Dissertations / Theses on the topic 'Augmented Heritage'

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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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11

Han, Dai-In. "The development of a quality function deployment (QFD) model for the implementation of a mobile augmented reality (AR) tourism application in the context of urban heritage tourism." Thesis, Manchester Metropolitan University, 2016. http://e-space.mmu.ac.uk/617458/.

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Technology has been widely implemented in tourism to enhance the tourism product and tourist experience. However, it remains a challenge for many tourism businesses in urban heritage areas to identify technological solutions and successfully implement them into their business strategy. Particularly for urban heritage sites, it is often challenging to provide information within and around a heritage site without disturbing or destroying the heritage image. Augmented Reality (AR) was identified as a suitable technology to overcome this challenge. However, while AR is not considered a new technology in many industries, and mobile tourism applications with AR functions exist, it has provided limited benefits to tourists due to the lack of using AR functions meaningfully. In addition, the development of wearable devices is increasingly focused on the use of augmented and virtual reality to enhance the user experience. Therefore, there is a need to explore methods of meaningful implementation of such technologies for the tourism industry. This study will investigate current standards of AR technology and tourist requirements in order to examine how to develop meaningful mobile AR tourism applications. For the development of a beneficial product, Quality Function Deployment (QFD), as a tool within Total Quality Management (TQM) was identified as the suitable theoretical background for the purpose of this study. QFD was developed in the theory of quality management, in particular TQM. QFD has since been employed across many industries including the hospitality and tourism sector in a number of studies. However, it has not yet been implemented in the urban heritage tourism context, presenting a knowledge gap. As QFD is designed to incorporate the customers’ view into the product design stage, the aim is to design a meaningful product that is valuable for the visitor and benefit the destination. Therefore, this research aims to eliminate the gap by generating a QFD model for the development of mobile AR tourism applications in the context of urban heritage tourism. Dublin was selected as the research site due to its rich urban heritage. After Dublin’s re-branding strategy in 2013, it has marketed itself with the brand image of ‘Digital Dublin’ in order to encourage the implementation of technology for the purpose of promoting urban heritage tourism. Therefore, Dublin was considered as the suitable research site for the purpose of this study. To achieve the research aim, a mixed method approach was employed for the primary research including semi-structured interviews, focus groups and questionnaires. The study was divided into three research phases. Research phase 1 investigates requirements of tourists, mobile AR application developers and industry experts from Dublin’s tourism industry for the development and use of mobile AR tourism applications in urban heritage tourism. 26 in-depth interviews were conducted with international tourists visiting Dublin in addition to 9 interviews with mobile AR application developers and industry experts from Dublin. Findings were analysed using thematic analysis, providing the knowledge base for Research Phase 2 – focus groups. The second research phase was conducted with tourists as a post-experience study. It aimed to confirm identified tourist requirements from the literature and Research Phase 1, and examine additional findings to design the questionnaire for the quantitative Research Phase 3. Research Phase 3 was conducted with domestic and international tourists in Dublin and provided an importance rating of identified tourist requirements for the development of the final QFD model for mobile AR tourism applications in the urban heritage tourism context. The outcomes from the quantitative research were analysed using confirmatory factor analysis (CFA) to reduce tourist requirements for the final QFD model. By identifying tourist requirements and translating them into respective technical characteristics, this study provides a set of technological elements in hierarchical order for the design of meaningful mobile AR tourism applications in urban heritage tourism. The final 18 requirements are in close alignment with the outcomes of the qualitative research of this study highlighting the need of immediate access to information regardless of time and place, while being able to filter the available information to the tourists’ interest and needs. The final QFD model for the development of mobile AR tourism applications in urban heritage tourism was presented as the outcome of this research. The main contribution to theory is the extension in the identification process of customer requirements for the QFD model. While previous studies in QFD have mainly focused on product functions, such as software and hardware capabilities, the QFD model in this study aims to provide a balance between functional requirements and behavioural characteristics of tourists that are driven by psychological aspects. This study not only explored tourist requirements as in previous studies, but furthermore user resistance factors that would result in avoiding mobile AR tourism applications in urban heritage tourism. Including these criteria as customer attributes in the HOQ, the QFD model was extended to include behavioural and psychological attributes of customers, which is valuable for further implementation of QFD particularly in social studies. This research will furthermore contribute to professionals, Destination Marketing Organisations (DMO) as well as mobile AR application developers alike, by providing a model for the development of mobile AR applications in the context of urban heritage tourism that has incorporated tourist requirements as well as mobile AR application developer considerations. Furthermore, it needs to be acknowledged that the requirements are not limited to mobile AR applications, but are considered particularly valuable for further research in the area of mobile application development for tourism purposes and are expected to be partially transferable to other technology implementations for tourism products.
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Guerville-Ballé, Alice. "Valorisation du patrimoine et techniques multimédia : de nouvelles technologies pour de nouveaux publics, l'avenir de la valorisation patrimoniale?" Thesis, Pau, 2019. http://www.theses.fr/2019PAUU1067.

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Ce travail de thèse pose la question de l’utilisation des outils numériques dans la valorisation patrimoniale, et explore plus précisément le potentiel de la réalité augmentée. Alors même que le patrimoine traverse de profondes mutations et se heurte à des dynamiques conflictuelles, sa « mission » est devenue plus complexe et plus importante que jamais. La conception d’expériences patrimoniales voit l’ensemble de ses composantes transformé, que cela soit l’objet, le public ou encore les méthodes et les outils pour les faire se rencontrer. Face à des individus équipés numériquement, d’âges et d’origines sociales multiples, et dont la capacité de concentration et d’émerveillement a considérablement changé, la valorisation du patrimoine doit se réinventer. Nous soutenons dans ce travail que les outils numériques proposent des réponses pertinentes et inédites, mais qu’ils représentent aussi un défi à part entière pour être utilisés à bon escient. Loin d’être évidente, cette problématique requiert d’être replacée dans un cadre plus global qui implique plusieurs questionnements d’orientations philosophiques, tant sur le concept de patrimoine que sur les systèmes techniques et les nouvelles réalités numériques. Après avoir mis en place un cadre théorique et un vocabulaire stable (dont notre propre définition de la réalité augmentée), ce travail propose une approche à trois échelles distinctes : empirique, conjoncturelle et structurelle. Nous présentons le potentiel de la réalité augmentée pour le patrimoine et les éventuelles raisons des dysfonctionnements observés à un niveau conjoncturel. Nous proposons ensuite une réflexion sur les racines structurelles de ces problèmes ainsi qu’une modélisation du phénomène global qui, selon nous, sous-tend cette situation, à travers le concept de delta et de désajustement socio-technologique. Enfin, plusieurs études de cas sont présentées à travers la France, le Japon et le Brésil, ainsi que des restitutions d’entretiens
This thesis raises the question of the use of digital tools in heritage enhancement, and explores more precisely the potential of augmented reality. While heritage is going through profound changes and facing conflict dynamics, its ”mission” has become more complex and important than ever. Henceforth, the design of heritage experiences sees all its components transformed, whether it is the object, the audience, or the methods and tools to bring them together. The heritage is now dealing with an audience digitally equipped, of multiple ages and social origins, whose concentration and wonder abilities has changed considerably. The enhancement of heritage must be reinvented. In this thesis, we argue that digital tools offer relevant and innovative answers, but that they also represent a challenge in their own right to be used wisely. Far from being easy, this problem needs to be placed in a more global framework that involves several questions of philosophical orientations, both on the concept of heritage and on technical systems and new digital realities. After having established a theoretical framework and a stable vocabulary (including our own definition of augmented reality), this work proposes an approach at three distinct scales: empirical, situational and structural. We present the potential of augmented reality for heritage experiences and the possible reasons for the dysfunctions observed at a situational level. We propose a reflection on the structural roots of these problems as well as a theoretical model to illustrate the global phenomenon that, in our opinion, underlies this situation (through the concept of socio-technological delta and socio-technological discrepancy). Finally, several case studies are presented across France, Japan and Brazil, as well as the respective interviews and reports
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Stridbar, Lucas, and Emma Henriksson. "Subjective Evaluation of Marker-Based and Marker-Less AR for an Exhibition of a Digitally Recreated Swedish Warship." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18500.

