scholarly journals Italian Catacombs and Their Digital Presence for Underground Heritage Sustainability

2021 ◽  
Vol 13 (21) ◽  
pp. 12010
Author(s):  
Olga Lo Presti ◽  
Maria Rosaria Carli

The Italian catacombs represent one of the most interesting examples of the country’s underground built heritage. A strategic use of digital technologies can foster their sustainability by providing virtual access to local communities and tourists, as well as by transferring their value to future generations. Referring to a classification of the catacombs of Italy carried out by the Pontifical Commission for Sacred Archaeology of Vatican City, this paper analyzes the digital presence of this heritage within the contexts of social media, video sharing and navigation platforms in institutional and touristic areas. The emerging results show a good digital presence of this cultural heritage on these platforms. At the same time, they reflect an almost total absence of 3D technologies, virtual reconstructions or augmented reality. Only 2 out of 63 catacombs analyzed offer a photographic overview of the sites through the online Google Art and Culture platform, but this is only a small example of what a virtual visit would offer. The following work is based on this notion, as it aims to demonstrate that this type of underground built heritage still has great potential for the valorization and sustainability of these sites through the use of digital technologies. The use of virtual and augmented reality, enhanced by immersive storytelling, would limit the physical wear and tear on the site, making its conservation sustainable in the long term.

Author(s):  
K.N. Zhernova

Technologies of virtual and augmented reality are gaining popularity. Virtual reality is used in many areas, including beginning to be used in the field of information and computer security. In addition, virtual reality interfaces are also susceptible to attacks. However, there are still few works on research in this area. This article provides an overview of existing solutions to computer security problems using virtual and augmented reality interfaces, as well as an overview and classification of the identified threats for these interfaces themselves.


Neurology ◽  
2021 ◽  
pp. 10.1212/WNL.0000000000012413
Author(s):  
Stefano Sandrone ◽  
Chad E Carlson

Virtual reality and augmented reality have become increasingly prevalent in our lives. They are changing the way we see and interact with the world and have started percolating medical education. In this article, we reviewed key applications of virtual and augmented realities in neurology and neuroscience education, and discussed barriers and opportunities for implementation in the curriculum. Although long-term benefits of these approaches over more traditional learning methods and the optimal curricular balance remain mostly unexplored, virtual and augmented reality can change how we teach neurology and neuroscience.


2020 ◽  
Vol 72 (4) ◽  
pp. 289-293
Author(s):  
N.T. Shyndaliyev ◽  
◽  
Z.K. Kalkabayeva ◽  

The article analyzes virtual and augmented reality technologies, one of the most widely used modern technologies at present. Virtual and augmented reality technologies have recently been used in medicine, architecture, manufacturing, and education. In this article, we will focus on the application of these technologies in the field of education. It is known that the use of new technologies in the educational process increases students ' interest in classes. The use of digital technologies in education is the main achievement of the information society. However, creating a digital system for education using VR and AR technologies requires significant funds. At the beginning of the article, a brief overview of technologies is given, the main definitions are given, and the history is described. A review of the work of scientists conducting research in this area.


2019 ◽  
Vol 70 (1) ◽  
pp. 88-96
Author(s):  
Laura Peedosaar ◽  
Eneli Põldveer ◽  
Joonas Kollo ◽  
Ahto Kangur

Abstract With the rapid development in data acquisition and presentation, there is a growing interest in virtual forests and computer visualization tools. Forest owners have become more aware about their property and are interested in applying different forest management methods and silvicultural techniques. The tools are also applicable in assessment of the changes to the landscape as a result of natural and anthropogenic disturbances. Virtual reality offers a good opportunity to test and compare different management options before implementing decisions which can lead to irreversible consequences. Advances in spatial and temporal data collection enable new and practical solutions for analysis and visualization of long-term natural processes with new forestry applications. In the near future, forest owners and managers will have the possibility to make management decisions without the direct need to exit the office. Furthermore, the learning process is more enthralling and also more profound through augmented reality, helping to foster better working practices even before starting a job in the forest sector.


Author(s):  
Guangchuan Li ◽  
David Rempel ◽  
Yue Liu ◽  
Carisa Harris-Adamson

Researchers have designed 3D (non-contacting) gestures for human-computer interaction (HCI) for desktop computers, automobiles, and augmented and virtual reality (AR/VR) to improve functionality, and experience. 3D gestures provide a method for HCI in clean and dirty environments and settings where both hands need to be free for other tasks such as warehouse work. However, long-term use of 3D gestures may pose a risk of musculoskeletal fatigue especially if the gestures require movement at larger joints such as the shoulder or elbow. Microgestures involve motions of just the fingers and hands thereby reducing muscle fatigue and distraction. Current microgesture lexicons are not well designed for VR or AR systems because of differences in interactive requirements of the commands and context for their use. The purpose of this study was to design microgestures for AR and VR that follow user experiences with existing gestures while considering application, user preference and hand/wrist postures.


2021 ◽  
pp. 67-76
Author(s):  
Dennis Meredith

Visuals are more than just a tool to explain your research; they are also a way to engage your audiences emotionally and persuade them of the value of your work. It is very useful to invest in high-quality, evergreen visuals for multiple communication uses. These high-quality tables, graphs, illustrations, and animations will pay off in both the short and long term, despite the effort and cost. Not only will they enhance your research communication, but they will also teach you the “visual language” that will serve you throughout your career. Techniques for creating informative graphs and charts can greatly improve presentations and publications. Also important are informative illustrations and animations, and new technologies of virtual and augmented reality offer a promising route to effective, engaging communication.


2014 ◽  
Vol 1044-1045 ◽  
pp. 720-722
Author(s):  
Hong Lei Jing ◽  
Jing Nie ◽  
Nian Zhang

With the rapid development of modern society, the industrial mechanized production reached unprecedented climax in this era. Science and technology advance increasingly, modern equipment from structure to function tends to be complex and improved, and gradually achieve a high degree of automation. However, due to the inevitable factors such as wear and tear, abrasion and chemicals infection, machinery equipment will inevitably appear unforeseen fault, causing the machine to detract from the performance, or even causing serious economic losses. Therefore, mechanical fault diagnosis can reduce equipment accident rate and ensure the long-term stable operation of the device. And applying the augmented reality to machinery fault diagnosis method research can maximize the efficiency of mechanical fault diagnosis and equipment efficiency. This article explores the prospects for the development of mechanical fault diagnosis methods based on the theoretical basis and application value of augmented reality.


2019 ◽  
pp. 27-35
Author(s):  
Alexandr Neznamov

Digital technologies are no longer the future but are the present of civil proceedings. That is why any research in this direction seems to be relevant. At the same time, some of the fundamental problems remain unattended by the scientific community. One of these problems is the problem of classification of digital technologies in civil proceedings. On the basis of instrumental and genetic approaches to the understanding of digital technologies, it is concluded that their most significant feature is the ability to mediate the interaction of participants in legal proceedings with information; their differentiating feature is the function performed by a particular technology in the interaction with information. On this basis, it is proposed to distinguish the following groups of digital technologies in civil proceedings: a) technologies of recording, storing and displaying (reproducing) information, b) technologies of transferring information, c) technologies of processing information. A brief description is given to each of the groups. Presented classification could serve as a basis for a more systematic discussion of the impact of digital technologies on the essence of civil proceedings. Particularly, it is pointed out that issues of recording, storing, reproducing and transferring information are traditionally more «technological» for civil process, while issues of information processing are more conceptual.


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