Through Achille Castiglioni's Eyes

Author(s):  
Cecilia Maria Bolognesi ◽  
Damiano Antonino Angelo Aiello

The experimentations described here concern the virtualization of the Studio Museo Achille Castiglioni, a small museum that hosts important artefacts designed by one of the most famous architects and designers of the 20th century, winner of 7 “Compasso d'oro” awards. The digitization process creates two virtual experiences to enjoy the place and the design objects to give visibility to the small context far from the big museum. The first (less complex and immersive) experimentation deals with the semantic implementation of 360° panoramic photographs, giving rise to a virtual tour of the museum available on the web with no interaction: it is the description of the state of the art of this place. The second one (a real VR simulation) derives from a more complex workflow based on digital surveying, digital modelling, and developing of virtual environments and interactions. The two proposed case studies demonstrate how new technologies can represent indispensable instruments for the safeguard, enhancement, and communication of Cultural Heritage.

Author(s):  
Chairi Kiourt ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.


2013 ◽  
Vol 10 ◽  
pp. 34-39 ◽  
Author(s):  
Maryam Mousavi ◽  
Yap Hwa Jen ◽  
Siti Nurmaya Binti Musa

With the emerge of new technologies many systems are presented to a wider range of users at reasonable costs. Virtual Reality (VR) technology has also entered many new economical areas such as tourism, business, online games, and also cultural heritage. The new advancement in VR and its availability to the end user in many forms necessitates considering the health issues because cybersickness is one of the drawbacks of Virtual Environments (VE). In addition, usability of the VE and the provided VR technology and system is of paramount importance in the market to attract the user. However, usability measurement of the VE also has become a difficult issue due to the vast range of products and users. A review on the cybersickness and usability issues in VE is prepared and presented in this paper.


2020 ◽  
pp. 1348-1366
Author(s):  
Chairi Kiourt ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.


2015 ◽  
Vol 24 (3) ◽  
pp. 243-264 ◽  
Author(s):  
Paola Di Giuseppantonio Di Franco ◽  
Carlo Camporesi ◽  
Fabrizio Galeazzi ◽  
Marcelo Kallmann

This article investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and cognitive sciences indicating the importance of object manipulation for understanding present and ancient artifacts. While virtual immersive environments and 3D prints have started to be incorporated in heritage research and museum displays as a way to provide improved manipulation experiences, little is known about how these new technologies affect the perception of our past. This article provides first results obtained with three experiments designed to investigate the benefits and tradeoffs in using these technologies. Our results indicate that traditional museum displays limit the experience with past material culture, and reveal how our sample of participants favor tactile and immersive 3D virtual experiences with artifacts over visual non-manipulative experiences with authentic objects.


Author(s):  
M. G. D'Urso ◽  
C. L. Marino ◽  
A. Rotondi

For more than a century the tridimensional vision has been of interest for scientists and users in several fields of application. The mathematical bases have remained substantially unchanged but only the new technologies have allowed us to make the vision really impressive. Photography opens new frontiers and has enriched of physical, mathematical, chemical, informatical and topographic notions by making the images so real to make the observer fully immersed into the represented scene. By means of active googless the 3D digital technique, commonly used for video games, makes possible animations without limitations in the dimension of the images thanks to the improved performances of the graphic processor units and related hardware components.<br><br> In this paper we illustrate an experience made by the students of the MSc'degree course of Topography, active at the University of Cassino and Southern Lazio, in which the photography has been applied as an innovative technique for the surveying of cultural heritage. The tests foresee the use of traditional techniques of survey with 3D digital images and use of GPS sensors. The ultimate objective of our experience is the insertion in the web, allowing us the visualization of the 3D images equipped with all data.<br><br> In conclusion these new methods of survey allow for the fusion of extremely different techniques, in such an impressive way to make them inseparable and justifying the origin of the neologism "Geomatics" coined at the Laval University (Canada) during the eighties.


Author(s):  
C. Bolognesi ◽  
D. Aiello

Abstract. This project aims to demonstrate the communicative and educational possibilities offered by ICT in the promotion and enhancement of museum heritage. To this end, the researchers have outlined a workflow that includes both a technical-engineering component and a psychological component for the development of a serious game, designed to educate users in a pleasant way and applied to a small museum institution located in an ancient building in the city of Milan: the Studio Museo Achille Castiglioni, which hosts a collection of design objects created by one of the most important designers of the 20th century. Virtual Reality was considered the most effective means to make it possible to remotely enjoy the 3D space, thanks to its ability to fully immerse the user in the game space and to physically and emotionally involve him or her through interactive elements, allowing to learn by acting, to live a first-person experience as the protagonist of the visit and not just as a spectator.


2019 ◽  
Vol 11 (14) ◽  
pp. 3894
Author(s):  
Fabrice Monna ◽  
Nicolas Navarro ◽  
Jérôme Magail ◽  
Rodrigue Guillon ◽  
Tanguy Rolland ◽  
...  

Photospheres, or 360° photos, offer valuable opportunities for perceiving space, especially when viewed through head-mounted displays designed for virtual reality. Here, we propose to take advantage of this potential for archaeology and cultural heritage, and to extend it by augmenting the images with existing documentation, such as 2D maps or 3D models, resulting from research studies. Photospheres are generally produced in the form of distorted equirectangular projections, neither georeferenced nor oriented, so that any registration of external documentation is far from straightforward. The present paper seeks to fill this gap by providing simple practical solutions, based on rigid and non-rigid transformations. Immersive virtual environments augmented by research materials can be very useful to contextualize archaeological discoveries, and to test research hypotheses, especially when the team is back at the laboratory. Colleagues and the general public can also be transported to the site, almost physically, generating an authentic sense of presence, which greatly facilitates the contextualization of the archaeological information gathered. This is especially true with head-mounted displays, but the resulting images can also be inspected using applications designed for the web, or viewers for smartphones, tablets and computers.


2020 ◽  
pp. 107-121
Author(s):  
Monika Rekowska

Cyprus and Cyrenaica, two regions strongly influenced by the Alexandrian cultural heritage, which came under the Roman rule already in the 1st century BC, are simultaneously both typical and unusual examples of acculturation understood as a mixture of Hellenistic and Roman components. This is reflected in various spheres of life, including the architecture of the houses owned by members of the urban elite which are investigated in this article. Two residential units – the House of Leukaktios at Ptolemais in Cyrenaica and the House of Orpheus at Nea Paphos in Cyprus – will be presented to discuss different attitudes towards Romanisation from the perspective of an individual as reflected by particular dwellings.


Author(s):  
Andrew J. Komrowski ◽  
Luis A. Curiel ◽  
Daniel J. D. Sullivan ◽  
Quang Nguyen ◽  
Lisa Logan-Willams

Abstract The acquisition of reliable Acoustic Micro Images (AMI) are an essential non-destructive step in the Failure Analysis (FA) of electronic packages. Advanced packaging and new IC materials present challenges to the collection of reliable AMI signals. The AMI is complicated due to new technologies that utilize an increasing number of interfaces in ICs and packages. We present two case studies in which it is necessary to decipher the acoustic echoes from the signals generated by the interface of interest in order to acquire trustworthy information about the IC package.


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