Academic literature on the topic 'Augmented Heritage'

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Journal articles on the topic "Augmented Heritage"

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Guazzaroni, Giuliana. "Digital Heritage." International Journal of Art, Culture and Design Technologies 10, no. 1 (January 2021): 1–17. http://dx.doi.org/10.4018/ijacdt.2021010101.

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Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are new ways to provoke an emotional response to heritage and culture. In a place of interest, augmented by technologies, visitors meet various stimuli. Consequently, the public activates complex neural responses in the brain. Neural responses will lead to specific actions, decision-making, and learning. Engaging an audience is desirable for institutions that organize exhibitions, as many people see museums and heritage as stagnant spaces. Museums and art galleries should use VR and AR facilities to develop creative thinking and to advance cultural context. Artists, on the other hand, may represent a sort of facilitator, helping to develop positive actions in the smart cities of the future or to educate the audience toward active citizenship.
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De Fino, Mariella, Albina Scioti, Rocco Rubino, Alessandra Pierucci, and Fabio Fatiguso. "‘Augmented diagnostics’ for the architectural heritage." International Journal of Heritage Architecture: Studies, Repairs and Maintence 2, no. 2 (January 15, 2017): 248–60. http://dx.doi.org/10.2495/ha-v2-n2-248-260.

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Cucchiara, Rita, and Alberto Del Bimbo. "Visions for Augmented Cultural Heritage Experience." IEEE MultiMedia 21, no. 1 (2014): 74–82. http://dx.doi.org/10.1109/mmul.2014.19.

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Mendoza-Garrido, Raynel, Amaury Cabarcas-Álvarez, Juan José Puello-Beltran, Ramon Fabregat-Gesa, and Silvia Margarita Baldiris-Navarro. "Heritage education experience supported in augmented reality." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (June 1, 2020): 52–62. http://dx.doi.org/10.17533/udea.redin.20200582.

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Heritage Education is a process that traditionally takes place within the classroom, where the teacher transmits some knowledge to the student; however, new ways have been implemented to develop Heritage Education processes supported by different technologies where Augmented Reality is included. This paper describes the process of implementing the “Framework for Heritage Education supported by Augmented Reality”, which proposes guidelines for the development of technology solutions based on Augmented Reality in the context of Heritage Education, through the deployment of an application called “Social Heritage ”developed under the guidelines of this Framework. The paper describes the implementation process of the Framework in the city of Cartagena - Colombia and the validation process with the end users. For the evaluation of the experience, the motivation test was used for the instructional design that measures the categories: Attention, Relevance, Confidence and Satisfaction. This test was applied to a group of students and a group of tourists. The validation results show that the use of augmented reality motivated both students and tourists in the development of heritage education processes. This allowed us to conclude that augmented reality technology is pertinent when promoting learning processes in the context of heritage.
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Arifitama, Budi, and Ade Syahputra. "Cultural Heritage Digitalization on Traditional Sundanese Music Instrument Using Augmented Reality Markerless Marker Method." Jurnal Teknologi dan Sistem Komputer 5, no. 3 (July 31, 2017): 101–5. http://dx.doi.org/10.14710/jtsiskom.5.3.2017.101-105.

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Research into cultural heritage which implements augmented reality technology is limited. Most recent research on cultural heritage are limited on storing data and information in the form of databases, this creates a disadvantage for people who wants to see and feel at the same moment on actual cultural heritage objects. This paper, proposes a solution which could merge the existing cultural object with people using augmented reality technology. This technology would preserve traditional instrument in the form of 3D object which can be digitally protected. The result showed that the use of augmented reality on preserving cultural heritage would benefit people who try to protect their culture.
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Yin, Celine Zhao Ying, Timothy Jung, M. Claudia tom Dieck, and Maria Younghee Lee. "Mobile Augmented Reality Heritage Applications: Meeting the Needs of Heritage Tourists." Sustainability 13, no. 5 (February 26, 2021): 2523. http://dx.doi.org/10.3390/su13052523.

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As competition intensifies, value co-creation with tourists is essential for successful implementation of mobile augmented reality (AR) heritage applications. This study therefore aims to identify heritage tourists’ needs and involvement when developing mobile AR heritage applications using a grounded theory approach. Since AR applications are still in their infancy in the tourism industry the grounded theory approach was employed. Fifty in-depth interviews were conducted in Macau’s World Heritage Sites. The interview transcripts were analyzed by the open coding method with the NVivo software, the process of axial coding and the selective coding method. This study generated new requirements for mobile AR heritage applications that reflect the needs of the Asian tourist market, which are different from those of the European tourist market. The characteristic of tourist empowerment and the association between co-creation and tourism were also identified. This study contributes to provide a theoretical framework for designing mobile AR heritage applications and has implications for mobile AR application developers and tourism practitioners.
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Balmer, John M. T., and Weifeng Chen. "Corporate heritage brands, augmented role identity and customer satisfaction." European Journal of Marketing 51, no. 9/10 (September 12, 2017): 1510–21. http://dx.doi.org/10.1108/ejm-07-2017-0449.

