Journal articles on the topic 'Augmented Heritage'

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1

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

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

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

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

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

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

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

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

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

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

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This paper briefly surveys pose tracking methods used for augmented reality applications in cultural heritage. The paper primarily benefits scholars and practitioners in the areas of electronic heritage. Pose tracking techniques are categorized as either being dependent or independent of their surrounding; accordingly, various solution methods in the literature are presented along with their advantages and disadvantages. I conclude the paper with a discussion on the open problems in pose tracking in cultural heritage and recommend future directions of research in this field.
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Tzima, Stavroula, Georgios Styliaras, and Athanasios Bassounas. "Augmented Reality in Outdoor Settings." Journal on Computing and Cultural Heritage 14, no. 3 (July 2021): 1–17. http://dx.doi.org/10.1145/3439953.

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New technologies such as Augmented Reality (AR) have already been exploited in the promotion of unique and well-known cultural assets. Nevertheless, different types of heritage assets can be found scattered in many different places, in both urban and rural landscapes, where AR applications may not function properly due to problems concerning the effectiveness of GPS or image recognition methods. It is an important issue that limits the exploitation of AR technology with a view to hidden cultural heritage promotion. The current study presents a hybrid image recognition technique used in an AR application and its evaluation in the outdoor settings. The hybrid technique is based on an image-based marker and its evaluation mainly aimed to study if and to what extent it is accepted by the users, if it raises aesthetic issues, and if it affects the use and acceptance of the AR in culture field. The evaluation was based on a qualitative research and the results showed that to most participants the used hybrid technique does not create an aesthetical issue. Additionally, all participants found the AR app useful and easy to use and they consider that the AR technology can significantly contribute to the promotion of cultural heritage.
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Luna, Ursula, Pilar Rivero, and Naiara Vicent. "Augmented Reality in Heritage Apps:Current Trends in Europe." Applied Sciences 9, no. 13 (July 8, 2019): 2756. http://dx.doi.org/10.3390/app9132756.

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Although augmented reality (AR) has come to play an increasingly important role in a wide range of areas, its use remains rather limited in the realm of heritage education. This paper sets out to analyze which heritage-related apps can be found in Europe that partly or wholly use AR as a tool to help users learn about different types of heritage. Our study only identified a limited number of such apps and we used this sample both to paint a portrait of the current state of the question and also to highlight certain observable trends. The results showed that most such apps used AR to reconstruct spaces and buildings, and to a lesser extent, objects. Many of these apps used an academic mode of communication to provide a temporal perspective of monumental and (mainly) historical heritage. The paper also outlines future lines of research dedicated to finding more apps that could be used to increase the current sample size. This would allow for a more comprehensive assessment of such apps from an educational point of view. Several case studies are proffered in order to highlight the keys to successful use of AR in heritage apps.
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Bergamasco, Massimo, Perla Gianni Falvo, and Giovanni Valeri Manera. "Perceiving Cultural Heritage." Studies in Digital Heritage 2, no. 1 (September 28, 2018): II—V. http://dx.doi.org/10.14434/sdh.v2i1.27979.

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Over the years, we have undertaken research projects in the field of cultural heritage perception, trying to analyze the response of the human cognitive system when immersed in Virtual Reality, Augmented Reality or other multimedia supports. Our goal has been to study how to improve design exhibition, utilizing these technologies in museums and cultural heritage sites and to study alternative ways to promote human development through deeper contact with art.
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Zhang, Xiao, Aiwu Zhang, Jiaqi Xu, and Rongqing Ma. "Documentation and Inheritance of Ancient Opera Stage Based on Multidisciplinary Approach and Digital Technology." Buildings 12, no. 7 (July 9, 2022): 977. http://dx.doi.org/10.3390/buildings12070977.

