scholarly journals Mapping the Soundscape in Communicative Forms for Cultural Heritage: Between Realism and Symbolism

Heritage ◽  
2021 ◽  
Vol 4 (4) ◽  
pp. 4495-4523
Author(s):  
Eva Pietroni

The dimension of sound plays a central role as a form of cultural representation. Sound is a means of knowledge and experiential involvement, as it is inextricably linked to place and space, mind and body, cultural context and emotion. This contribution aims to explore how sound design follows different paradigms and methods in the various media. Virtual reality, videogame, cinema and documentary have differently codified rules to provide acoustic verisimilitude to the simulated space, to orient or stimulate the user, to suggest contents or evoke events and to emotionally involve the public. These rules follow artistic principles closer to psychoacoustics than to scientific reproduction of sound in the simulated space. Under what conditions, however, is the scientific simulation of an acoustic space preferable to the more common paradigms of psychoacoustics? How could this be created? Immersive and non-immersive virtual reality for cultural heritage is currently the field of experimentation most open to future developments. Some virtual reality and mixed reality applications will be presented, dedicated to archaeological or historical-artistic contexts, where a fundamental relationship between sound and multisensory interaction has been created.

2020 ◽  
Vol 11 (1) ◽  
pp. 338
Author(s):  
George Margetis ◽  
Konstantinos C. Apostolakis ◽  
Stavroula Ntoa ◽  
George Papagiannakis ◽  
Constantine Stephanidis

Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition.


Author(s):  
M. Carrozzino ◽  
G.-D. Voinea ◽  
M. Duguleană ◽  
R. G. Boboc ◽  
M. Bergamasco

<p><strong>Abstract.</strong> The technological advances made in the recent years in the field of Information and Communication Technologies (ICT) have led to a revolution in many adjacent areas. One of these is Cultural Heritage (CH), as the new array of XR technologies (a concept integrating Augmented, Mixed and Virtual Reality) is offering new interaction possibilities. The purpose of this paper is to compare several such technologies at application level, and to classify them based on common features such as Interaction, Manipulability, Ease of Use and others. The study presented in this paper was carried out during the H2020 project eHERITAGE (‘Expanding the Research and Innovation Capacity in Cultural Heritage Virtual Reality Applications’). The action had as output multiple XR systems/applications. We compare 4 of them: a smartphone-based AR application, a digital book with 3D elements deployed on a large touchscreen, a large holographic display and a bow simulator built using a VR headset and a mechatronic system. We evaluate these innovative systems in the context of the 2 educational events, when over 4000 participants interacted with our team. Results show that systems with greater interaction and immersion features were preferred over the others. Furthermore, Mixed Reality was preferred over Virtual and Augmented Reality.</p>


2021 ◽  
Vol 251 ◽  
pp. 01006
Author(s):  
Alexander Sharmazanashvili ◽  
Nikoloz Udzilauri ◽  
Shota Kobakhidze ◽  
Luka Todua ◽  
Nino Zurashvili ◽  
...  

Education & outreach is an important part of HEP experiments. With outreach & education, experiments can have an impact on the public, students and their teachers, as well as policymakers and the media. The tools and methods for visualization enable to represent the detectors’ facilities, explaining their purpose, functionalities, development histories, and participant institutes. In addition, they make it possible to visualize different physical events together with important parameters and plots for physics analyses. 3D visualization and advanced VR (Virtual Reality), AR (Augmented Reality) and MR (Mixed Reality) extensions are the keys for successful outreach & education. This paper describes requirements and methods for the creation of browser-based visualization applications for outreach & education. The visualization framework TRACER is considered as a case study.


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 ◽  
Vol 10 (2) ◽  
pp. 597 ◽  
Author(s):  
Ovidia Soto-Martin ◽  
Alba Fuentes-Porto ◽  
Jorge Martin-Gutierrez

Nowadays, virtual reality technologies and immersive virtual reality (VR) apps allow people to view, explore, engage with and learn about historic monuments and buildings, historic sites, and even historic scenes. To preserve our cultural heritage for future generations. it is essential that damaged and dilapidated historic artefacts are accurately documented, and that steps are taken to improve user experiences in the areas of virtual visits, science and education. This paper describes an approach to reconstruct and restore historic buildings and mural paintings. The work process uses digital models that are then inserted into an interactive and immersive VR environment. Windows-Mixed Reality is used to visualize the said VR environment. The work method was applied at a United Nations Educational, Scientific and Cultural Organisation (UNESCO) World Heritage Site in Tenerife (Canary Islands, Spain), thereby creating a virtual three dimensional (3D) rendering of the architectural structures of the St Augustine Church in La Laguna and its murals. A combination of topography and terrestrial photogrammetry was used to reconstruct its architectural features, and the digital imaging tool DStretch® to recover its murals. The resulting 3D model was then inserted into an immersive and interactive VR environment created using the cross-platform game engine Unity. One of the greatest challenges of this project revolved around recovering the dilapidated and virtually nonexistent mural paintings using DStretch®. However, the final result is an immersive and interactive VR environment containing architectural and artistic information created within the video game engine Unity, which thereby allows the user to explore, observe and interact with a cultural heritage site in real time.


Author(s):  
F. Banfi ◽  
R. Brumana ◽  
C. Stanga

<p><strong>Abstract.</strong> One of the challenges of the Digital Cultural Heritage (DCH) field is the creation of coherent HBIMs and the dissemination of the collected historical data. The latest development of new technologies has the great potential to realise virtual content-based immersive experiences that are easily available by both experts and non-expert users. On the other hand, they require specific skills and a holistic approach to the study of the building that involves different disciplines.</p><p>The research that has been carried out for the last five years on one of the greatest monuments in Milan, the Basilica of Sant'Ambrogio, adopted this comprehensive methodology. Although the church is a very well-known building, its turbulent history remains in a certain aspect hidden to the large public. This paper shows the workflow that has been developed for the Basilica, starting from the 3D survey to the historical data acquisition and the study on the church itself, based on a ‘virtual subtraction process’, till the creation of a Virtual Reality experience. This one is the first step of a wider project on eXtended reality (Virtual/Mixed/Augmented Reality) that intends to make the gathered knowledge of the Basilica available to the public.</p>


2014 ◽  
Vol 7 (2) ◽  
pp. 197-211
Author(s):  
James Crossley

Using the 400th anniversary of the King James Bible as a test case, this article illustrates some of the important ways in which the Bible is understood and consumed and how it has continued to survive in an age of neoliberalism and postmodernity. It is clear that instant recognition of the Bible-as-artefact, multiple repackaging and pithy biblical phrases, combined with a popular nationalism, provide distinctive strands of this understanding and survival. It is also clear that the KJV is seen as a key part of a proud English cultural heritage and tied in with traditions of democracy and tolerance, despite having next to nothing to do with either. Anything potentially problematic for Western liberal discourse (e.g. calling outsiders “dogs,” smashing babies heads against rocks, Hades-fire for the rich, killing heretics, using the Bible to convert and colonize, etc.) is effectively removed, or even encouraged to be removed, from such discussions of the KJV and the Bible in the public arena. In other words, this is a decaffeinated Bible that has been colonized by, and has adapted to, Western liberal capitalism.


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