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Purpose The study aims to explore customer satisfaction towards the celebrated Tong Ren Tang (TRT) Chinese corporate heritage brand (established in 1669). This paper examines the multiple role identities of the corporate brand and, in particular, the enduring imperial identity (role identity) of the corporate brand. The study examines whether the corporate heritage brand’s imperial associations are still meaningful. Design/methodology/approach A indicative, survey-based case study methodology undertaken with Chinese customers informs this research. Findings TRT’s corporate heritage brand identity and, moreover, its imperial role identity were salient in terms of customer satisfaction. TRT’s augmented imperial role identity not only was highly salient but also, moreover, meaningfully enhanced the organisation’s corporate reputation in terms of customer satisfaction. Research limitations/implication This study lends further support for the utility of the notion of corporate heritage/corporate heritage brands and in particular the saliency of the theoretical notion of augmented role identity within the corporate heritage marketing field. Practical implication Corporate heritage brand managers should be appraised of which corporate role identities are meaningful for customers. At a practical level, senior corporate marketing managers of corporate heritage organisations should accorded importance to the additional P of Provenance apropos the corporate marketing mix. Social implication At a time, when China is reappraising its relationship with its past – including its imperial past (of which much has been destroyed) – this paper’s focus on TRT’s unsurpassed augmented role identity is pertinent and propitious. Seemingly, this corporate heritage brand’s imperial association provides a living and tangible link with China’s long and momentous imperial provenance and erstwhile imperial polity. In short, the corporate heritage brand is part of China’s patrimony and enjoys a unique place in this regard. Originality/value This paper is one of the first empirical studies examining a Chinese corporate heritage brand entity. The study marks new ground in examining customer satisfaction from the theoretical perspectives of corporate heritage brand and augmented role identity. It is believed that this is the first study to consider corporate heritage in the pharmaceutical sector and marks new ground in considering the saliency of China’s imperial legacy on an extant, highly successful and high profile-Chinese corporate heritage brand.
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de la Fuente Prieto, J., E. Castaño Perea, and F. Labrador Arroyo. "AUGMENTED REALITY IN ARCHITECTURE: REBUILDING ARCHEOLOGICAL HERITAGE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 311–15. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-311-2017.

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With the development in recent years of augmented reality and the appearance of new mobile terminals and storage bases on-line, we find the possibility of using a powerful tool for transmitting architecture. This paper analyzes the relationship between Augmented Reality and Architecture. Firstly, connects the theoretical framework of both disciplines through the Representation concept. Secondly, describes the milestones and possibilities of Augmented Reality in the particular field of archaeological reconstruction. And lastly, once recognized the technology developed, we face the same analysis from a critical point of view, assessing their suitability to the discipline that concerns us is the architecture and within archeology.
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Aliprantis, John, and George Caridakis. "A Survey of Augmented Reality Applications in Cultural Heritage." International Journal of Computational Methods in Heritage Science 3, no. 2 (July 2019): 118–47. http://dx.doi.org/10.4018/ijcmhs.2019070107.

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Augmented reality is now a well-known concept, a technology that integrates digital content to the user's physical world. As more and more applications begin to reshape user's daily lives in multiple domains, cultural heritage sites have begun to focus on capitalizing augmented reality's potential and improve their visitor experience. This work provides an overview of the state-of-the-art techniques, methodologies, and technologies integrated with augmented reality applications for cultural heritage while also categorizing the current works according to the latest techniques as they integrate to enrich the user's experience. The survey presents an overview of the characteristics of an augmented reality system, and discusses the current challenges, issues, limitations, and future directions. Finally, this work examines the methods and techniques that are used in the cultural heritage and augmented reality integration, outlining benefits, and open issues.
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Asmar, Daniel. "Pose Tracking in Augmented Reality of Cultural Heritage." International Journal of Computational Methods in Heritage Science 1, no. 1 (January 2017): 123–31. http://dx.doi.org/10.4018/ijcmhs.2017010108.

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This paper briefly surveys pose tracking methods used for augmented reality applications in cultural heritage. The paper primarily benefits scholars and practitioners in the areas of electronic heritage. Pose tracking techniques are categorized as either being dependent or independent of their surrounding; accordingly, various solution methods in the literature are presented along with their advantages and disadvantages. I conclude the paper with a discussion on the open problems in pose tracking in cultural heritage and recommend future directions of research in this field.
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Dissertations / Theses on the topic "Augmented Heritage"

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Gutkowski, Nicolas Joshua. "Designing Cultural Heritage Experiences for Head-Worn Augmented Reality." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103619.

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History education is important, as it provides context for current events today. Cultural heritage sites, such as historic buildings, ruins, or archaeological digs can provide a glimpse into the past. The use of different technologies, including augmented and virtual reality, to teach history has expanded. Augmented reality (AR) in particular can be used to enhance real artifacts and places to allow for deeper understanding. However, the experiences born out of these efforts primarily aim to enhance museum visits and are presented as handheld experiences on smartphones or tablets. The use of head-worn augmented reality for on-site history education is a gap. There is a need to examine how on-site historical experiences should be designed for AR headsets. This work aims to explore best practices of creating such experiences through a case study on the Solitude AR Tour. Additionally comparisons between designing for head-worn AR and handheld AR are presented.
Master of Science
There is a need for the general public to be informed on historical events which have shaped the present day. Informal education through museums or guided tours around historical sites provides an engaging method for people to become more knowledgeable on the details of a time period or a place's past. The use of augmented reality, which is the enhancement of the real-world through virtual content visible through some sort of display such as a smartphone, has been applied to history education in these settings. The educational apps created focus on adding onto museum exhibits, rather than historical locations such as buildings or other structures. Additionally they have focused on using smartphones or tablets as the medium for virtual content, rather than headsets, which involves wearing a display rather than holding one. This work aims to address the lack of headset-based, on-site history experiences by posing questions about what methods work best for designing such an app. Comparisons to handheld design are also made to provide information on how the approach differs.
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Bostanci, Gazi Erkan. "User tracking methods for augmented reality applications in cultural heritage." Thesis, University of Essex, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616992.

