New Digital Practices in Cultural Heritage Virtual Reality Technologies

New Digital Practices in Cultural Heritage  Virtual Reality Technologies
Author: Metty Plunkett
Publsiher: Willford Press
Total Pages: 0
Release: 2023-09-26
Genre: Computers
ISBN: 1647284562

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Cultural heritage refers to the legacy of physical artifacts and intangible attributes of a group or society that is inherited from previous generations. It is essential to preserve and protect the cultural heritage by passing it from one generation to the next generation. Virtual reality (VR) technologies create a virtual environment with realistic sense of vision, hearing, and touch. VR plays an important role in the protection and preservation of cultural heritage. During the process of research, exhibition and inheritance, cultural heritage may be damaged or corroded. This damage can be prevented by the use of VR. The three-dimensional models of material cultural heritage can be constructed by using the VR technology. It can also be used for virtual reproduction of cultural heritage based on archaeological research data and literature records for sites and remains that have not been excavated or annihilated. VR technology is also used to create a virtual museum that facilitates the protection and dissemination of cultural heritage. This book outlines the role of virtual reality technologies in preserving and protecting cultural heritage. A number of latest researches have been included herein to keep the readers abreast with the most recent concepts in this area of study.

Virtual Heritage

Virtual Heritage
Author: Erik Malcolm Champion
Publsiher: Ubiquity Press
Total Pages: 153
Release: 2021-07-22
Genre: Social Science
ISBN: 9781914481017

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Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.

Digital Heritage And Culture Strategy And Implementation

Digital Heritage And Culture  Strategy And Implementation
Author: Wu Steven Wan Pok,Din Herminia Wei-hsin
Publsiher: World Scientific
Total Pages: 364
Release: 2014-10-17
Genre: Art
ISBN: 9789814522991

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This book addresses the state-of-the-art initiatives as well as challenges, policy, and strategy issues in developing a digital heritage ecosystem within the broader context of an emerging digital culture. Case studies are drawn from the United States, Europe, and Asia to showcase the breadth of innovative ideas in delivering, communicating, interpreting, and transforming cultural heritage content and experience through multi-modal, multimedia interfaces. Aiming to offer a balanced overview of digital heritage and culture issues and technologies, the book pulls together expert views and updates on these four broad areas, namely, a) policy and strategy, b) applications, c) business models, and d) emerging concepts and directions. Policy and strategy chapters provide insights into how digital heritage strategy and policy are formulated and implemented in cultural heritage institutions and public agencies.Applications chapters present novel installed and mobile applications deploying technical tools in innovative assemblies and evaluate their usefulness, effectiveness along with other metrics in delivering an enriched user experience.Business model chapters unveil a variety of partnership models that have been successfully structured for the benefit of stakeholders.Emerging concepts and directions chapters propose research directions pointing to new signposts in technologically enhanced delivery of digital heritage and culture. This practical book will be of interest to policy makers, business people, researchers, curators, and educators as well as the culture-minded public seeking to understand how the burgeoning field of digital heritage and culture may impact our social, cultural, and recreational activities. Contents:Strategy and Policy:IT-enabled Innovative Services as a Museum Strategy: Experience of the National Palace Museum, Taipei, Taiwan (James Quo-Ping Lin)Designing Digital Heritage Competence Centers: A Swedish Model (Halina Gottlieb)7 Lessons Learned for Digital Culture (Christine Kuan)Applications and Services:Reinventing MoMA's Education Programs for the 21st Century Visitor (Jackie Armstrong, Deborah Howes, and Wendy Woon)Onemillionmuseummoments: A Cultural Intertwingling (Suzanne Akhavan Sarraf)Documentary Storytelling Using Immersive and Interactive Media (Michael Mouw)The Making of Buddha Tooth Relic Temple and Museum Virtual Temple (June Sung Sew and Eric Deleglise)Digital Media in Museums: A Personal History (Selma Thomas)Using New Media for Exhibit Interpretation: A Case Study, Yuan Ming Yuan Qing Emperors' Splendid Gardens (Herminia Din, Darrell L Bailey and Fang-Yin Lin)Business and Partnership Models:The Virtual Collection of Asian Masterpieces: A Universal Online Museum (Manus Brinkman)A Tale on a Leaf: Promoting Indonesian Literature and Culture Through the Development of the Lontar Digital Library (Ruly Darmawan and Djembar Lembasono)The Future of History is Mobile: Experiencing Heritage on Personal Devices (Christopher Jones)Technology and Other Issues:A Cultural Heritage Panorama: Trajectories in Embodied Museography (Sarah Kenderdine and Jeffrey Shaw)From Product to Process: New Directions in Digital Heritage (Eugene Ch'ng, Henry Chapman and Vince Gaffney)I Sho U: An Innovative Method for Museum Visitor Evaluation (Anita Kocsis and Sarah Kenderdine)Digital Cultural Heritage is Getting Crowded: Crowdsourced, Crowd-funded, and Crowd-engaged (Leonard Steinbach) Readership: Policy makers, business people, researchers, curators, and educators as well as the culture-minded public seeking to understand how the burgeoning field of digital heritage and culture may impact our social, cultural, and recreational activities. Keywords:Digitalization;Digital Heritage;Figital Culture;Museology;Museum;Virtual Collection;Mobile;Outreach;PolicyKey Features:Most journals and books on digital heritage are focused on technology solutions and project case studies. They do not tackle policy, strategy and business issues. This book includes discussion from senior managers at leading museums and institutions explaining their respective organisation's policy and strategy. In addition to projects already implemented, some chapters give insights into emerging concepts and useful lessons from past experienceThis eclectic volume includes contributions from Asia, Europe, and the United States. Contributions from museums, universities, and companies provide a global lens on digital heritage and culture in practice and researchIt is aimed at students and non-specialists while also containing materials for professionals. The affordable price of the book is believed to be attractive to students and non-specialist adults, and also within the price band of competing titles