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The survival and longevity of architectural heritage, especially structures in isolated locations such as ancient opera stages, have been gradually threatened by natural and sociocultural changes over the past few decades. Furthermore, the future of these heritage sites remains uncertain. Therefore, in this study, we aimed to develop a research method, using multidisciplinary knowledge and digital technology, to digitally protect and inherit the endangered heritage of ancient stages. Hence, in this study, we applied a qualitative longitudinal method for digital protection, digital culture inheritance, and data intelligence management. Particularly, digital culture inheritance established the knowledge visualization model, which was used to excavate cultural connotations and was displayed with virtual reality, augmented reality, etc. Furthermore, a GIS digital platform was developed to provide data management and a virtual experience in a 3D-interactive way for culture presentation, cognition, and heritage. Then, the developed method was validated over four years by using the ancient opera stages in Shanxi, China, as case studies. The results demonstrate that this method is feasible in and applicable to the heritages of ancient stages and can be applied to other architectural heritages and even cultural heritages. This method also helps to promote the public’s awareness of the protection of cultural heritage, especially the heritages of ancient stages.
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Chendeb, S., T. Ridene, and L. Leroy. "A GENERIC AUGMENTED REALITY TELESCOPE FOR HERITAGE VALORIZATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-2/W2 (August 20, 2013): 25–30. http://dx.doi.org/10.5194/isprsarchives-xl-2-w2-25-2013.

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Hidayati, Awanis, and Sarah Bibi. "Teknologi augmented reality sebagai media pembelajaran Pontianak Heritage." Jurnal Pendidikan Informatika dan Sains 9, no. 1 (June 30, 2020): 37. http://dx.doi.org/10.31571/saintek.v9i1.1306.

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Pontianak Heritage dipelajari oleh mahasiswa dalam mata kuliah Sejarah Kebudayaan Indonesia tentang mengenal sejarah daerah. Penggunaan media sangat penting untuk mendukung dan memfasilitasi proses pengajaran. Dengan berkembangnya teknologi, banyak cara untuk mengembangkan media pengajaran, salah satunya adalah dengan teknologi <em>Augmented</em> <em>Reality</em>. Penelitian ini bertujuan untuk mendesain sebuah media pembelajaran dengan teknologi <em>Augmented</em> <em>Reality</em> dalam pembelajaran sejarah Pontianak Heritage. Tahapan metode penelitian yaitu: <em>(1) Concept, (2) Design, (3) Material Collecting, (4) Assembly, (5) Testing, dan (6) Distribution</em>. Pada penelitian ini menggunakan <em>Game Engine UNITY</em> untuk membangun aplikasi berbasis Android serta <em>Vuforia</em> <em>SDK</em> agar aplikasi yang dibangun dapat menjadi aplikasi berteknologi <em>Augmented</em> <em>Reality</em>, disertai dengan gambar marker bangunan sejarah yang apabila diarahkan ke aplikasi dapat menampilkan visualisasi objek 3D. Setelah diadakan pengujian kelayakan sistem menggunakan <em>alpha testing</em> dan <em>beta testing</em>, aplikasi dinyatakan dapat berjalan dengan benar sesuai dengan kebutuhan dan tujuan yang diharapkan.
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Hincapié, Mauricio, Christian Díaz, Maria-Isabel Zapata-Cárdenas, Henry de Jesus Toro Rios, Dalia Valencia, and David Güemes-Castorena. "Augmented reality mobile apps for cultural heritage reactivation." Computers & Electrical Engineering 93 (July 2021): 107281. http://dx.doi.org/10.1016/j.compeleceng.2021.107281.

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Dima, Mariza, and Holly Maples. "Affectual Dramaturgy for Augmented Reality Immersive Heritage Performance." Body, Space & Technology 20, no. 1 (2021): 25–36. http://dx.doi.org/10.16995/bst.368.

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Masduki, Haninah, Siti Noor Aisyah Nazarrudin, and Siti Khadijah Ali. "Augmented Reality Mobile Application For Malay Heritage Museum." Asia-Pacific Journal of Information Technology and Multimedia 10, no. 02 (December 1, 2021): 122–35. http://dx.doi.org/10.17576/apjitm-2021-1002-09.

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Lack of staffs and language barriers are two factors that limit the Malay Heritage Museum UPM staffs to handle visitors especially during peak seasons. Therefore, an augmented reality mobile application is proposed to assists and entertain visitors while touring the museum. In this work, the augmented reality will be imposed at the Malay traditional cloth and textiles section. To develop the propose application, the methodology used in this work is agile model due to its capability to ensure that the overall process can be done within a time given and also its ability to increase the standard software instantly. Agile model consists of six phases such as requirements, design, development, testing, deployment and review. The experiment was conducted on the same day and three hours were allocated for the respondent because they were having classes. The time required for one respondent to experience the MTRACR is approximately 10 minutes per person. The survey is used as a platform to get feedbacks from users. Based on the survey, it shows that all users were satisfied with the proposed application and they suggested others to use it.
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Portalés, Cristina, José L. Lerma, and Carmen Pérez. "Photogrammetry and augmented reality for cultural heritage applications." Photogrammetric Record 24, no. 128 (December 2009): 316–31. http://dx.doi.org/10.1111/j.1477-9730.2009.00549.x.