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Augmented Reality provides an entertaining means for displaying 3D reconstructions of ancient buildings in situ for cultural heritage. Finding the pose, position and orientation, of the user is crucial for such applications since this information will be used to define the viewpoint that will be used for rendering the models. Images acquired from a camera can be used as the background for such augmentations . To make the most out of this available information, these images can also be utilized to find a pose estimate. This thesis presents contributions for vision-based methods for estimating the pose of the user in both indoor and outdoor environments. First an evaluation of different feature detectors is presented, making use of spatial statistics to analyse the distribution of the features across the image, a property that is shown to affect the accuracy of the homography calculated from these features . An analysis of various filtering methods used for tracking was performed and an implementation of a SLAM system is presented. Due to several problems faced with this implementation, there is insufficient tracking accuracy due to linearity problems. An alternative, keyframe-based tracking algorithm is presented. Continuing with vision-based approaches, Kinect sensor was also used to find the pose of a user for in situ augmentations making use of the natural features in the environment. Skeleton-tracking was also found to be beneficial for such applications. The thesis then investigates combining the vision-based estimates with measurements from other sensors, GPS and DVIU, in order to improve the tracking accuracy in outdoor environments. The idea of using multiple models was investigated using a novel fuzzy rule-based approach to decide on the model that results in improved accuracy and faster convergence for the fusion filter. Finally, several AR applications are presented that make use of these methods . . The first one is for in situ augmentation for displaying historical columns and augmenting users , the second is a virtual visit to an ancient building and the third is a game which can also be played inside the augmentation of the building in the second application.
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Maglieri, Giulia. "Augmented Reality per Cultural Heritage: un prototipo per le tombe di Koguryo." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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Seguendo l'onda del successo delle applicazioni di augmented reality si è pensato di realizzare un'applicazione web-based che sfrutta le tecnologie di realtà aumentata per favorire la valorizzazione di un sito archeologico patrimonio dell'UNESCO; ovvero le tombe del sito archeologico di Koguryo. La tesi è stata svolta in collaborazione con il Corso di Laurea Magistrale in Science for Conservation and Restoration of Cultural Heritage (dell’Ateneo di Bologna). Per poter procedere alla realizzazione del progetto ci si è posti tre obiettivi principali: • permettere a chi utilizza l’applicazione di poter immergersi in una ‘visita virtuale’ facendo sì che l’utente possa sentirsi trasportato direttamente in loco. • fornire tutte le informazioni necessarie per la miglior comprensione di ciò che si ha davanti e per fare questo si è cercato il metodo più diretto ed accattivante in modo che tali nozioni possano essere adatte a tutte le tipologie di visitatori che un ipotetico sito archeologico potrebbe ospitare. • come ultimo punto è stato fondamentale fornire il progetto finito di un web hosting in modo da renderlo accessibile sia da mobile che da desktop in qualsiasi momento e in qualsiasi luogo si voglia far partire questa esperienza. La realizzazione di questo prototipo è stata pensata come una sorta di apripista per il perfezionamento e innovamento di quest'ultimo integrando tutte le tecnologie più recenti e all'avanguardia della realtà aumentata.
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Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools: Two Case Studies in Italy and Great Britain." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3421849.

