Enhancing the Educational Experience of Calabrian Cultural Heritage

Author(s):  
Eleonora Pantano ◽  
Assunta Tavernise

To achieve this goal, the chapter focuses on the use of 3D technologies, on virtual and augmented reality, with emphasis on the stereoscopic Virtual Theatre. These innovative tools support the creation of a global vision of the fragmentary archaeological Calabrian heritage, as well as the possibility to play with the virtual findings as in a videogame, by choosing what to explore and the contents to access. Moreover, these technologies exploit the entertaining components of the systems in order to provide personalized and interactive educational contents.

2020 ◽  
Vol 68 (1) ◽  
pp. 47-67
Author(s):  
Matúš Formanek ◽  
Vladimír Filip ◽  
Adam Hnat

AbstractThis paper maps out the possibilities of using virtual and augmented reality in the context of virtual museums and galleries. In addition to the many advantages that virtual reality offers in new knowledge acquisition and presentation of cultural heritage objects, we also describe some possible disadvantages or problems directly related to this technology. Next, we try to find the answer to whether the presentation of selected objects of cultural heritage through virtual reality brings better results compared to the presentation in a traditional, museal form in the research part of the article. In conclusion, we summarise and present the results of the conducted research based on the statements of 138 students who participated in our testing.


Author(s):  
Giuseppe Conti ◽  
Raffaele De Amicis ◽  
Gabrio Girardi ◽  
Michele Andreolli

The widespread adoption of IT technologies by cultural heritage (CH) has transformed how cultural heritage is presented both to experts and the broad public. In the last few years a large number of multimedia applications, including virtual and augmented reality simulations, have been proposed by researchers and industry alike. However some of these technologies struggle to achieve mass diffusion, most probably due to limitations of their interfaces. Conversely, the recent widespread success of both serious games and mobile applications are laying the foundations for true extensive access to digital information on cultural heritage, creating new possibilities. This chapter illustrates this technological trend, highlighting their potential effects on the public and discussing a number of emerging scenarios of interest for the cultural heritage domain.


Author(s):  
S. Gonizzi Barsanti ◽  
S. G. Malatesta ◽  
F. Lella ◽  
B. Fanini ◽  
F. Sala ◽  
...  

The best way to disseminate culture is, nowadays, the creation of scenarios with virtual and augmented reality that supply the visitors of museums with a powerful, interactive tool that allows to learn sometimes difficult concepts in an easy, entertaining way. 3D models derived from reality-based techniques are nowadays used to preserve, document and restore historical artefacts. These digital contents are also powerful instrument to interactively communicate their significance to non-specialist, making easier to understand concepts sometimes complicated or not clear. Virtual and Augmented Reality are surely a valid tool to interact with 3D models and a fundamental help in making culture more accessible to the wide public. These technologies can help the museum curators to adapt the cultural proposal and the information about the artefacts based on the different type of visitor’s categories. These technologies allow visitors to travel through space and time and have a great educative function permitting to explain in an easy and attractive way information and concepts that could prove to be complicated. The aim of this paper is to create a virtual scenario and an augmented reality app to recreate specific spaces in the Capitoline Museum in Rome as they were during Winckelmann’s time, placing specific statues in their original position in the 18th century.


2021 ◽  
Vol 7 (1) ◽  
pp. 41-51
Author(s):  
Maria Engberg ◽  
Jay David Bolter ◽  
Colin Freeman ◽  
Gunnar Liestøl ◽  
Blair MacIntyre

We report here on an application of reality media (virtual and augmented reality) to digital cultural heritage. The particular challenge we address is: how to combine VR and AR to bridge the gap between the center (the museum housing cultural artifacts) and periphery (the heritage site where the artifacts were found) while at the same time attending to, even enhancing, the aura of both artifacts and sites? Our proposed solution is to implement the cultural heritage technique known as situated simulation (sitsim) in combination with a social virtual environment called Hubs. Our case study is a sitsim of the Acropolis in Athens, which can function on location and remotely and offers real-time conferencing capabilities for its participants. 


2020 ◽  
Vol 15 (6) ◽  
pp. 133-142
Author(s):  
A. G. Koroleva

The paper discusses the issues of determining the legal status and circle of subjects that can be recognized as owners of intellectual property rights to virtual and augmented reality technologies and the objects generated by them. Analyzing the circle of subjects in this area, the author notes the need for correlation of subjects and objects of intellectual property rights. Particular attention is given to determination of the rights of users of virtual or augmented reality platforms to virtual objects created by them. It is concluded that the creation of additional content for virtual or augmented reality platforms, as a general rule, gives rise to the creators’ copyright. Considering the circle of subjects on complex objects in the field of virtual and augmented reality technologies, the author concludes that the subject composition of legal relations arising in connection with the creation and use of a multimedia product should be determined based on the variety of this object due to their diversity.


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