scholarly journals Virtual Community Heritage – An Immersive Approach to Community Heritage

2021 ◽  
Vol 7 (1) ◽  
pp. 4-18
Author(s):  
Joan Condell ◽  
Niall McShane ◽  
Jorge Avlarez ◽  
Alan Miller

   Our relationship with cultural heritage has been transformed by digital technologies. Opportunities have emerged to preserve and access cultural heritage material while engaging an audience at both regional and global level. Accessibility of technology has enabled audiences to participate in digital heritage curation process. Participatory practices and co-production methodologies have created new relationships between museums and communities, as they are engaged to become active participants in the co-design and co-creation of heritage material. Audiences are more interested in experiences vs services nowadays and museums and heritage organisations have potential to entertain while providing engaging experiences beyond their physical walls. Mixed reality is an emerging method of engagement that has allowed enhanced interaction beyond traditional 3D visualisation models into fully immersive worlds. There is potential to transport audiences to past worlds that enhance their experience and understanding of cultural heritage.

Author(s):  
Stefano Brusaporci

Aim of the article is to reflect on how digital technologies and ICT are changing the way to analyze, visualize, and communicate architectural heritage. In particular, mixed reality apps favor the constant and ubiquitous combination of reality and virtuality. A new kind of advanced heritage grows, characterized by the mix of tangible heritage and digital heritage: Reality enriches with information and virtuality acquires new potentialities with its matching with reality. This process moves from the development of digital informative models made by 3-D and database complex models, characterized by real time manipulability, navigation and interaction. This context renews people's relationship with images, allowing a sort of “visual turn” in built heritage field, where reality reaffirms its centrality, and the digital sphere opens to new opportunities in architectural heritage's studying, computing, experiencing, and valorization. Follows a claim for transparency of information and computer-based visualization.


Author(s):  
M. Hess ◽  
D. Garside ◽  
T. Nelson ◽  
S. Robson ◽  
T. Weyrich

As cultural sector practice becomes increasingly dependent on digital technologies for the production, display, and dissemination of art and material heritage, it is important that those working in the sector understand the basic scientific principles underpinning these technologies and the social, political and economic implications of exploiting them. The understanding of issues in cultural heritage preservation and digital heritage begins in the education of the future stakeholders and the innovative integration of technologies into the curriculum. This paper gives an example of digital technology skills embedded into a module in the interdisciplinary UCL Bachelor of Arts and Sciences, named “Technologies in Arts and Cultural Heritage”, at University College London.


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.


Author(s):  
Stefano Brusaporci

The concept of cultural heritage has evolved over time. In relation to a context where digital technologies and ICT are changing our everyday lives and the way to visualize, experience, and think, the growth of digital heritage poses new issues in the conceptual and operative relationship with real contents. The chapter reflects on the concept of tangible heritage, presents issues in heritage digitalization, and highlights the new relationships that the real dimension and the digital sphere of heritage establish, according to advanced frontiers of mixed heritage. Pressing topics are the matters of interpretation and presentation of heritage, the transparency of digital communication, and the participation of people in cultural content through digital content production, sharing, re-elaboration.


1970 ◽  
pp. 3 ◽  
Author(s):  
Dagny Stuedahl

The article focuses on a study of knowledge creation and organizing in a local history wiki. The background for this study was to understand how web 2.0 and social media might open new possibilities for museums to collaborate with communities and lay professionals in cultural heritage knowledge creation. Digital technologies provide tools that in many ways overcome challenges of physical collaboration between museums and amateurs. But technologies also bring in new aspects of ordering, categorizing and systematizing knowledge that illuminates the different institutional as well as professional frameworks that writing local historical knowledge into digital forms in fact represents. 


2012 ◽  
Vol 3 (5) ◽  
pp. 109 ◽  
Author(s):  
Roberto Scopigno

<p>Digital technologies are now mature for producing high quality digital replicas of Cultural Heritage (CH) artefacts. The research results produced in the last decade have shown an impressive evolution and consolidation of the technologies for acquiring high-quality digital 3D models (3D scanning) and for rendering those models at interactive speed. Technology is now mature enough to push us to go beyond the plain visualization of those assets, devising new tools able to extend our insight and intervention capabilities and to revise the current consolidated procedures for CH research and management. The paper presents a few recent experiences where high-quality 3D models have been used in CH research, restoration and conservation. These examples constitutes a broad review of different uses of digital 3D<br />assets in the CH domain.</p>


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