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The thesis studies the impact of new technology on the transmission and promotion of heritage on primary school pupils in order to demonstrate the importance of an alliance between history, visual culture and technology. Two case studies with two distinct types of corpus generated two experiments in situ: ancient architecture in Verona (Italy) and eighteenth-century landscape garden at Hestercombe (Britain). Verona and Hestercombe are two sides of the same patrimonial coin. The co-supervision was done under a specialist in digital story telling of history, Corrado Petrucco (Un. of Padua) and one in eighteenth-century garden and landscape history, Laurent Châtel (Un. of Lille). Mobile Learning began in the 80’s when portable computers (the “in-thing” in those days) where first introduced into the classroom on an experimental basis being a genuine take-off in the late 1990’s thanks to experimental educational programs aimed to exploring the didactic potential of PDAs (Personal Digital Assistant). From the mid 90’s to today, three different phases can be pinned down: a tool-focused phase, extra-mural learning, and an emphasis on student mobility. What this study shows is that the teacher’s role is of fundamental importance. The learning process is on site, situated and enhanced by AR tools and devices (which are equipped with an ‘app’ developed specifically for this project): the ‘app’ is however not intended to replace the guide or the cultural educator, but to be complimentary and to enrich his/her route. In its documents such as “Cultural Heritage Counts for Europe (CHCfE). Towards a European Index for Cultural Heritage" the EU Council of European Ministers recognized heritage as a "strategic resource for a 'sustainable Europe" and a source of benefits – a source of creativity and innovation, generating new solutions to problems. This thesis shows why and how heritage education when augmented via technology improves the interpretation of historic environments and buildings, and also makes them accessible to citizens and visitors.
Le doctorat étudie l'impact des nouvelles technologies sur la transmission et la promotion du patrimoine culturel sur les élèves des écoles primaires afin de démontrer l’importance d’une pensée éducative qui allie ‘histoire’, culture visuelle et ‘technologie’. Deux études de cas à partir de deux « corpus » distincts ont permis de conduire deux expérimentations in situ : l’architecture antique en Italie à Vérone et le jardin paysager du XVIIIe siècle en Angleterre à Hestercombe. La co-tutelle été encadrée par un spécialiste italien du story-telling éducatif en réalité augmentée (Prof. Corrado Petrucco, Padoue) et un spécialiste français des jardins et du paysage dans la culture britannique des Lumières (Prof.Laurent Châtel, Lille). Il ressort de l’étude que l’apprentissage par réalité mixte mobile (Augmented and mixed Reality Mobile Learning) est particulièrement pertinent. L'apprentissage mobile est né dans les années 80 lorsque l'ordinateur portable (sommet de la technologie de l'époque) a été introduit dans la classe sur une base expérimentale. Puis sa popularité est venue à la fin des années 90 grâce à des programmes éducatifs expérimentaux pour explorer le potentiel éducatif du PDA (Personal Digital Assistant). Depuis le milieu des années 90, on a pu identifier trois principales phases de l'apprentissage mobile, qui ont trois approches paradigmatiques différentes : les outils, l'apprentissage en dehors de la salle de classe, la mobilité des étudiants. Le rôle de l'enseignant devient plus fondamental encore : l’utilisation d’une application sur tablette ne vise pas à remplacer la guide ou l’éducateur culturel, mais à compléter et à enrichir la visite. Du point de vue pédagogique, l'accent sera mis sur une approche constructiviste de l'enseignement et l'apprentissage qui va stimuler les étudiants à devenir des citoyens actifs, bien conscients de leur identité historique : en tant que personnes informées et responsables, elles sont en meilleure mesure de préserver leur patrimoine. Dans sa publication " Cultural Heritage Counts for Europe (CHCfE) Vers un indice européen pour le patrimoine culturel", le Conseil de l'UE des ministres européens considère le patrimoine comme une "ressource stratégique pour une Europe durable" et une source importante de créativité et d'innovation, qui génère de nouvelles solutions aux problèmes, tout en créant des services innovants - allant de la numérisation des biens culturels à l'utilisation de la technologie de la réalité virtuelle de pointe - dans le but d'interpréter les espaces et les bâtiments historiques et les rendre accessibles aux citoyens et aux visiteurs.
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Haugstvedt, Anne-Cecilie. "Accessing Cultural Heritage Resources on a Mobile Augmented Reality Platform : A Study on Technology Acceptance." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18403.

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This project follows the design science research methodology and uses an extended version of the technology acceptance model (TAM) to study the acceptance of a mobile augmented reality application with historical photographs and information. A prototype application was developed in accordance with general principles for usability design, and a street survey was conducted, where 42 participants out on the street got the opportunity to try the application before answering a questionnaire. A modified version of the same questionnaire was later on used in a web survey with 200 participants that watched a short video demonstration before answering the questionnaire.The results show that there is an interest in mobile augmented reality applications with historical pictures and information. Both perceived usefulness and perceived enjoyment have a direct impact on the intention to use this type of application. This finding suggests that institutions developing this type of applications can benefit from focusing on both the fun and the useful aspect of their applications.
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Rattanarungrot, Sasithorn. "A service oriented mobile augmented reality architecture for media content visualization in digital heritage experiences." Thesis, University of Sussex, 2016. http://sro.sussex.ac.uk/id/eprint/63143/.

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Mobile augmented reality has become an influential tool for digital content representation and visualization of media content in terms of enhancing users' experience and improving the adaptability and usability of typical augmented reality applications, such as in e-commerce shopping, virtual museum, or digital heritage scenarios. This research proposes a new Service Oriented Mobile AR Architecture called SOMARA, which includes a novel mobile AR client application. SOMARA takes advantage the ability to integrate third party content through service orientation. The SOMARA architecture enhances traditional standalone mobile AR applications with embedded media content by uniquely integrating a web service framework into an augmented reality client application to create more efficient and flexible mobile augmented reality applications that efficiently supports novel media content acquisition and visualization through appropriate access parameters. The proposed architecture requires access to media content through specific media content service providers, e.g. a museum commissioning an augmented reality based museum interactive — predetermined media content, or any third party with their own service APIs, e.g. the Victoria and Albert Museum API — related external media content. This approach allows relevant third party media content to be ‘mashed' via their public API with museums' augmented reality interactive's ‘embedded' media content in the SOMARA mobile AR client. In this way novel mobile AR interactive applications, such as a museum augmented reality interactive, can be created based on particular museum environment scenarios that integrate a museum visitor's experience with the interactive's cultural objects. Such experiences based on a SOMARA type museum augmented reality interactive can also be saved allowing visitors to take home their museum experience. SOMARA thus allows museum interactive experiences based on visualization of museums and third party media content physically located in the museum to be migrated to the visitor's home environment for further study, enjoyment and understanding. This unique feature, ability to effectively replay the experience at home, of the proposed system utilizes service-orientation to integrate third party media content, which is currently deficient from commercial augmented reality solutions.
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Cranmer, Eleanor Elizabeth. "Developing an augmented reality business model for cultural heritage tourism : the case of Geevor Museum." Thesis, Manchester Metropolitan University, 2017. http://e-space.mmu.ac.uk/620825/.