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Background: In recent years, research in the field of Augmented Reality (AR) in cultural heritage has been rapidly expanding, due to the advancement of technology and availability of cheaper “off the shelf” hardware. It is, amongst other things, being used as a means to increase availability and regain the public’s interest in cultural heritage.Objectives: This study compares marker-based and marker-less AR in perceived usability and perceived performance through a user study. Methods: With the use of the software Unity3D and Vuforia, two AR applications were implemented. Both applications display a model of an 18th-century Swedish warship, based on a wooden ship model, each using one of the two AR methods. The digital model was remade in Autodesk Maya, to suit the needs of an AR application used on mobile devices. The applications were evaluated in a user study with 14 participants. Each participant was asked to perform a simple task of walking around the displayed ship and then answering a questionnaire on usability. This process was done for both applications, followed by a post-experiment questionnaire on perceived performance where the two methods were compared. Results: The result of the study showed that both applications were perceived as usable and well performing. The result of the usability questionnaire showed that the applications were considered usable, with an average of 90.5 points for marker-based AR and 86.8 points for marker-less AR on a 0-100 point scale. Regarding performance, the marker-based method was perceived as better performing. Conclusions: The participants felt that with just a few instructions, the applications were easy to use, even though 50% of them had no previous experience in using AR, that it could enhance a museum exhibition. Possible further development of the app would be to complete the ship-model by adding more details that are currently missing.
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Landrieu, Jeremie. "Apport des réalités virtuelles et augmentées dans la planification et le suivi in situ de travaux de rénovation." Phd thesis, Paris, ENSAM, 2013. http://pastel.archives-ouvertes.fr/pastel-00936702.

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Ce mémoire de thèse de doctorat présente l'évaluation d'un système de réalité mixte dans le cadre d'une utilisation sur le site d'opération de construction. Il s'agit notamment de déterminer la pertinence d'un tel outil mobile pour des opérateurs pour les assister dans leurs tâches quotidiennes, et notamment dans la préparation et le suivi des opérations de construction ou rénovation. Cet outil se voudrait être un outil d'aide à la décision pour les maîtres d'ouvrages et maîtres d'œuvre. Le cas d'étude porte sur la rénovation virtuelle des baies anciennes (datées du XVIIIème siècle) dans une cellule des bâtiments conventuels de Cluny (Saône et Loire, France). L'approche consiste à comparer l'efficacité, la précision et la rapidité d'opérateurs dans la réalisation de tâches identiques. Trois méthodes liées à l'utilisation des nouvelles technologies dans le domaine de l'AIC (Architecture Ingénierie et Construction) sont comparées, elles ont guidé la définition du protocole expérimental. La première méthode traditionnelle fournit à l'opérateur de la documentation papier. La seconde met en œuvre la dématérialisation des données constructives, accessibles depuis un ordinateur de bureau. La troisième méthode plus innovante ajoute à la précédente l'accès colocalisé à la base de données grâce à un terminal mobile. Une étude qui a suivi a porté sur la visualisation et l'interprétation de résultats de simulation thermique, en réalité virtuelle. La comparaison des trois premières méthodes a donné lieu à une première expérimentation dont les résultats ont montré la légère prédominance du second scénario (travail sur ordinateur de bureau). Cependant, au-delà des aspects d'ergonomie et d'interface utilisateur, des investigations complémentaires doivent être menées pour étudier l'opportunité du développement du BIM in situ, c'est-à-dire l'utilisation du modèle de données du bâtiment (BIM- Building Information Model) sur le chantier.
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Lundqvist, Sebastian, and Oliver Ekstrand. "Evaluating an ARCore application to get an image of the state of AR technology today." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166756.

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Augmented reality is an old technology that is still far away from being perfect. It is also quickly being improved upon and the state of AR today has come a long way from AR just a couple of years ago. New big players have recently introduced their tools and have made it easier than ever to develop AR applications. In this study we look at what established methods (if any) there are for AR evaluation, develop AR evaluation methods that fit our needs, carry out the evaluation and analyze the collected data. We also note some important things to think about when working with AR to increase tracking and recognition stability. The recommendations are: try to have reference images with high scores, have reference objects that are distinct enough from one another to not be mixed up and make sure that the visual for the reference image matches the visual for the reference object in its intended viewing environment.
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Mendoza, Garrido Raynel Alfonso. "Framework para la educación patrimonial apoyada en realidad aumentada." Doctoral thesis, Universitat de Girona, 2019. http://hdl.handle.net/10803/668354.

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La Educación Patrimonial es el proceso que permite a las personas comprender y apropiarse de sus bienes patrimoniales tanto tangibles como intangibles. Tradicionalmente, la Educación Patrimonial se lleva a cabo en escenarios educativos escolarizados (dentro de la escuela) donde el profesor transmite los conocimientos necesarios a los estudiantes. Este enfoque tradicional ha perdido interés por parte de los estudiantes y cada día se observa que los jóvenes son más apáticos y se encuentran menos interesados en el patrimonio cultural y material de su territorio.Teniendo en cuenta lo anterior, se hace necesario diseñar experiencias de aprendizaje que faciliten el desarrollo de procesos de Educación Patrimonial que motiven a las personas a interactuar con su patrimonio. Una alternativa para el diseño de este tipo de experiencias de aprendizaje es el uso de la Realidad Aumentada que sobrepone información digital en el mundo real facilitando la interacción real entre usuarios y el patrimonio
Heritage Education is the process that enables people to understand and appropriate their tangible and intangible heritage. Traditionally, Heritage Education takes place in educational environments (within the school), where the teacher transmits the necessary knowledge to the students. This traditional approach has lost interest among students, and young people are becoming more apathetic and less interested in the cultural and material heritage of their territory. Bearing this in mind, it is necessary to design learning experiences to facilitate the development of Heritage Education processes and to motivate people to interact with their heritage. An alternative for the design of this type of learning experiences is the use of Augmented Reality in the context of Heritage Education, taking into account that Augmented Reality overlays digital information in the real world, facilitating real interaction between users and heritage.
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LEOPARDI, Alma. "Il Patrimonio Culturale e il suo Eco-Sistema: un nuovo approccio metodologico basato su tecniche di Prototipazione Virtuale per gestirne il ciclo di vita e migliorare l’interazione con gli utenti." Doctoral thesis, Università Politecnica delle Marche, 2020. http://hdl.handle.net/11566/274582.

