scholarly journals Mobile Augmented Reality for Cultural Heritage: Following the Footsteps of Ovid among Different Locations in Europe

2019 ◽  
Vol 11 (4) ◽  
pp. 1167 ◽  
Author(s):  
Răzvan Boboc ◽  
Mihai Duguleană ◽  
Gheorghe-Daniel Voinea ◽  
Cristian-Cezar Postelnicu ◽  
Dorin-Mircea Popovici ◽  
...  

There are many examples of cultural events that distinguish people nationally. Celebrating this can bring people closer, as inhabitants of different countries share similar cultural values. This study investigates a sustainable way to enhance these types of events. On the occasion of the 2000-year anniversary of the death of the Roman poet Ovid, we propose a mobile augmented reality (MAR) application that contains historical information related to his life. As Ovid often stated in his last poems, he feared his work would be forgotten after his exile from Rome. This paper focuses on assessing whether this is the case, while also disseminating factual, historic data to people who tested the application. Experiments were conducted in Italy and Romania, in three different cities: Sulmona, Rome, and Constanta. Based on the results collected, four constructs were investigated: comprehensibility, manipulability, enjoyment, and usefulness. The results revealed that the usability of the MAR application, and the interaction metaphor, are appropriate for the general public. The MAR application provided a positive experience, and thus, increased the extent of the occasion.

2017 ◽  
Vol 3 (2) ◽  
pp. 201
Author(s):  
Nuraini Saura Putri ◽  
Oktavian Aditya Nugraha

Efforts to preserve the legendary cultural heritage and in the framework of seeking the identity of the nation as well as the diversity of ethnic groups in Indonesia, one way to do is to collect and care for folklore. This research as a means to treat foklor legend of Lake Ranu and Ngebel legend Telaga. Both legends have almost the same story, both the character and the story. The purpose of this study is to determine the similarities and differences in the two legends, through its structure, function and cultural values. Such long-term goal in this study is, to provide knowledge about oral literature research on literature students who can be used as a reference for the future. In addition, this research can also provide new knowledge for the general public about the storyline of the legend of Lake Ngebel and the legend of Lake Ranu. Based on the results of research that has been done then can be drawn a conclusion, namely: the structure there are four equations and has three differences. Something contained in the two legends have three functions, namely; as entertainment, as a means of legitimizing institutions and cultural institutions, as child educators. For the cultural values contained in these two legends are the value of Diktatik, Ethical, and Religious values


2019 ◽  
Vol 9 (24) ◽  
pp. 5454
Author(s):  
Anabela Marto ◽  
Alexandrino Gonçalves

The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Mursyidah Mursyidah ◽  
Ramadhona Ramadhona

Abstrak— Rumah adat merupakan salah satu kebudayaan yang paling tinggi nilai seninya. Kurangnya pengetahuan tentang rumah adat serta peralatan tradisional Aceh dikalangan masyarakat umum, menjadikan nilai budaya Aceh semakin berkurang. Upaya untuk meningkatkan minat masyarakat untuk melestarikan budaya terus dilakukan. Salah satunya dengan menjadikan teknologi Augmented Reality sebagai media untuk memvisualisasikan rumah adat dan benda-benda tradisional aceh dalam bentuk animasi 3D. Metode yang digunakan pada penelitian ini adalah marker base tracking . Perangkat lunak yang digunakan dalam perancangan aplikasi ini yaitu Vuforia, blender 3D dan unity. Pada aplikasi ini user dapat melihat 1 animasi rumah adat Aceh dan 9 objek 3D benda tradisional Aceh. Dapat disimpulkan teknologi augmented reality memang dapat diterapkan pada perangkat Android, dengan hasil pengujian jarak terbaik kamera membaca marker yaitu 20 cm s/d 60 cm dengan sudut terbaik yaitu 0o s/d 40o.Kata kunci— augmented reality, marker, vuforia, rumah adat acehAbstract— Traditional house is one of the most high culture of art value. Lack of knowledge about traditional houses and traditional Acehnese objects among the general public, making the cultural values of Aceh diminishing. Efforts to improve realization of achenesse people to preserving culture of aceh, one of its by making Augmented Reality technology as a medium to visualize traditional house and traditional Acehnese objects to be 3D animation. The method used in this research is marker base tracking. The software that used in reasearch is Vuforia, blender 3D and unity. In this application, user will find an animation of trditional house of Aceh and 9 object 3D traditional object of Aceh. Conclusions from the study is augmented reality technology can be applied to Android devices, with the best distance test results of camera reading the marker is 20 cm to 60 cm and 0o to 40o for the best angle.Keywords— augmented reality, marker, vuforia, traditional house of aceh,


2018 ◽  
Vol 7 (12) ◽  
pp. 463 ◽  
Author(s):  
Chris Panou ◽  
Lemonia Ragia ◽  
Despoina Dimelli ◽  
Katerina Mania

In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-world monument, while the user is exploring the area. A location-based experience was designed and integrated into the application, enveloping the 3D model with real-world information at the same time. The users are urged to explore interest areas and unlock historical information, while earning points following a gamified experience. By combining AR technologies with location-aware and gamified elements, we aim to promote the technologically enhanced public appreciation of cultural heritage sites and showcase the cultural depth of the city of Chania.


Author(s):  
Bogdan-Vasile Cioruța ◽  
Alexandru Leonard Pop

As the traditional Romanian architecture is little known abroad and sporadically threatened with major changes due to the incursions of various neo-modernist architectural currents, it is appropriate to bring back to the attention of the general public, the image of what was and still is there. In this context, this study aims to emphasize the beauty and uniqueness of traditional architecture in terms of the tools offered by Romanian philately. Knowing that philately is an ambassador of promoting Romanian cultural values locally, but also abroad, the present study tried to outline this aspect in relation to the ethnographic and architectural specifics. Thus, the architectural specificity of three areas is desired, this time from the localities of Chiojdu Mic (Buzău), Curteni (Vaslui), and Curtișoara (Gorj), using stamps, illustrated postcards, and other philatelic effects. The results of the investigation, carried out through the consultation of sites with predominantly philatelic content (on platforms such as Colnect®, Delcampe®, PicClick®, StampWorld®, etc), confirm the preoccupation of the Romanian thematic philately for the local architecture; at the same time, indicate the availability of the community towards the promotion of the cultural heritage.


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