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The use of Augmented Reality (AR) in cultural heritage tourism has gained increased research attention, and studies identify many ways AR adds value to, and enhances the tourist experience. However, contrary to expectations and opportunities presented, AR adoption has been slower than predicted. It could be argued that the tourism sector is losing out of the benefits presented by AR, despite the fact adopting modern technologies is considered essential for tourist organisations to remain competitive and attractive. Through a comprehensive literature review this study has identified a need to develop a business model to explore the added value and realise ARs full potential. As a result of a review of existing Business Models (BMs), the study adopted the V4 model as a framework to scaffold initial research questions. The case of UNESCO recognised Geevor Tin Mine Museum was used to develop and validate ‘The ARBM’ using a mixed method approach combining interviews and questionnaires. Phase one data collection, involving fifty Geevor stakeholder interviews revealed support for, and recognition of ARs potential to add value to Geevor, as well as confirming the need to develop a clear implementation strategy. Using thematic analysis the ARBM was developed, consisting of five components; resources, AR value, stakeholder benefits, responsibilities and revenue. Each component contained a number of criteria which were ordered into a hierarchy of importance in the second phase of data collection: fifteen stakeholder questionnaires, completed and analysed using the Analytic Hierarchy Process (AHP). AHP is a multi-criteria decision-making method that organised criteria into a hierarchy based on perceived importance. This validated the ARBM for Geevor, providing strong proof of concept, aggregating stakeholder perceptions to produce a group decision identifying the most preferable ARBM options to purse when implementing AR at Geevor. Theoretically, the study found a number of AR values not previously identified, enriching the existing pool of knowledge. Practically, developing and validating the ARBM, provides tourist organisation managers with a framework to effectively implement AR, turning its potential into actual value adding benefits. Overall, it is clear, investment in, and adoption of innovative technologies is a necessity for tourist organisations that wish to remain sustainable and competitive in the future. This study moves closer toward meaningful implementation of AR.
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Marques, Luis Fílipe do Espíritu Santo Correia. "Augmented valuation of cultural heritage through digital representatiton based upon geographic information technologies : the case study of Lisbon Aqueduct System within an augmented reality environment." Doctoral thesis, Universitat Politècnica de Catalunya, 2017. http://hdl.handle.net/10803/457567.

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The thesis focus in the central idea of Digital Representations and the Valuation of Cultural Heritage, in the relation between Technology, Agents and several knowledge Domains, seeking to analyse the Augmented Valuation of Cultural Heritage, based on Geographic Information Technologies (GIT). It introduces the significance of (digital) representations through the concepts of the individual's spatial cognition (internal/mental representations) and physical (external) perceptions and their epistemological importance, revealing what are the GIT contributing to these representations: Global Navigation Satellite Systems (GNSS), Remote Sensing (RS), Geographical Information Systems (GIS), 3D data Acquisition, Modelling and Visualisation and Virtual/Mixed Environments. The methodology consists of point clouds (x,y,z) data acquisition using terrestrial and Unmanned Aerial Vehicles (UAV), 3D modelling procedures, integration between 3D-GIS and virtual environments applied to cultural heritage systems and elements in urban areas. The results consist of geographical information products and 3D acquisition and modelling processes to be visualised in an Augmented Reality environment, through mobiles platforms. It was discussed experiments using mobile applications (App) available in the market that have enabled the adjustment of core solutions for further development of the App Lx_W, consisting in the related Apps: AqueductAR and AqueductGPS. Selecting the ancient Lisbon (Aqueduct) water supply system (classified as a national monument in 1910) as a case study and considering the fact that most of the structure is unnoticeable, due to the large extent of underground galleries, these types of synthetized enhanced environments enable onsite visualisation and the perception of the relation between the system and the city. The prototype of Lx_W App was evaluated during the workshop with the purpose of analysing the application that had been developed using the answers obtained in survey, relating this App and some experiments carried out with other Apps available in the market. A second survey was conducted supported by a video where the heritage system and the Lx_W App were introduced, showing the App's features and capabilities applied to this specific case study. The methods used aimed to strengthen the idea of the potential application of this technology for heritage valuation, introducing the concept of Augmented Valuation of Cultural Heritage, associating the use of geographic information to fields commonly related to a strong visual perception of space, providing essential data to the Agents, not only for occasional users (public), but also for specialised technicians, opinion/decision makers, promoters and other stakeholders, addressing solutions (or contributions) to the existing problems in the several technical-scientific, socio-economic, political-administrative, ideological-symbolic-religious Domains.
La tesis se centra en la idea de las Representaciones Digitales y la Valoración del Patrimonio Cultural, en la relación entre Tecnología, Agentes y los diversos Dominios del conocimiento, procurando identificar y analizar la Valoración Aumentada del Patrimonio Cultural mediante las Tecnologías de Información Geográfica (TIG). Introduce la importancia de las representaciones (digitales), a través de conceptos cognición espacial (representaciones internas/mentales) y la relevancia epistemológica de las percepciones individuales del ambiente físico (externo), revelando as TIG que contribuyen a la construcciones de estas representaciones: Sistemas Globales de Navegación por Satélite, Detección Remota, Sistemas de Información Geográfica, adquisición de datos/modelado en 3D y la visualización de los Ambientes Virtuales. La metodología consiste en la adquisición de nubes de puntos (x, y, z) obtenidos en el suelo o por medio de vehículos aéreos no tripulados (UAV) para el modelado 3D, integración en ambientes 3D-SIG y la creación de ambientes virtuales aplicados a los elementos y conjuntos patrimoniales en áreas urbanas. Los resultados consisten en productos y procesos de adquisición y modelación 3D de información geográfica para ser vistos en ambientes de Realidad Aumentada a través de plataformas móviles. Se discuten varios experimentos utilizando aplicaciones móviles (App) disponibles en el mercado que han permitido el ajuste de soluciones para el desarrollo de la App Lx_W, que consiste en la asociación de las aplicaciones: AqueductAR y AqueductGPS. Seleccionando el antiguo sistema de abastecimiento de agua de Lisboa (Acueducto de Águas Livres, clasificado como monumento nacional en 1910) como estudio de caso y teniendo en cuenta que la mayor parte de la estructura es imperceptible, debido a la gran extensión de las galerías subterráneas, estos tipos de ambientes sintetizados permiten la visualización y la percepción, in situ, de la relación entre el sistema y la ciudad. El prototipo de la App Lx_W se evaluó recurriendo a un workshop con el objetivo de analizar la aplicación desarrollada a través de las respuestas obtenidas en cuestionario que tevé como intuito comparar esta aplicación y algunos experimentos realizados con otras App disponibles en el mercado. Se realizó un segundo cuestionario de evaluación con suporte en un video donde se introdujeron el estructura edificada y la App Lx_W, demostrando algunas principales características y capacidades. Los métodos utilizados apuntan a reforzar la idea de la potencial aplicación de esta tecnología para la valoración del patrimonio, introduciendo el concepto de Valoración Aumentada del Patrimonio Cultural, asociando el uso de la información geográfica a campos comúnmente relacionados con una fuerte percepción visual del espacio, providenciando información a los Agentes, no únicamente para los usuarios ocasionales (público), como también para los técnicos especializados, decisores, promotores y otras interesados, criando soluciones (o contribuciones) a los problemas existentes en los diversos Dominios Técnico-científico, Político-Administrativo y Ideológico-Simbólico-Religioso.
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RUGGERI, LUDOVICO. "Il facsimile digitale come strumento di interazione culturale. Realtà aumentata e virtuale per una fruizione immersiva e interattiva del Cultural Heritage." Doctoral thesis, Università Politecnica delle Marche, 2019. http://hdl.handle.net/11566/263262.

