reconstruction of the Odeon cinema’s architecture and habits of cinemagoing that, thanks to an immersive experience via the Oculus Rift headset, could evoke and simulate historical spectatorship that dealt both with the moment of watching a movie and its peripheral practice. the development of the project, at least four different perspectives on the Odeon cinema converged to form the basis of the VR reconstruction: the literature on the topic, the consultation of public and private archives, the oral sources, and photographs taken on site. This paper focuses mostly on the documents and sources used in the VR project and it aims to investigate how various and heterogeneous documents can be woven together into a philologically reliable historical reconstruction, and how they can be used in 3D modelling and VR storytelling related to Cinema Heritage.

Author(s):  
C. Pybus

<p><strong>Abstract.</strong> Although virtual reality provides much new unexplored territory for presenting and disseminating cultural heritage, operating VR headsets and controllers remains challenging for new users. By taking advantage of the tools available within the Unreal Engine game engine, the ergonomics of the Oculus Rift motion controllers, and certain principles of storytelling; one can develop a set of strategies for making the use of virtual reality more accessible and intuitive, allowing for new possibilities in the dissemination of built cultural heritage to a general audience. Therefore his paper aims to provide concrete examples of how to produce more effective VR tools for cultural heritage dissemination.</p>


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ulka Chandini Pendit ◽  
Syamsul Bahrin Zaibon ◽  
Juliana A. Abubakar

Cultural heritage is the asset of tourism industry to attract tourist for visiting a country. Cultural heritage needs to be conserved in order to prolong the life from being deterioration. However, conservation needs huge financial cost and this reason becomes the major obstacles for cultural heritage to be maintained its existence in a country. Nowadays, digital cultural heritage conservation is alternatively utilized as it reduces the cost of conservation in the form of digital interpretive media such as video, animation, 3D simulation, virtual reality, and augmented reality. Therefore, this study attempted to seek about the availability of digital interpretive media at cultural heritage sites through a survey. This paper presents the findings of availability level of digital media in the heritage sites in Yogyakarta, Indonesia. The findings show that the availability of digital media in Yogyakarta cultural heritage sites are mostly in traditional media types such as signs, brochures, maps, leaflets, and books. In attracting tourist, it is suggested that the cultural heritage sites should be provided with more advance interpretive media, namely computer simulations; personal stereo guided tours, virtual reality, and recently augmented reality as a way to conserve cultural heritage information and values.  


2021 ◽  
Author(s):  
Md. Masood Imran ◽  
Miner Masud

Generating predictive 3D modelling and virtual reality (VR) of the World Cultural Heritage of ruins of the Buddhist vihara at Paharpur, Bangladesh, is the ultimate notion of this research paper. In Bangladesh archaeology, it is a new paradigm to generate the predictive 3D models of the ruined structures in real mood and develop a VR to organise a journey from ruins mood to near to real mood. It will help to forecast the past virtually through the journey of present towards past. Futuristic forecasting is the normalised phenomenon in statistical analysis, despite the archaeologist’s motto, which is to predict the past. Methodologically, philosophising the vihara architecture of the Bangla region by following Vajrayana Buddhism is the first step. Then, information technology and archaeological data enable the 3D model generation of a known structure, producing high-quality outputs of the historic site for digital conservation. Finally, 3D predictive modelling has been achieved by supporting the integrated and interactive consideration of data, established 3D modelling and VR generating tools, and the guidance of the London Charter of 2006 and the Seville Principle of 2011 for the regenerating of the cultural heritage of ruins of the Buddhist vihara at Paharpur, Bangladesh.


Author(s):  
Elena Teresa Clotilde Marchis

This contribute aims to explore 3D modelling and its practical applications investigating scales of representation and scales of contents from architecture to landscape. The goal of this approach is to test the flexibility of modelling tools to different fields of application and to draw shared methods, even if they are applied in so different context. Changing the scale, is obvious, the language changes – because it is necessary to recompose symbolic and iconographic elements – themes and scales of representation change. So is possible to pave the way to strictly disciplinary thinking on outcomes and on instrumental and methodological guidelines for further research. The topic focuses on developing guidelines and creating a simple three-dimensional model designed to represent both the complexity of the “cultural heritage” morphology, as well as the need to manage the process of restoration in all its phases: from first findings to the restored final output.


2019 ◽  
pp. 177-205
Author(s):  
Elena Teresa Clotilde Marchis

This contribute aims to explore 3D modelling and its practical applications investigating scales of representation and scales of contents from architecture to landscape. The goal of this approach is to test the flexibility of modelling tools to different fields of application and to draw shared methods, even if they are applied in so different context. Changing the scale, is obvious, the language changes – because it is necessary to recompose symbolic and iconographic elements – themes and scales of representation change. So is possible to pave the way to strictly disciplinary thinking on outcomes and on instrumental and methodological guidelines for further research. The topic focuses on developing guidelines and creating a simple three-dimensional model designed to represent both the complexity of the “cultural heritage” morphology, as well as the need to manage the process of restoration in all its phases: from first findings to the restored final output.


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.


2021 ◽  
pp. 095715582110024
Author(s):  
Herman Lebovics

There have always been pressures from within French society and from Africa for the restitution of items of African cultural patrimoine. Newly elected President Macron announced that it was time to return items of African cultural heritage. He appointed a commission to report what, how, and when. The article traces these recommendations, resistance to them, and outcomes. As of this writing, almost nothing has been returned. And the pandemic has halted official action for the moment and possibly for the foreseeable future. However, concerned individuals and groups are beginning to take the matter into their hands. The story is not finished.


2021 ◽  
Vol 11 (4) ◽  
pp. 1530
Author(s):  
Christos Fidas ◽  
Stella Sylaiou

Recent advancements in Virtual Reality (VR) technologies provide new opportunities for Cultural Heritage (CH) organizations to attract, engage, and support end-users more efficiently and effectively [...]


Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 26
Author(s):  
David González-Ortega ◽  
Francisco Javier Díaz-Pernas ◽  
Mario Martínez-Zarzuela ◽  
Míriam Antón-Rodríguez

Driver’s gaze information can be crucial in driving research because of its relation to driver attention. Particularly, the inclusion of gaze data in driving simulators broadens the scope of research studies as they can relate drivers’ gaze patterns to their features and performance. In this paper, we present two gaze region estimation modules integrated in a driving simulator. One uses the 3D Kinect device and another uses the virtual reality Oculus Rift device. The modules are able to detect the region, out of seven in which the driving scene was divided, where a driver is gazing at in every route processed frame. Four methods were implemented and compared for gaze estimation, which learn the relation between gaze displacement and head movement. Two are simpler and based on points that try to capture this relation and two are based on classifiers such as MLP and SVM. Experiments were carried out with 12 users that drove on the same scenario twice, each one with a different visualization display, first with a big screen and later with Oculus Rift. On the whole, Oculus Rift outperformed Kinect as the best hardware for gaze estimation. The Oculus-based gaze region estimation method with the highest performance achieved an accuracy of 97.94%. The information provided by the Oculus Rift module enriches the driving simulator data and makes it possible a multimodal driving performance analysis apart from the immersion and realism obtained with the virtual reality experience provided by Oculus.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


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