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Lee, Kang-Hoon, and Sae-Hong Cho. "Implementation of Traditional Architectural Heritage Using Augmented Reality." Journal of Korea Multimedia Society 15, no. 1 (January 31, 2012): 131–39. http://dx.doi.org/10.9717/kmms.2012.15.1.131.

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Efrat, Liron, and Giovanna Graziosi Casimiro. "Transformative Heritage." Culture Unbound 14, no. 2 (July 7, 2022): 133–52. http://dx.doi.org/10.3384/cu.3965.

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In this paper, we analyze some of the platforms and technologies that influence the manner in which we interact and experience historical sites and heritage. Acknowledging that history is a constructed narration of the past, this paper demonstrates how contemporary technologies have agency in reconstructing histories in the present via digital platforms. By comparing online platforms for digital heritage production like Google Heritage with Augmented Reality (AR) and Mixed Reality (MR) platforms, we demonstrate how digital heritage may undergo a process recontextualization or decontextualization from its originating settings. We also show that digital heritage’s reconstruction of history is done through the act of remediation: by turning actual remnants of the past into digital models or by replacing such remnants with virtual representation that are globally accessible, something new is created and alternative stories can be told. Within that, we consider some of the ethical issues that are raised by the migration of historical narratives into digital platforms, as we point towards a growing tendency in which history and its production can be subjected to major data companies.
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Boboc, Răzvan Gabriel, Elena Băutu, Florin Gîrbacia, Norina Popovici, and Dorin-Mircea Popovici. "Augmented Reality in Cultural Heritage: An Overview of the Last Decade of Applications." Applied Sciences 12, no. 19 (September 30, 2022): 9859. http://dx.doi.org/10.3390/app12199859.

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Augmented reality is a mature technology that uses the real world as a substrate and extends it by overlaying computer-generated information. It has been applied to several domains. In particular, the technology was proven to be useful for the management and preservation of Cultural Heritage. This study provides an overview of the last decade of the use of augmented reality in cultural heritage through a detailed review of the scientific papers in the field. We analyzed the applications published on Scopus and Clarivate Web of Science databases over a period of 9 years (2012–2021). Bibliometric data consisted of 1201 documents, and their analysis was performed using various tools, including ScientoPy, VOS Viewer, and Microsoft Excel. The results revealed eight trending topics of applying augmented reality technology to cultural heritage: 3D reconstruction of cultural artifacts, digital heritage, virtual museums, user experience, education, tourism, intangible cultural heritage, and gamification. Each topic is discussed in detail in the article sections, providing insight into existing applications and research trends for each application field.
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Challenor, Jennifer, and Minhua Ma. "A Review of Augmented Reality Applications for History Education and Heritage Visualisation." Multimodal Technologies and Interaction 3, no. 2 (May 30, 2019): 39. http://dx.doi.org/10.3390/mti3020039.

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Augmented reality is a field with a versatile range of applications used in many fields including recreation and education. Continually developing technology spanning the last decade has drastically improved the viability for augmented reality projects now that most of the population possesses a mobile device capable of supporting the graphic rendering systems required for them. Education in particular has benefited from these technological advances as there are now many fields of research branching into how augmented reality can be used in schools. For the purposes of Holocaust education however, there has been remarkable little research into how Augmented Reality can be used to enhance its delivery or impact. The purpose of this study is to speculate regarding the following questions: How is augmented reality currently being used to enhance history education? Does the usage of augmented reality assist in developing long-term memories? Is augmented reality capable of conveying the emotional weight of historical events? Will augmented reality be appropriate for teaching a complex field such as the Holocaust? To address these, multiple studies have been analysed for their research methodologies and how their findings may assist with the development of Holocaust education.
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Nofal, Eslam, Ahmed Magdy Elhanafi, Hendrik Hameeuw, and Andrew Vande Moere. "Architectural Contextualization of Heritage Museum Artifacts Using Augmented Reality." Studies in Digital Heritage 2, no. 1 (September 23, 2018): 42–67. http://dx.doi.org/10.14434/sdh.v2i1.24500.