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L’obiettivo di questo lavoro di tesi è la ricerca e la definizione di un workflow che partendo dall’acquisizione e digitalizzazione del dato bi e tridimensionale di un Bene porti allo sviluppo di applicazioni di realtà virtuale e aumentata le quali, utilizzando le ultime tecnologie disponibili nel campo delle Information and Communication Technologies, permettano all’utente di fruire il patrimonio culturale secondo i linguaggi contemporanei. Seguendo il paradigma “learning by interacting” e utilizzando gli strumenti e le metodiche tipiche delle piattaforme di gaming, sono state sviluppate due applicazioni per la fruizione del Cultural Heritage: un’applicazione di realtà aumentata che permette di vedere, camminando direttamente sui resti del sito archeologico di Forum Sempronii, le principali architetture come erano un tempo e un’applicazione di realtà virtuale immersiva attraverso la quale è possibile navigare all’interno della ricostruzione del foro romano di Fanum Fortunae, vivendo una vera e propria esperienza interattiva e didattica. I principali temi trattati in questo lavoro sono stati quelli della digitalizzazione e della modellazione tridimensionale dei beni culturali in genere, volte da un lato alla tutela e preservazione del patrimonio culturale, dall’altro alla fruizione dello stesso tramite l’utilizzo delle più recenti tecnologie disponibili nel campo delle ICT. Un ruolo centrale in queste tematiche viene rivestito dal facsimile digitale: oggi la copia digitale è essa stessa patrimonio culturale. Questo lavoro inoltre mostra e sottolinea l’importanza della collaborazione tra diverse figure professionali (archeologi, architetti, informatici, grafici). Il risultato di questo lavoro è infatti costituito da diverse applicazioni dal forte carattere interdisciplinare, come auspicato dalle ultime direttive della Commissione Europea nell’anno europeo del patrimonio culturale.
The aim of this thesis is the research and the definition of a workflow that starting from the acquisition and digitization of bi and three-dimensional data of a cultural object leads to the development of virtual and augmented reality applications. These applications allow the user to exploit Cultural Heritage according to contemporary languages using the latest available Information and Communication Technologies. Two applications have been developed for the exploitation of Cultural Heritage, following the “learning by interacting” paradigm and using the tools and methods typical of gaming platforms: an augmented reality application that allows the user to see the main architectures as they were once, walking on the remains of the archaeological site of Forum Sempronii, and an immersive virtual reality application that allows the user to navigate within the virtual reconstruction of the Roman forum of Fanum Fortunae, experiencing a real interactive and didactic experience. The main themes faced in this work are the digitization and three-dimensional modeling of cultural heritage, aimed on the one hand at protecting and preserving cultural heritage and on the other on its exploitation through the use of the latest available technologies in the field of ICT. A central role in these issues is played by the digital facsimile: today the digital copy is itself cultural heritage. This work also shows and underlines the importance of collaboration between different professional figures (archaeologists, architects, informatics, graphic designers). The result of this work is in fact made up of different applications with a strong interdisciplinary character, as desired by the latest directives of the European Commission in the European Year of Cultural Heritage.
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Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools : Two Case Studies in Italy and Great Britain." Thesis, Lille 3, 2019. http://www.theses.fr/2019LIL3H054.

