scholarly journals Cyber - a Digital Cultural Heritage in a Museum and University Setting

2021 ◽  
Author(s):  
Ladislav Župčán ◽  
Martina Župčánová

In recent years, we have registered for the professional and lay public several published scientific and popularization papers on the use of virtual reality in cultural institutions, especially from abroad. The applicability of the components of virtual reality at present is not only dependent on the technical or economic nature, but also on the degree of mutual teamwork forming the basic framework of the project. The presented study consists of a theoretical nature in the context of the analysis of museum virtualization with an impact on positive and negative use in practice. The purpose of the practical section is direct examples of use in practice with a connection to the educational environment.

2014 ◽  
Vol 8 (supplement) ◽  
pp. 107-123 ◽  
Author(s):  
Antonella Fresa

The amount of data produced by the Cultural Heritage sector is continually increasing thanks to the numerous initiatives put in place by the cultural institutions for the digitization of their content. This process has also been accelerated by the emergence of cultural portals including regional, national and thematic portals and the European cultural portal Europeana. The Digital Cultural Heritage (DCH) sector also has the challenge of the complexity of the information itself. This is because of the relationship that each cultural object has with the collections it is part of, with the memory institutions where it is held, with the other objects of the same nature and/or culturally connected with it, and the many other types of relationships that represent the real scientific value of the digitised cultural object (be it a book, an archival record, an artefact from a museum, a sound recording or a video). Further, the investment in the production of the digital cultural heritage data is extremely high because the description of each object requires the human intervention of experts in the sector in order to associate the necessary metadata. Automatic extraction of knowledge (metadata) from the digital representation of cultural items is still far from being at a production level. It is not yet commonly available or seamless to the cultural institutions that are engaged in the digitisation of their collections. In addition to the DCH content that derive from digitisation processes applied to the tangible heritage, also born digital cultural heritage is more and more a reality, particularly in the artistic scenario. Plastic artists are commonly using 3D modelling for their studies. Architects, writers, multimedia artists, graphic designers and almost all other artistic expressions produce data that need to be preserved for the researchers of today and for the future generations. Digital cultural data is therefore extremely precious and its preservation is more and more an imperative priority. This paper intends to discuss these matters in the light of the ongoing work carried out by the DCH-RP project ( www.dch-rp.eu ) funded by the European Commission.


Author(s):  
F. Agnello ◽  
F. Avella ◽  
S. Agnello

<p><strong>Abstract.</strong> This article shows a first step in the development of an immersive virtual tour of the Cathedral of Palermo, entering the fields of Digital Cultural Heritage and Edutainment. Its purpose is to help people to gain knowledge about the site, highlighting the complex stratifications that have characterized its history.</p><p>The development of the project has been possible thanks to different phases of work: surveys were initially carried out by laser scanning, then assembled and processed to obtain the 3D model of the current state; at the same time, the model of reconstruction was processed in several phases, based on historical, archival and iconographic sources; both models were, later, subject to post-processing, preparatory to the development of virtual navigation. The tour scenario includes options in order to make it attractive for the player, such as interactive elements, interfaces and animations.</p>


2021 ◽  
Author(s):  
Selma Alispahić ◽  
◽  
Selma Rizvić ◽  

Digital technologies offer a new way to communicate and experience cultural heritage. It is now becoming possible to virtually recreate the original appearance of cultural monuments and enable the users to take virtual walks exploring interactive 3D models of objects preserved only in remains. Virtual Reality (VR) is a technology that transfers the users to a different place and time through devices called Head Mounted Displays (HMD) and enables a total immersion in another reality.


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.


2013 ◽  
Vol 7 (supplement) ◽  
pp. 29-46 ◽  
Author(s):  
Antonella Fresa

The European amount of digitized material is growing very rapidly, as national, regional and European programmes support the digitization processes by museums, libraries, archives, archaeological sites, and audiovisual repositories. The generation of digital cultural heritage is accelerated also by the impulse of Europeana that is fostering the European cultural institutions to produce even more digital content. Moreover digital cultural heritage content are complex and interlinked through many relations. European countries are working for the future, in order to create a data infrastructure devoted to cultural heritage research. Currently, Europe have twin projects (DC-NET and INDICATE) ongoing and a new international coordination action is under preparation to design a validated roadmap for the preservation of digital cultural content. These initiatives are contributing to smooth the way to the Open Science Infrastructure for Digital Cultural Heritage, which is foreseen in 2020.


2019 ◽  
Vol 2019 (1) ◽  
pp. 39-41
Author(s):  
Morten Thorkildsen ◽  
Jahn-Fredrik Sjøvik ◽  
Bendik Bryde

2021 ◽  
Vol 11 (4) ◽  
pp. 1530
Author(s):  
Christos Fidas ◽  
Stella Sylaiou

Recent advancements in Virtual Reality (VR) technologies provide new opportunities for Cultural Heritage (CH) organizations to attract, engage, and support end-users more efficiently and effectively [...]


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Sign in / Sign up

Export Citation Format

Share Document