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I musei oggi hanno assunto un nuovo significato, non sono più solo luoghi dediti alla conservazione ed esposizione di collezioni e opere d’arte, ma rappresentano uno dei mezzi di comunicazione privilegiati per diffondere la cultura e renderla accessibile ad un pubblico più vasto possibile. Grazie all’emergere della filosofia della “nuova museologia”, il rapporto tra i musei, i luoghi d’arte, la società e la comunità, è profondamente cambiato, riducendo via via la divisione presente tra cultura trattata in modo classico e nuovi canali di comunicazione introdotti con la diffusione delle tecnologie. Numerosi sono gli interventi volti a creare strategie e strumenti per conservare e diffondere l’intero patrimonio, soprattutto laddove esso risulti fragile e deteriorabile, ma fino ad ora non è stato sviluppato un approccio metodologico strutturato, volto alla gestione efficiente del patrimonio culturale. Infatti, i profondi cambiamenti dovuti alla trasformazione digitale ed alla rinnovata centralità dell’utente devono essere affrontati con un approccio razionalmente e compiutamente organizzato, che consideri il reperto storico in tutte le fasi del suo ciclo di vita, dal ritrovamento alla conservazione all’interno di un museo e dalla digitalizzazione alla fruizione, considerando il reperto come un prodotto fisico che passa attraverso l'elaborazione e la conservazione digitale. Grazie al Prototipo Virtuale e all’Eco-Sistema del Bene Culturale, tutto questo è possibile. Gli studi condotti hanno permesso di porre al centro il reperto storico e il visitatore, permettendo a entrambi di usufruire di tutti gli strumenti a disposizione per valorizzarsi reciprocamente all’interno del nuovo ambiente: l’Eco-Sistema del Bene Culturale. Questo lavoro di tesi, grazie agli studi svolti sulla digitalizzazione ed alle varie installazioni create e testate con gli utenti avvalendosi dell’intera metodologia sviluppata, ha permesso di ottenere risultati innovativi, soprattutto nell’utilizzo delle tecnologie per garantire, dal punto di vista del reperto, la valorizzazione, preservazione, conservazione, che si riflettono in engagement, accessibilità, interattività a visitatori di diversa formazione socio-culturale e contesto.
Museums today have taken on a new meaning, they are no longer just places dedicated to the conservation and exhibition of collections and artworks, but represent one of the privileged means of communication to spread culture and make it accessible to the widest possible public. Thanks to the emergence of the philosophy of the "new museology", the relationship between museums, places of art, society and the community has profoundly changed, gradually reducing the present division between culture treated in a classical way and new channels of communication introduced with the spread of technology. There are numerous interventions aimed at creating strategies and tools to preserve and disseminate the entire heritage, especially where it is fragile and deteriorable, but so far no structured methodological approach has been developed for the efficient management of cultural heritage. In fact, the profound changes due to the digital transformation and the renewed centrality of the user must be tackled with a rationally and fully organized approach, which considers the historical find in all phases of its life cycle, from discovery to conservation within a museum and from digitization to fruition, considering the find as a physical product that passes through digital processing and preservation. Thanks to the Virtual Prototype and the Eco-System of Cultural Heritage, all this is possible. The studies carried out have made it possible to place the historical find and the visitor at the centre, allowing both to take advantage of all the tools available to enhance each other within the new environment: the Eco-System of Cultural Heritage. This thesis work, thanks to the studies carried out on digitization and the various installations created and tested with the users using the entire methodology developed, has allowed to obtain innovative results, especially in the use of technologies to ensure from the point of view of the find enhancement, preservation, conservation, which are reflected in engagement, accessibility, interactivity to visitors of different socio-cultural training and context.
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Bué, Pascal. "Architecture et réalité augmentée. Une manière d’écrire l’espace : la pensée visuelle instrumentée." Thesis, Sorbonne université, 2021. http://www.theses.fr/2021SORUL001.

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Cette thèse interroge et compare deux dispositifs de réalité augmentée, l’un, UrbaSee, destiné à la médiation de l’espace urbain au cours d’un projet de Zone d’Aménagement Concerté, l’autre, HistoPad, destiné à la médiation de la reconstitution d’un espace historique. Une recherche empirique mêle conjointement analyses de dispositifs et enquête ethnographique à travers quatre parties de trois chapitres chacune. La première partie, réservée à notre posture épistémologique, notre méthodologie d’enquête et à la définition des terrains et corpus, considère le rapprochement entre une sémiotique de l’écriture et anthropologie de la figuration. La seconde partie interroge les dispositifs comme technologie poïétique du voir. Une analyse technosémiotique et une approche phénoménotechnique situent l’image de réalité augmentée entre image d’art et image scientifique, dans laquelle on observe une énonciation éditoriale hypertrophiée. La troisième partie envisage les dispositifs comme des technologies performatives de l’imagination, oscillant entre un imaginaire stimulé et une technologie fantasmée que nous analysons au prisme de la variation médiatique. Notre quatrième partie montre que ces stratégies d’écriture masquent un processus de propriétarisation. L’analyse des régimes de croyance que ces dispositifs suscitent, des médiations créatives et des rapports de savoir-pouvoir entre commanditaires et créateurs des dispositifs de réalité augmentée, révèle la prise de pouvoir symbolique et économique de l’industrie logicielle sur les projets d’autrui. Ce dont rend compte notre thèse est peut-être l’amorce d’un changement dans l’environnement technique, économique et symbolique des pratiques des corps de métiers de l’espace urbain et muséal
This thesis questions and compares two augmented reality devices, one, UrbaSee, intended for the mediation of urban space during a Concerted Development Zone project, the other, HistoPad, intended for the mediation of urban space. the reconstruction of a historic space. An empirical research jointly combines devices analyzes and ethnographic inquiry through four parts comprised of three chapters each. The first part, establishing our epistemological posture, our methodology of investigation and the definition of fields and cases under study, considers the connection between a semiotics of writing and the anthropology of figuration. The second part questions devices as a poietic technology of seeing. A technosemiotic analysis and a phenomenotechnical approach situate the image of augmented reality between an art image and a scientific image, in which we observe a disproportionate editorial utterance. The third part considers the devices as performative technologies of the imagination, oscillating between a stimulated imagination and a fantasized technology that we analyze through the prism of media variation. Our fourth part shows that these writing strategies mask a process of ownership. The analysis of the belief regimes that these devices give rise to, the creative mediations and the knowledge-power relations between partners and creators of augmented reality devices, reveals the symbolic and economic takeover of the software industry over the projects of others. What our thesis reflects is perhaps the start of a change in the technical, economic and symbolic environment of the practices of the trades in urban and museum spaces
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Davies, C. J. "Parallel reality : tandem exploration of real and virtual environments." Thesis, University of St Andrews, 2016. http://hdl.handle.net/10023/8098.