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Le doctorat étudie l'impact des nouvelles technologies sur la transmission et la promotion du patrimoine culturel sur les élèves des écoles primaires afin de démontrer l’importance d’une pensée éducative qui allie ‘histoire’, culture visuelle et 'technologie'. Deux études de cas à partir de deux « corpus » distincts ont permis de conduire deux expérimentations in situ : l’architecture antique en Italie à Vérone et le jardin paysager du XVIIIe siècle en Angleterre à Hestercombe. La cotutelleété encadrée par un spécialiste italien du story-telling éducatif en réalité augmentée (Prof. Corrado Petrucco, Padoue) et un spécialiste français des jardins et du paysage dans la culture britannique des Lumières (Prof.Laurent Châtel, Lille). Il ressort de l’étude que l’apprentissage par réalité mixte mobile (Augmented and mixed Reality Mobile Learning) est particulièrement pertinent.L'apprentissage mobile est né dans les années 80 lorsque l'ordinateur portable (sommet de la technologie de l'époque) a été introduit dans la classe sur une base expérimentale. Puis sa popularité est venue à la fin des années 90 grâce à des programmes éducatifs expérimentaux pour explorer le potentiel éducatif du PDA (Personal Digital Assistant). Depuis le milieu des années 90, on a pu identifier trois principales phases de l'apprentissage mobile, qui ont trois approches paradigmatiques différentes : les outils, l'apprentissage en dehors de la salle de classe, la mobilité des étudiants. Le rôle de l'enseignant devient plus fondamental encore : l’utilisation d’une application sur tablette ne vise pas à remplacer la guide ou l’éducateur culturel, mais à compléter et à enrichir la visite. Du point de vue pédagogique,l'accent sera mis sur une approche constructiviste de l'enseignement et l'apprentissage qui va stimuler les étudiants à devenir des citoyens actifs, bien conscients de leur identité historique : en tant que personnes informées et responsables, elles sont en meilleure mesure de préserver leur patrimoine. Danssa publication " Cultural Heritage Counts for Europe (CHCfE) Vers un indice européen pour le patrimoine culturel", le Conseil de l'UE des ministres européens considère le patrimoine comme une "ressource stratégique pour une Europe durable" et une source importante de créativité et d'innovation, qui génère de nouvelles solutions aux problèmes, tout en créant des services innovants - allant de la numérisation des biens culturels à l'utilisation de la technologie de la réalité virtuelle de pointe - dans le but d'interpréter les espaces et les bâtiments historiques et les rendre accessibles aux citoyens et aux visiteurs
The thesis studies the impact of new technology on the transmission and promotionof heritage on primary school pupils in order to demonstrate the importance of an alliance between history, visual culture and technology. Two case studies with two distinct types of corpus generated two experiments in situ: ancient architecture in Verona (Italy) and eighteenth-century landscape garden at Hestercombe (Britain). Verona and Hestercombe are two sides of the same patrimonial coin. The cosupervisionwas done under a specialist in digital storytelling of history, Corrado Petrucco (Un. of Padua) and one in eighteenth-century garden and landscape history, Laurent Châtel (Un. of Lille).Mobile Learning began in the 80’s when portable computers (the “in-thing” in those days) where first introduced into the classroom on an experimental basis being a genuine take-off in the late 1990’s thanks to experimental educational programs aimed to explore the didactic potential of PDAs (Personal Digital Assistant). From the mid-’90s to today, three different phases can be pinned down: a tool-focused phase, extra-mural learning, and an emphasis on student mobility. What this study shows is that the teacher’s role is of fundamental importance. The learning process is on-site, situated and enhanced by AR tools and devices (which are equipped with an ‘app’ developed specifically for this project): the ‘app’ is however not intended to replace the guide or the cultural educator, but to be complimentary and to enrich his/her route. In its documents such as “Cultural Heritage Counts for Europe (CHCfE). Towards a European Index for Cultural Heritage" the EU Council of European Ministers recognized heritage as a "strategic resource for a 'sustainable Europe" and a source of benefits – a source of creativity and innovation, generating new solutions to problems. This thesis shows why and how heritage education when augmented via technology improves the interpretation of historic environments and buildings and also makes them accessible to citizens and visitors
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Books on the topic "Augmented Heritage"

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Geroimenko, Vladimir, ed. Augmented Reality in Tourism, Museums and Heritage. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70198-7.

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Chen, Jessie Y. C., and Gino Fragomeni, eds. Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91584-5.

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Marto, Anabela. SensiMAR: A Multisensory Mobile Augmented Reality Study for Cultural Heritage. Eliva Press, 2022.

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Pavlidis, George. Applying Innovative Technologies in Heritage Science. IGI Global, 2020.

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Pavlidis, George. Applying Innovative Technologies in Heritage Science. IGI Global, 2020.

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Pavlidis, George. Applying Innovative Technologies in Heritage Science. IGI Global, 2020.

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Applying Innovative Technologies in Heritage Science. IGI Global, 2020.

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Pavlidis, George. Applying Innovative Technologies in Heritage Science. IGI Global, 2020.

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Chen, Jessie Y. C., and Gino Fragomeni. Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry. Springer, 2018.

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Geroimenko, Vladimir. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain. Springer International Publishing AG, 2021.

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Book chapters on the topic "Augmented Heritage"

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Fanini, Bruno, Alfonsina Pagano, Eva Pietroni, Daniele Ferdani, Emanuel Demetrescu, and Augusto Palombini. "Augmented Reality for Cultural Heritage." In Springer Handbooks, 391–411. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67822-7_16.

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Garrido, Raynel Mendoza, Danilo Vargas Jiménez, Silvia Baldiris, and Ramon Fabregat. "“Social Heritage” Augmented Reality Application to Heritage Education." In Lecture Notes in Computer Science, 17–24. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22888-4_2.