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Context is crucial for understanding meanings and values of heritage. Several heritage artifacts from recently destroyed monuments are exhibited in different museums around the world. As such contextualizing those isolated heritage artifacts enables museums to communicate architectural and spatial qualities of the original context to their visitors. With the rapid evolution of digital technologies, museums started to incorporate Augmented Reality (AR) to present and interpret their collections in more appealing and exciting ways. AR allows both an enrichment of heritage communication, and also encouragement of interactivity in museums. Through a field study in a real-world museum environment, we investigated how AR enhances the communication of the original context of an isolated artifact from the Nimrud palace in Iraq. We deployed a mixed-method evaluation methodology that led to an effective and engaging communication of the architectural context of that artifact, particularly perceiving and recalling architectural features and spatial dimensions. We conclude the paper with a set of discussion points about how AR positively affects visitors’ memorability of architectural qualities, and how it provokes their curiosity to explore more information. We highlight some considerations about AR visualization, such as how levels of embellishment direct user’s focus of attention, and which aspects should be considered when using AR abstract visualization to communicate heritage. We outline several design recommendations to overcome current AR usability issues in museums about intuition, freedom of movement, and age-related differences.
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Aso, Borja, Iñaki Navarro-Neri, Silvia García-Ceballos, and Pilar Rivero. "Quality Requirements for Implementing Augmented Reality in Heritage Spaces: Teachers’ Perspective." Education Sciences 11, no. 8 (August 5, 2021): 405. http://dx.doi.org/10.3390/educsci11080405.

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As a consequence of the scarcity of studies of augmented reality (AR) in Spain, this study developed a questionnaire to evaluate teachers’ perceptions on the use of AR for heritage teaching (n = 347 teachers: n = 131 in-service/n = 216 in-training). The objectives were to: (1) identify teachers’ existing knowledge about AR; (2) evaluate educational strategies teachers value most in AR apps for teaching; (3) evaluate necessary AR functions; (4) determine desired technical and functional characteristics; and (5) compare any significant differences between the two groups. The results provide a contribution to the increasing implementation of AR apps in heritage education, which promotes the understanding, enjoyment, experience and knowledge of heritage. Heritage education is increasingly present in Spanish classrooms due to awareness of the country’s rich heritage, and AR is a good tool for understanding and linking society with its heritage. From the results, it is clear that, despite their desire for implementation, there is a lack of teacher training in applying AR; both subsamples pointed out the importance of humanising the explanations in AR apps with experts or actors who mediate heritage and value the ease of use of these apps, multifunctionality, low battery consumption, and use in the background. Significant differences suggest potentially greater educational commitment among active teachers who seek deep and meaningful learning, above the superficiality and enjoyment reported by teachers in training and, on the contrary, the value placed on technical and visual aspects, related to the high use of mobile devices.
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Baratta, Adolfo F. L., Fabrizio Finucci, and Antonio Magarò. "Regenerating Regeneration: augmented reality and new models of minor architectural heritage reuse." VITRUVIO - International Journal of Architectural Technology and Sustainability 3, no. 2 (December 26, 2018): 2. http://dx.doi.org/10.4995/vitruvio-ijats.2018.10884.

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<p>The paper presents the first results of an interdisciplinary research conducted by the Department of Architecture of Roma Tre University aimed at developing guidelines for enhancement of minor architectural heritage, urban and suburban. The research evaluates the creation of a widespread museum that exploit cultural dissemination technologies in augmented reality. The economic crisis, not yet overcome, leads to rethink urban development and heritage conservation, reorienting design towards techniques and practices of reuse. These strategies represent one of the most effective ways to enhance and protect the minor architectural heritage, often protagonist of degradation and abandonment. It seems necessary that the architectural heritage protection has been articulated through contemporaneity, adapting itself to the age of Information Communication Technology. In addition to the architectural heritage, strictly intended as a monument, Italy has a complex system of goods well explained, in the broadest sense, as "minor architectural heritage ". This approach makes possible to identify the Italian Historical Cities as a new category of widespread heritage to be protected. Consequently, it emerges the need to put aside the discretization in punctual assets, approaching an entire system of architectural goods, characterized by a high degree of complexity. Valuing the latter in a sustainable way also passes through new technologies as augmented reality.</p>
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Marto, Anabela, and Alexandrino Gonçalves. "Mobile AR: User Evaluation in a Cultural Heritage Context." Applied Sciences 9, no. 24 (December 12, 2019): 5454. http://dx.doi.org/10.3390/app9245454.