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Alternate realities have fascinated mankind since early prehistory and with the advent of the computer and the smartphone we have seen the rise of many different categories of alternate reality that seek to augment, diminish, mix with or ultimately replace our familiar real world in order to expand our capabilities and our understanding. This thesis presents parallel reality as a new category of alternate reality which further addresses the vacancy problem that manifests in many previous alternate reality experiences. Parallel reality describes systems comprising two environments that the user may freely switch between, one real and the other virtual, both complete unto themselves. Parallel reality is framed within the larger ecosystem of previously explored alternate realities through a thorough review of existing categorisation techniques and taxonomies, leading to the introduction of the combined Milgram/Waterworth model and an extended definition of the vacancy problem for better visualising experience in alternate reality systems. Investigation into whether an existing state of the art alternate reality modality (Situated Simulations) could allow for parallel reality investigation via the Virtual Time Windows project was followed by the development of a bespoke parallel reality platform called Mirrorshades, which combined the modern virtual reality hardware of the Oculus Rift with the novel indoor positioning system of IndoorAtlas. Users were thereby granted the ability to walk through their real environment and to at any point switch their view to the equivalent vantage point within an immersive virtual environment. The benefits that such a system provides by granting users the ability to mitigate the effects of the extended vacancy problem and explore parallel real and virtual environments in tandem was experimentally shown through application to a use case within the realm of cultural heritage at a 15th century chapel. Evaluation of these user studies lead to the establishment of a number of best practice recommendations for future parallel reality endeavours.
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Chupin, Lisa. "Enjeux communicationnels de la conception de dispositifs de médiation documentaire augmentée pour les herbiers numérisés." Thesis, Paris, CNAM, 2017. http://www.theses.fr/2017CNAM1141/document.

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Nous décrivons les mutations des formes de communication médiatisées par les collections d'histoire naturelle dans le contexte de leur numérisation. Ces collections ont servi de paradigme pour penser le rôle des artefacts matériels dans la production de données scientifiques standardisées mobilisant des acteurs aux compétences hétérogènes, y compris des amateurs. Nous abordons leur numérisation dans le but de tester l'hypothèse de la possibilité de reconstituer à partir de dispositifs numériques leurs spécificités documentaires. Il en résulterait la possibilité d'utiliser le spécimen numérisé à toutes les étapes de la communication scientifique où interviennent les collections : document issu de collectes parfois associées à des activités de loisir, la planche d'herbier devient une source d'information examinée au début de la recherche scientifique, puis le support des résultats d'une nouvelle expertise conservée en vue de sa réexploitation future ; elle acquiert avec le temps une valeur patrimoniale renseignant sur l'histoire des collections. La reconstitution de ces fonctions ouvre la perspective d'une médiation des collections numérisées capable d'intégrer des objectifs d'exploitation scientifique et de valorisation patrimoniale qui pourrait être utile à d'autres corpus. L'augmentation des fonctionnalités des bases de données au-delà de la seule consultation des collections dépend de la volonté d'innovation des acteurs de la valorisation et de l'exploitation des collections. C'était l'un des objectifs de l'Infrastructure Nationale en Biologie Santé e-Recolnat, qui s'ajoutait à celui de la numérisation des collections détenues par les institutions partenaires. Ce projet a conduit à la participation d'un laboratoire de sciences de l'information et de la communication, Dicen-IDF, à l'infrastructure, avec une mission de conception et de développement d'applications destinées à la valorisation des collections numérisées. La conception s'est appuyée sur l'observation des pratiques d'usagers de différentes spécialités et sur la recension de leurs attentes à l'égard des outils numériques. C'est sur cette démarche de recherche-action articulant des phases d'observation, de conception et de test des dispositifs développés que s'appuie notre étude. À partir d'un cadre d'analyse de l'activité des différents usagers comme flux de transactions, définies comme des interactions produisant une transformation symbolique et artefactuelle au sein d'un collectif qu'elles participent à modeler, notre enquête a mis en évidence différentes formes de communication médiatisées par les collections numérisées, selon les types de dispositifs utilisés et les spécialités des usagers. Les collections numérisées facilitent la progression concomitante d'inventaires locaux, qui s'enrichissent chacun des données progressivement mises en ligne par d'autres. L'intégration des chercheurs à ce travail documentaire reste dominé par des interactions avec les gestionnaires, même si certaines bases de données ouvrent des droits de correction aux usagers. Les spécimens numérisés jouent un rôle qui va du simple intermédiaire facilitant l'accès à la planche à celui de document de référence. Le logiciel développé pour e-Recolnat par le laboratoire Dicen-IDF vise à encourager l'exploitation scientifique des spécimens numérisés en associant à la sélection dans la base de données des fonctions d'annotation, de tri et de mesure, sans encore permettre l'archivage des données issues de ces opérations. L'intégration de contributeurs amateurs à l'information des collections est reconstituée à travers une plateforme proposant la transcription des étiquettes des spécimens à des internautes non spécialistes : s'y déploient de nouvelles formes de médiation scientifique, entre animateurs impliqués dans des activités de conservation et de recherche et contributeurs réguliers qui s'en font les relais
We describe evolving patterns of communication mediated by naturalistic collections in the context of their digitisation. Natural history collections have been a reference for theorising the role played by material artifacts in the process of standardised data production lead by multiple and heterogenous actors, including amateurs. We study the digitisation of naturalistic collections with the aim of validating the hypothesis that the characteristics of their documents and the principles of their organisation can be reproduced with a digital device. If so, digitised specimens could be used at each step of the scientific communication involving uses of naturalistic collections: sometimes collected during leisure botany practices, specimens are a source of information used during the scientific study, and in the end they are the medium for publishing the results of the study, using a new label ; over time, they become a scientific heritage documenting the history of knowledge creation. The digital reproduction of these functions of herbaria creates a model for digital mediation enabling scientific collections to be considered as both scientific information and scientific heritage. This model could be used for other kinds of digitised collections. The project of extending the functionalities of databases of digitised specimens can be lead only by curators and users. It was one of the goals of Recolnat, a national infrastructure in biology and health, in addition to digitisation of collections. In this aim, a lab in communication sciences, Dicen-IDF (Paris), has been part of the infrastructure. It had to design and develop digital tools for enhancing uses of digitised specimens. The designing process was grounded on the results of the observation of uses of digitalised herbaria and needs expressed by users working with different methods. We grounded our theoretical research on this inquiry involved in the design process in which we were taking part; user tests of devices developed by the lab were the last part of our inquiry. We analysed all the activities using specimen with the same theoretical framework grounded on a conception of communication as a set of interactions transforming artifacts and creating new meanings and new forms of social organisation. Thereby we analysed different models of communication mediated by digitised collections, depending on the functionalities of databases and on the domain and skill set of users. Digitised collections have been enhancing the numerous local efforts of inventorying collections by making available online the results of each of them. Researchers mainly communicate their results to curators in order to enrich collection data, because few databases integrate scientific annotations or corrections online. Scientific uses of digitised specimens are varying depending on the specialities : they can be used as a scientific reference, but are often used only for identifying the specimens owned by a herbarium. The software developed by the Dicen-IDF lab enhances scientific uses of digital specimen. Another software of the Recolnat project enables the traditional participation of amateurs in the curation of naturalistic collections by crowdsourcing online transcription of sheet labels. This platform creates new forms of scientific mediation between animators promoting the understanding of scientific collections and volunteers learning the principles of documenting collections
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21