Augmented Reality in Tourism Museums and Heritage

Augmented Reality in Tourism  Museums and Heritage
Author: Vladimir Geroimenko
Publsiher: Springer Nature
Total Pages: 327
Release: 2021-04-24
Genre: Computers
ISBN: 9783030701987

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This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.

Virtual and Augmented Reality in Education Art and Museums

Virtual and Augmented Reality in Education  Art  and Museums
Author: Guazzaroni, Giuliana,Pillai, Anitha S.
Publsiher: IGI Global
Total Pages: 385
Release: 2019-11-22
Genre: Computers
ISBN: 9781799817987

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Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Emerging Technologies and the Digital Transformation of Museums and Heritage Sites

Emerging Technologies and the Digital Transformation of Museums and Heritage Sites
Author: Maria Shehade,Theopisti Stylianou-Lambert
Publsiher: Springer Nature
Total Pages: 373
Release: 2021-08-02
Genre: Computers
ISBN: 9783030836474

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This book constitutes the post-conference proceedings of the First International Conference on Emerging Technologies and the Digital Transformation of Museums and Heritage Sites, RISE IMET 2020, held in Nicosia, Cyprus, in June 2021*. The 23 revised full papers were carefully reviewed and selected from 38 submissions. The papers are organized in the following topical sections: digital curation and visitor engagement in museums and heritage sites; VR, AR, MR, mobile applications and gamification in museums and heritage sites; digital storytelling and embodied characters for the interpretation of cultural heritage; emerging technologies, difficult heritage and affective practices; participatory approaches, crowdsourcing and new technologies; digitization, documentation and digital representation of cultural heritage. * The conference was held virtually due to the COVID-19 pandemic.

Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5 0

Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5 0
Author: Ugliotti, Francesca Maria,Osello, Anna
Publsiher: IGI Global
Total Pages: 765
Release: 2022-06-30
Genre: Computers
ISBN: 9781668448557

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Research on digital reality has been extensive in recent years, covering a wide range of topics and leading to new ways to approach and deal with complex situations. Within the Society 5.0 paradigm, people and machines establish a positive relationship to find solutions for social aspects and problems. This perspective establishes a strong interconnection between physical and virtual space, making the user an active player for better life and society. In these terms, digital systems and virtual and augmented reality technologies enable multi-dimensional scenarios and additional levels of interdisciplinary collaboration to create a highly inclusive communication network and social framework. The Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 provides an overview of methods, processes, and tools adopted to achieve super-smart society needs by exploiting digital reality and interactive technologies. It includes case studies that illustrate applications that place people’s quality of life at the center of the digitalization process, accessing and managing different information and data domains. Covering topics such as cultural heritage, interactive learning, and virtual participation, this major reference work is a comprehensive resource for business executives and managers, IT managers, government officials, community leaders, arts and performance organizers, healthcare administrators and professionals, faculty and administrators of both K-12 and higher education, students of higher education, researchers, and academicians.

Mixed Reality and Gamification for Cultural Heritage

Mixed Reality and Gamification for Cultural Heritage
Author: Marinos Ioannides,Nadia Magnenat-Thalmann,George Papagiannakis
Publsiher: Springer
Total Pages: 594
Release: 2017-04-26
Genre: Computers
ISBN: 9783319496078

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This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.