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Fernández-Palacios, Belén Jiménez, Alessandro Rizzi, and Francesco Nex. "Augmented Reality for Archaeological Finds." In Progress in Cultural Heritage Preservation, 181–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34234-9_18.

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Angelopoulou, Anastassia, Daphne Economou, Vassiliki Bouki, Alexandra Psarrou, Li Jin, Chris Pritchard, and Frantzeska Kolyda. "Mobile Augmented Reality for Cultural Heritage." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 15–22. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30607-5_2.

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Tscheu, Frances, and Dimitrios Buhalis. "Augmented Reality at Cultural Heritage sites." In Information and Communication Technologies in Tourism 2016, 607–19. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28231-2_44.

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Makris, Dimitrios, and Maria Moira. "Literature-Based Augmented Reality: Integrating Urban Novels with Context-Aware Augmented Environments." In Augmented Reality in Tourism, Museums and Heritage, 275–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70198-7_15.

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Rattanarungrot, Sasithorn, Martin White, Zeeshan Patoli, and Tudor Pascu. "The Application of Augmented Reality for Reanimating Cultural Heritage." In Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality, 85–95. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1_8.

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Park, Jin ho, and Sangheon Kim. "Digital Representation of Seokguram Temple UNESCO World Heritage Site." In Augmented Reality and Virtual Reality, 379–84. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_27.

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Bolognesi, Cecilia Maria. "Digital Workflow for Virtual and Augmented Visit of Architecture." In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection, 126–33. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01765-1_15.

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Hammady, Ramy, Minhua Ma, and Nicholas Temple. "Augmented Reality and Gamification in Heritage Museums." In Serious Games, 181–87. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-45841-0_17.

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Conference papers on the topic "Augmented Heritage"

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Casella, Guida, and Moises Coelho. "Augmented heritage." In the 2013 International Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503859.2503883.

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Casimiro, Giovanna Graziosi. "Augmented Heritage." In ARTECH 2019: 9th International Conference on Digital and Interactive Arts. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3359852.3359885.

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Perra, Cristian, Elisavet Grigoriou, Antonio Liotta, Wei Song, Claudio Usai, and Daniele Giusto. "Augmented reality for cultural heritage education." In 2019 IEEE 9th International Conference on Consumer Electronics (ICCE-Berlin). IEEE, 2019. http://dx.doi.org/10.1109/icce-berlin47944.2019.8966211.

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Varinlioglu, Guzden, and Suheyla Muge Halici. "Gamification of Heritage through Augmented Reality." In 37 Education and Research in Computer Aided Architectural Design in Europe and XXIII Iberoamerican Society of Digital Graphics, Joint Conference (N. 1). São Paulo: Editora Blucher, 2019. http://dx.doi.org/10.5151/proceedings-ecaadesigradi2019_168.

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Varinlioglu, Guzden, and Süheyla Müge Halici. "Gamification of Heritage through Augmented Reality." In eCAADe 2019: Architecture in the Age of the 4th Industrial Revolution. eCAADe, 2019. http://dx.doi.org/10.52842/conf.ecaade.2019.1.513.

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Kim, Eunseok, Jungwha Kim, and Woontack Woo. "Metadata schema for context-aware augmented reality applications in cultural heritage domain." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7419509.

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Pacheco, Daniel, Sytse Wierenga, Pedro Omedas, Laura S. Oliva, Stefan Wilbricht, Stephanie Billib, Habbo Knoch, and Paul F. M. J. Verschure. "A location-based Augmented Reality system for the spatial interaction with historical datasets." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7413911.

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Maiorescu, Irina, and Gabriel cristian Sabou. "LEARNING ABOUT HERITAGE THROUGH AUGMENTED REALITY GAMES." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-121.

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Compared to the way heritage assets are regarded in other developed nations, the Romanian ones are very often poorly managed, left unknown to the very own Romanian people, they are neglected and even damaged. Promoting and taking advantage of the country national heritage assets - be them tangible or intangible, involves first of all a raised awareness; it implies knowing about them and understanding their true meaning. Learning is the key to acquiring knowledge and people are prone to retaining information important to them or information that has a strong sensorial, emotional, cognitive impact upon them. As nowadays learning processes are more and more influenced by the powerful online environment and the complex technology, the sensitive area of heritage may take great benefits from it. National heritage assets bear within themselves historical and cultural information. They are the key to building a strong and proud national identity and a valuable social cohesion, to contributing to a sustainable economical development. As the way of retaining information and learning is changing, augmented reality gives the learner the live experience of the past and makes him aware of the heritage importance and of its true significance in the most appropriate way. The augmented reality technology makes the information more powerful by enhancing its substance with visual, audio and sensorial attributes, building thus a real live experience. The current paper aims to bring in discussion the possibilities of transmitting the knowledge about heritage assets through specific applications of augmented reality, making a particular reference to the educational games that transform learning into an entertaining activity.
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Guimaraes, Francisco, Mauro Figueiredo, and Jose Rodrigues. "Augmented Reality and Storytelling in heritage application in public gardens: Caloust Gulbenkian Foundation Garden." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7413891.

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Morrison, Tessa, Ning Gu, and Nicholas Foulcher. "Applying Augmented Reality to Preserving Industrial Heritage." In Electronic Visualisation and the Arts (EVA 2012). BCS Learning & Development, 2012. http://dx.doi.org/10.14236/ewic/eva2012.30.

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Reports on the topic "Augmented Heritage"

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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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