Marto, Anabela Gonçalves Rodrigues. "Multisensory Immersive Contents for Cultural Heritage." Doctoral thesis, 2020. http://hdl.handle.net/10348/10356.

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Submetido na Universidade de Trás-os-Montes e Alto Douro para o preenchimento dos requisitos parciais para obtenção do grau de Doutor em Informática
The use of multisensory immersive content in cultural heritage has been providing a significant impact on visitors’ experience, by increasing their engagement, enjoyment, and quality of experience, among other benefits. Commonly, these implementations combine virtual reality experiences with the addition of sounds, smells, or tactile feelings. As part of virtual reality, augmented reality and its ability to blend the real surroundings with virtual media has also become a strong and attractive solution to explore cultural heritage sites. Its potential, together with the addition of more stimuli, apart from the visual, results in innovative augmented reality multisensory approaches that are recently found in the literature. Its novelty and opportunity for research are demonstrated in recent studies that express the potential of combining the benefits of augmented reality with the engagement of multisensory experiences. Albeit prospected to widely enhance experiences, very little is known regarding augmented reality multisensory impact on the end user’s perspective. This thesis aims to ascertain how multisensory augmented reality impacts visitors’ experience regarding their presence, enjoyment, knowledge, value of the experience, when visiting a cultural heritage site by varying the stimuli that are being added to the experience. Thus, this document describes the process of planning, developing, implementing, and evaluating an augmented reality multisensory prototype, named SensiMAR, in the ancient Roman city of Conimbriga archaeological site located in Portugal. SensiMAR provides 1) visual contents: a 360-degree virtual reconstruction of a Roman house, as well as several animations related to the inhabitants of that place; 2) sound contents: a 360-degree soundscape of the surroundings of ancient times and diegetic sounds synchronized with the animations; and 3) smell content: a smell of garum, a very common fish sauce used in Roman cuisine. To answer our research question, we conducted an in-between subjects experience design, by having different conditions available related to the stimuli that were being evoked – only visual, visual and auditory, visual and olfactory, or visual, auditory and olfactory. Varying the condition of SensiMAR experience and after conducting an usability evaluation with end-users in situ, we have collected results from 60 participants through questionnaires and direct observation. The conducted usability evaluation was performed to ensure that the results obtained would not be affected by usability issues among the tested conditions. The results reported different findings depending on the added stimuli and depending on the examined variable. In relation to presence results, considering the subscales: spatial presence, experienced realism, involvement and overall presence; we observed that the addition of smell was noticed to increase the feelings of spatial presence and experienced realism, whereas the audio stimulus has been linked to increased feelings of involvement. The overall presence was not reported as having differences across conditions. The augmented reality multisensory system developed for this study was demonstrated to enhance cultural heritage experiences regarding the observed behavioural presence, and the reported enjoyment and acquired knowledge.
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Chang, Yu-Lien, and 張玉蓮. "Applying augmented reality in mobile guidance to promote the visitors’ sense of place for heritage sites." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/82205449067873259257.

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博士
國立臺灣師範大學
地理學系
102
Based on the Sense of place (SOP) theory and the design principles of guidance and interpretation, this study developed an augmented reality (AR) mobile guidance system that used a historical geo-context-embedded visiting (HGCEV) strategy. This tool for heritage guidance and educational activities enhanced visitor SOP. The study was divided into two stages; the first stage was investigated by conducting a qualitative study with in-depth interviews. The purposive sampling method was applied to conduct interviews with 16 visitors 、5 management staffs 、1 tour guide and 17 residents to heritage sites in Tamsui District, Taiwan, to identify possible factors of SOP constructs. The second stage integrated HGCEV strategies and augmented reality in a mobile guidance application activity. Experiments were performed with 87 university students divided into 3 visitor groups: AR guidance, audio guidance, and no guidance. A quasi-experimental design was adopted to evaluate whether the sense of place and learning performance were promoted more by AR guidance than by audio guidance or no guidance. The results indicated that visitors who used AR guidance showed significant learning and SOP effects. The visitors who were the most engaged and had interactive discussions with their peers in the heritage sites experience were those who were using the AR guide. This phenomenon illustrates that the integration of HGCEV strategies and augmented reality in a mobile guidance application to promote the human–computer–context interaction (HCCI). Interviews were also employed to determine the possible factors that contribute to the formation of SOP. Finally, a majority of the visitors who participated in the study elicited positive responses and acceptance attitudes.
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Chou, Cheng-Yen, and 周承諺. "A Study on the User Interface of Mobile Augmented Reality for the Guide in a Heritage Building." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/11799561913406174048.

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碩士
大同大學
工業設計學系(所)
98
People take traveling more seriously in recent year. Owing to lack the knowledge of the historic spot, the masses are insufficient of understanding the inner meaning of a heritage even they spend a lot of time. According to lots of research reports, a guide that allows people to interact or to operate by themselves is more attractive than the usual one. In addition, we can offer the masses more feeling of participation and more excitement through the Augmented Reality. The objective of this research was to discuss how to utilize the technology of Augmented Reality to let the visitor increase the immediate interaction, then deepening the experience of surveying a historic place. This research was divided into three parts. The first part analyzed the status and the interaction of the guide in the historical sites. In this study, we take Mengjia LongShan Temple as an example. In order to understand the users’ feeling about using the Augmented Reality, the second part used UMPC and Field Study to demonstrate the simulated interfaces of Augmented Reality and extract what kind of guide people would like to have when they were in a tour around heritage sites. After comprehensive analyses of questionnaire and the survey of the users’ favorite interface, the author obtained a list of comments for the follow-up development of a historical site guide. The third part relied on the results of the analysis to carry out the prototype interface design and the experiment of the Mobile Augmented Reality Guide System. And then discussed how the method of Augmented Reality Guide influenced the users. The participants needed to carry out three tasks and finished the questionnaires. The conclusions of this study are as follows: 1. The digital content of Augmented Reality presentation causes a great visual stimulation for the users, especially the differences between the digital content and the actual site. The differences from those traditional navigation methods offer the users a novelty. 2. Electronic map make it easier than the usual one and allows the users to understand the interrelation between the surrounding environment and its location. It is helpful for the guide process. 3. Map in the navigation process plays an important role. The option of the electric map should be segmented particularly on each page so that the users will be answered by clicking the map option when they have a problem. 4. It makes the user impressive by using the characteristic of scene and the digital content of Augmented Reality. The matching method will make the users pay more attention on searching the target assignment. If the users read the content of the spot where they want to visit carefully, the peripheral spots will also be noticed during the searching process. It is helpful not only for the experience of learning but also for the advance of knowledge. 5. The virtual character of Augmented Reality plays a role as a guide that not only increases the navigation experience but also enhances their interest in navigation 6. The use of paper tag is not perfect as expected. The reason is the technology does not spread extensively so that people cannot use it in everyday life. For the reason that the users are not familiar with the usage of Augmented Reality, they will have some problem to operate them and the efficiency of guiding will be influenced. Key words:Mobile augmented reality, Heritage building, User interface design
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RECUPERO, ANNAMARIA. "Augmented and Virtual Reality for the promotion of the cultural heritage: analysis of museum mission and visitor experience." Doctoral thesis, 2018. http://hdl.handle.net/11573/1208864.

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The thesis discusses the role of Augmented and Virtual Reality technology for the promotion of the cultural heritage, considering both the museum mission and the visitor experience. The research framework represents an integration of the Contextual Model of Learning developed in the field of Museum Visitor Studies, and the cultural-historical Activity Theory, so to consider the different human, environmental and technological dimensions that determine the visitor experience. The research includes two studies. The first study is a qualitative investigation performed at the Ara Pacis Museum in Rome, in order to explore the "design for use" and the "design in use", by collecting data through ethnographic methods and analyzing data through the Service Design Thinking methodology. The second study is an investigation of the museum audience performed using an online questionnaire, to complement and validate the results from study 1. The thesis discusses the results related to the technology as engagement factor, the artifacts ecology and the social interaction among visitors.
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Allen, Patrick T., A. Schiek, and David J. Robison. "Urban Encounters Reloaded: towards a descriptive account of augmented space." 2017. http://hdl.handle.net/10454/12051.

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No
In this chapter, augmented space is described as the layering of media technologies onto the physical space of the city. The approach assesses salient aspects of the experience of space in everyday life, the city and urban space more generally. The chapter discusses these in relation to the deployment of augmenting technologies and modes of display associated with augmented reality, new and digital media: visual or otherwise. Selected work, carried out in relation to culture, leisure and tourism is assessed. These case studies indicate the potential of augmented reality in areas of a) urban design, b) tourism and heritage, and c) the promotion of cycling for health and the creation of alternative transport infrastructure. The main characteristics of AR and augmented space are presented. This is followed by a discussion and development of hybrid research tools and applied in two case studies with a view to providing a potential roadmap for future work in this area.
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Yu, Chia-Chih, and 游嘉智. "A Study on the Design of Mobile Augmented Reality Games─A Case Study of Navigation Aids in Heritage Temples." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/68677522895399694867.

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碩士
大同大學
工業設計學系(所)
97
Temples in Taiwan have played different educational functions to different age groups and to different vocational classes. In the development of mobile learning, the PDA and notebook computers are often used as the learning accessories mainly to convey information via text and graphics, and interaction is one way. Moreover, in the course of use, attention is easily distracted by digital content, other figures and temple scenes, which lowers the learning effect. Many researches have pointed out that using games to learn can more effectively enhance the user’s interest and effect; and augmented reality technology can reinforce the information display and interaction experience of the real world so that the user has a sense of freshness and participation throughout the course of playing the game. This research is to explore how to employ the augmented reality technology with game elements to allow visitors see the game content in real time with a mobile device, and the overlapped images of the temple scenes to reduce distraction of attention and increase delight to reinforce the effect of mobile learning. The experiment of this research is being carried out in three stages: The first stage primarily focuses on the current status and interaction on the analysis of temple touring guide. The researcher tries to understand the user’s interest for the content and his/her impression for the augmented reality, and the role he/she hopes to play in the game. The second stage uses simulated augmented reality game to explore what type of game the user prefers, and simultaneously solicits the user’s opinions for the interface design. Based on the analysis results of the aforementioned stages, the third stage carries out prototype interface design, testing and experiment of this research on augmented reality game. It explores the effect of the participant in operation and feeling in using UMPC to carry out augmented reality game and paper-based game in temples. The participant should carry out four tasks and fill out the questionnaire. Following conclusions are drawn from the experiment: 1.Augmented reality technology easily causes stimulation in vision and permits simultaneous viewing of virtual objects and a real scene so that the viewer can be more focused, and therefore enhances attention response in learning motive. Generally, the public has comparatively less such game experience, thereby elevates interest in use. 2.Throughout the course of augmented reality game, the way of asking questions would enable them more carefully observe the scene. At the end of the game the way of asking and fielding questions would enhance absorption of relevant knowledge. 3.There should not be scroll bar in the appearance of hints in the AR system and atlas information. 4.Though the AR system mobile device is not heavy, prolonged use of this hand-held system would feel tiresome while moving back and forth in the temple. And the battery heat would also cause hassle in use. 5.If the touch interface of the augmented reality game mobile platform is not good enough, the phenomenon of delay in execution would cause frustration in using. The design principles proposed by this research and the problems encountered are important references for designers in future design of augmented reality mobile interface or game design.
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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, 2019. http://hdl.handle.net/11577/3325237.

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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.
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YiChang and 張沂. "Examining Heritage Visitor Experience of Augmented Reality and Virtual Reality Application– A Case Study of The British Consulate at Takow." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/q7hnhj.

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碩士
國立成功大學
創意產業設計研究所
107
Entering the second decade of 21st century, contemporary historical museums have undergone transformations brought by the information revolution, innovative technology, new media, and globalization. Being listed as part of the creative industries, historical museums have to come up with clever ideas to respond to the transformations in order to generate income and develop new audience. New techniques and technology are implemented in exhibition display, creating an immersive and interactive experience for the visitors. Among various technologies, augmented reality(AR) and virtual reality(VR) applications began to gain popularity in museums around the world. Taking the recently installed AR/VR installation “Takow Harbor Time Machine” at British Consulate at Takow as case study, this research aims to examine heritage visitor experience when engaging AR/VR application on-site. Through literature reviews on the history and current social roles of contemporary historical museums, and AR/VR application in museum environment, this research is able to identify whether the primary goal of heritage sites are exemplified through AR/VR applications. Furthermore, semi-structured interviews designed under the heritage visitor experience framework by Kempiak et al(2017) will be carried out to on-site visitors. In-depth interviews will also be conducted with heritage site managers and AR/VR installation desginers. Through interviews with various stakeholders, the research can analyze whether the pre-imagined goals and visions of heritage management organization and installation designers are in sync with the actual visitor experience. By investigating the heritage visitor experience after using on-site AR/VR application, the result of this research hopes to provide detailed information and analysis for future researchers, heritage managers, and interactive installation designers to use as a reference.
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Wang, Kuo-Hsiung, and 王國雄. "A Comparative Study on the Interaction Styles of Multi-tagged Augmented Reality Games for Supporting Mobile Learning in a Heritage Temple." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/45617854777357459118.

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碩士
大同大學
工業設計學系(所)
98
In order to increase the performance and enjoyment of mobile learning in a heritage temple, the objective of this research was to develop a mobile game based on the technology of Augmented Reality (AR). The authors first conducted a field study through observing the tourists’ behaviors in a famous heritage temple. In addition, after interviewing some tourists and temple administrators, the requirements for designing the mobile game were obtained. Two prototype games with different interaction styles were developed for comparative studies. The purpose of these games was to learn the stories of the sages sculptured on the wall of the temple. Based on the results of experiments, the participants appreciated the AR approach. The attention to the scenes and historical stories of the heritage temple did improved dramatically. Furthermore, several design guidelines were derived based on the analysis of experiment results. First, the style of virtual characters in AR should be simple in shape so that the interference with background could be reduced. Second, to make meaningful interaction, the contents of AR should base on the elements extracted from the surroundings. Third, the space for displaying augmented information should be less than 50% of the screen. Otherwise, it is difficult for the user to see the objects in background. Fourth, the feedback from interacting with the virtual characters should include animation and sound effects. These effects could increase the level of attention in mobile learning.
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Pires, Antero Augusto Magalhães. "Combining paper maps and smartphones in the exploration of cultural heritage." Master's thesis, 2016. http://hdl.handle.net/10362/19962.

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Latest advances in technology allowed us to have, nowadays, powerful computing devices in our pockets. These advances have also allowed the rapid growth of Augmented Reality, which continues to expand into new areas where the integration of virtual and real worlds brings new and beneficial experiences. It is on these Augmented Reality capable devices that there may be a key that will open a door to a new experience in exploring cultural and historical sites, currently very dependent on paper and static information maps or mobile interactive applications that, although capable of providing real-time information, may not give users a contextualized view of the different cultural elements in their surrounding environment. The goal of this dissertation is to explore new ways to interact and view content associated with a cultural and historical site through a smartphone-focused application with Augmented Reality and location-aware features. Combining a paper map with a smartphone, the user can see virtual representations of sites, manipulate them in 3D, overlap historical cartography on the map or view relevant multimedia information, among others. In an effort to raise awareness of less known sites or whose location isn’t immediately apparent, the application alerts the user about sites near his position. Then, the application underwent various tests by potential users, in order to evaluate its concept and usability. In the end, it is expected to develop a new user interactive experience, as an attempt to increase interest and awareness of cultural and historic sites and their roles, and formulate recommendations on the development of heritage-oriented applications.
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Huang, Ting-Ying, and 黃亭穎. "The User Interface Design of the Mobile Augmented Reality Navigation system in a Hakka Heritage - of New Tile House Hakka Culture District." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/h9qcb9.

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碩士
國立交通大學
應用藝術研究所
107
The preservation and continuation of cultural has important historical significance for the national society. To discuss the continuation and exploration of the cultural heritage of the historical perspective, should analyze the relationship between the architectural relics, open space and the natural environment covered by the overall historical features and cultural background. Considering the use of digital media, design of AR game exploratory guides about heritage navigation, historical objects, and Hakka culture. Try to make the Hakka culture in the current era, through the AR exploratory game, to give young people a new cultural guide experience, to draw closer to the distance between young people and heritage, cultural history, and increase their willingness to learn Hakka culture. In 2017, the researcher participated in the project with Professor Hsu of Chiao Tung University and Professor Masa of Keio University, designed the "HAKKA AR Exploratory Game Navigation System" in the New Tile House Hakka Culture District. Under the leadership of the project leader within one year, we completed the exploratory tour of this game, which satisfied the needs and also won the recognition of the public. However, through the exhibition and the feedback from the people, there is still need for improvement. In addition, the main development of the initial development version is the navigation system of the historical, the introduction of Hakka historical materials, story scripting and game design. This study further use "Interface Design" as the focus of the redesign of the "HAKKA AR Game Navigation System ". It is expected to increase the experience of the game exploratory navigation and more in-depth introduction of Hakka historical materials. This study is based on the contextaul inquiry, the field research of local heritage, interviews with local cultural and historical workers and three young people between the ages of 15 and 24. Interviewed with 3 design experts who are familiar with AR application and interface design, to re-examine the direction and content of this game exploratory navigation, which can be used as a reference for interface design. Finally, the experiment was carried out with 37 visitors, and the quantitative analysis was used to verify whether the suitability was satisfactory. The research results are expected to provide design reference principles for augmented reality interactive navigation for digital content design based on other field environments in the future.
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Lima, Maria Carlos Gonçalves Vidal e. "Realidade Aumentada Móvel e Património no Espaço Público/Urbano." Master's thesis, 2015. http://hdl.handle.net/10316/36094.

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Pereira, Miguel António Marques Mazeda. "Novas plataformas de difusão de conteúdos na área do turismo e património." Master's thesis, 2018. http://hdl.handle.net/10400.14/28192.

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O presente relatório centra-se nas atividades desenvolvidas durante o estágio curricular de Mestrado, com duração de seis meses, no Centro de Criatividade Digital (Escola das Artes da Universidade Católica Portuguesa). O CCD assume-se como um centro de competência e excelência criativa e foi reconhecido, inicialmente, como um dos projetos âncora do Cluster das Indústrias Criativas nas iniciativas da Estratégia de Eficiência Coletiva da ADDICT. O estágio é realizado no âmbito do Projeto POCI-01-0247-FEDER-024498 CHIC – Cooperative Holistic view on Internet and Content, o maior projeto português de I&D na área dos media apoiado pelo COMPETE 2020. O projeto reúne um consórcio alargado, composto por 24 promotores, sendo 14 empresas representativas das diferentes vertentes das indústrias ligadas aos conteúdos digitais e 10 entidades do SCTN que em conjunto reúnem as condições de criar um efeito catalisador sobre os restantes atores deste setor. A participação do CCD é no âmbito da atividade B2 “Gestão de conteúdos pertencentes ao património cultural nacional com base em sistemas abertos de preservação e interação”, integrado no PPS B, que tem como objetivo o desenvolvimento de uma plataforma georreferenciada de realidade aumentada capaz de interligar e fidelizar diferentes fontes de informação e utilizadores. Durante o estágio, foi feito o levantamento de aplicações móveis concorrentes do piloto que está em análise e se pretende implementar. Realizou-se uma avaliação crítica das aplicações, de forma a entender as suas funcionalidades e os modelos de negócio. Procurou-se entender, também, os interesses dos seus utilizadores e as caraterísticas mais valorizadas. Fora do âmbito do projeto, foram desenvolvidas outras tarefas no âmbito do estudo de impacto do “Prémio Nacional de Indústrias Criativas 2008-2017”, no exercício da edição do e-book “Estudo sobre as oportunidades para o desenvolvimento do Cluster Criativo de Bandas de Música existente no Centro Comercial Stop”, e no contexto da Porto Summer School on Cinematic Art. Conclui-se o relatório apresentando soluções de implementação para a aplicação móvel em desenvolvimento, assim como, oportunidades de trabalho futuro.
This report focuses on the activities developed during a six months internship, at Centro de Criatividade Digital (School of Arts – Portuguese Catholic University). The CCD assumes itself as a center of competence and creative excellence and was initially recognized as one of the Creative Industries Cluster's anchor projects in ADDICT's Collective Efficiency Strategy initiatives. The internship is carried out under the project POCI-01-0247-FEDER-024498 CHIC - Cooperative Holistic view on Internet and Content, the largest Portuguese I&D project in the area of media supported by COMPETE 2020. The project includes a broad consortium composed of 24 promoters, 14 companies representing the different aspects of the industries related to digital content and 10 entities of the SCTN that together are able to create a catalytic effect on the remaining actors in this sector. The participation of the CCD is within the scope of activity B2 "Management of contents belonging to the national cultural heritage based on open systems of preservation and interaction", integrated in PPS B, whose objective is the development of a georeferenced augmented reality platform capable of connecting and retaining different sources of information and users. During the internship, it was made the survey of competing mobile applications of the pilot that is under analysis and intends to implement. A critical evaluation of the applications was carried out in order to understand their functionalities and the business models. It also sought to understand the interests of its users and the most valued features. Out of the scope of the project, other tasks were developed within the impact study of the “Prémio Nacional de Indústrias Criativas 2008-2017”, in the scope of the e-book edition "Estudo sobre as oportunidades para o desenvolvimento do Cluster Criativo de Bandas de Música existente no Centro Comercial Stop", and in the context of Porto Summer School on Cinematic Art. The report concludes by presenting implementation solutions for the mobile application under development as well as future work opportunities.
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34

Guimarães, Francisco José Rosales Santana. "I-lugar : imersão no património cultural mediado por média-arte digital." Doctoral thesis, 2018. http://hdl.handle.net/10400.2/7391.

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Abstract:
Um lugar é um espaço geográfico delimitado pela natureza ou pela ação do homem. Mas alguns destes lugares tornam-se excecionais pela estética configurada pela ação da natureza, por estarem associados a eventos históricos, por terem servido de inspiração artística ou por serem eles próprios o resultado de produção artística. Estes espaços tornam-se assim lugares de património cultural (material, imaterial) ou natural, com memória e poética próprias, pela sua delimitação, configuração ou artefactos neles presentes, integrados numa narrativa que materializa o conceito de estética do lugar. A fruição destes lugares é efetuada normalmente por visita física, utilizando-se informação disponível sob a forma de folhetos, placas/sinalética e em alguns casos por guias digitais, ou por visita remota via website. No entanto, a evolução da tecnologia ao nível da realidade aumentada, hipermédia, utilização de Internet e dispositivos móveis, aliada ao conceito de média-arte digital, permite encontrar outras soluções. No entanto, estas soluções devem possibilitar uma forma de imersão e interação, enquadrada numa narrativa, que permita uma fruição mais reflexiva do lugar sob a forma de diálogo em busca da sua essência. Esta investigação utiliza um artefacto digital designado I-Lugar criado no contexto da investigação, utilizando website/blog (forma de hipermédia), narrativas digitais e realidade aumentada para testar este tipo de solução. O artefacto está centrado na necessidade de criar um meio de perceção da essência do lugar através da reflexão pela literatura, aplicando o pensamento de Heidegger (2016) relacionado com a origem da obra da arte e a literatura como forma de reflexão segundo Candido (2011), neste caso, aplicada a lugares de património. Seguindo uma metodologia baseada em estudos de caso, questionários e no processo de criação em média-arte digital, esta investigação descreve o artefacto I-Lugar e a sua aplicação a património natural (Jardim Calouste Gulbenkian) e património cultural (Fernando Pessoa e Street Art Lisbon). Como resultado da estratégia de validação da investigação são apresentadas as conclusões sobre a adequação do conceito utilizado na solução, face aos 45 questionários de avaliação sobre a intervenção com o artefacto I-Lugar e 16 questionários enviados a entidades gestoras de património, sobre o conceito em investigação. Em síntese, esta investigação tem como propósito estudar a forma como se podem conjugar narrativas digitais, hipermédia e realidade aumentada para melhorar a perceção e descoberta do público sobre a essência dos artefactos no seu contexto enquanto lugar de património. Isto é, na perceção estética que permita despoletar emoção na fruição, por imersão na poética do lugar, utilizando literatura para a reflexão sobre o lugar e seus artefactos.
A place is a geographical space delimited by the nature or action of man. But some of these places become exceptional, because of the aesthetics set by the action of nature, because they are associated with historical events, because they have served as artistic inspiration or because they themselves are the result of artistic production. These spaces thus become places of cultural (material, immaterial) or natural heritage, with their own memory and poetics, for their delimitation, configuration or artefacts present in them, integrated in a narrative that materializes the concept of the aesthetics of the place. The enjoyment of these places is usually done by physical visit, using information available in the form of leaflets, signage and in some cases, by website or digital guides. However, the evolution of technology in terms of Augmented Reality, hypermedia, use of the Internet and mobile devices, coupled with the concept of digital media art, allows finding other solutions. However, these solutions must also enable a form of immersion and interaction, framed in a narrative, that allows a more reflexive enjoyment of the place in the form of dialogue, in search of its essence. This research uses a digital artifact designated I-Place created in the context of research using website/blog (hypermedia form) and Augmented Reality to test this type of solution. The artifact is centered on the need to create a means of perceiving the essence of the place through reflection by literature, applying the thought of Heidegger (2016) related to the origin of the work of art and literature as a way of reflection according to Candido (2011), in this case, applied to heritage sites. Following a methodology based on case studies, questionnaires and the process of creation in digital art, this research describes the artefact I-Lugar and its application to natural heritage (Calouste Gulbenkian Garden) and cultural heritage (Fernando Pessoa and Street Art Lisbon). As a result of research validation strategy, we present the conclusions about the adequacy of the concept used in the solution, considering the 45 evaluation questionnaires on the intervention with the I-Lugar artifact and 16 questionnaires sent to entities responsible for heritage places management, to evaluate the concept under investigation. In summary, this research aims to study how digital narratives, hypermedia and Augmented Reality can be combined to improve public perception of the discovery of the essence of artefacts in their context as a heritage site. That is, in the aesthetic perception that allows to trigger emotion in the fruition, by immersion, in the poetics of the place, using literature to reflect on the place and its artifacts.
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35

Dionísio, Mara Sofia Gomes. "Leveraging the transmedia entertainment-education framework to augment tourists` awareness of local values." Doctoral thesis, 2020. http://hdl.handle.net/10362/116444.

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