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The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.
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Morganti, C., and C. Bartolomei. "HABANAPP: HAVANA’S ARCHITECTURAL HERITAGE A CLICK AWAY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2 (May 30, 2018): 723–30. http://dx.doi.org/10.5194/isprs-archives-xlii-2-723-2018.

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The research treats the application of technologies related with augmented and virtual reality to architectural and historical context in the city of Havana, Cuba, on the basis of historical studies and Range-Imaging techniques on buildings bordering old city’s five main squares. The specific aim is to transfer all of the data received thanks to the most recent mobiles apps about Augmented Reality (AR) and Virtual reality (VR), in order to give birth to an innovative App never seen before in Cuba. The “Oficina del Historiador de la ciudad de La Habana”, institution supervising architectural and cultural asset in Cuba, is widely interested in the topic in order to develop a new educational, cultural and artistic tool to be used both online and offline.
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Ibañez-Etxeberria, Alex, Cosme J. Gómez-Carrasco, Olaia Fontal, and Silvia García-Ceballos. "Virtual Environments and Augmented Reality Applied to Heritage Education. An Evaluative Study." Applied Sciences 10, no. 7 (March 30, 2020): 2352. http://dx.doi.org/10.3390/app10072352.

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Technological advancements have provided heritage with new learning environments via the use of virtual and augmented reality, which can foster the accessibility and understanding of culture and propose new ways of interacting with heritage. Therefore, in this study, a systematic evaluation is carried out of n=197 heritage education programs listed in the database of the Observatorio de Educación patrimonial en España (OEPE) (the Spanish Heritage Education Observatory–SHEO) which, in their descriptions, integrate the use of virtual environments and/or augmented reality to promote learning on the part of the user. The objectives of this study are: (1) to analyse the state of the art, (2) to evaluate the quality of their educational designs via the “analysis and assessment sequential method for heritage education programs” (SAEPEP-OEPE) and (3) to identify variables which can be improved or which have a significant influence on the quality of the programs. Highlights of the results include: (a) the increasing implementation of these technologies in heritage education programs, with the greater presence of virtual resources than of learning environments, (b) the low level of the scope of educational quality in their designs, particularly their assessment, and (c) the inclusion of advanced technologies slightly decreases the specificity of the educational design.
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Tsai, Shu-pei. "Augmented reality enhancing place satisfaction for heritage tourism marketing." Current Issues in Tourism 23, no. 9 (March 30, 2019): 1078–83. http://dx.doi.org/10.1080/13683500.2019.1598950.

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Papagiannakis, George, and Nadia Magnenat-Thalmann. "Mobile Augmented Heritage: Enabling Human Life in Ancient Pompeii." International Journal of Architectural Computing 5, no. 2 (June 2007): 395–415. http://dx.doi.org/10.1260/1478-0771.5.2.396.

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Barrile, Vincenzo, Antonino Fotia, and Giuliana Bilotta. "Geomatics and augmented reality experiments for the cultural heritage." Applied Geomatics 10, no. 4 (July 7, 2018): 569–78. http://dx.doi.org/10.1007/s12518-018-0231-5.

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ORTIZ ZAMORA, FRANCISCO JOSE, CARMEN LADRON DE GUEVARA MUÑOZ, LAIA MIRAVET GARRET, JORGE PEREZ GARCIA, RAFAEL MARTIN DOMINGUEZ, JAVIER SALGADO FERNANDEZ, and ANGEL LORA NUÑEZ. "AUGMENTED REALITY APPLIED TO THE RESTORATION OF HISTORICAL HERITAGE." DYNA 98, no. 1 (January 1, 2023): 86–90. http://dx.doi.org/10.6036/10651.

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Spain occupies a prominent position among the countries with the most UNESCO World Heritage Sites. The possibilities offered by the application of AR-VR technologies for some of these elements’ virtual reconstruction brings a great opportunity to give visibility and support the transmission of cultural heritage, especially in those cases where physical restoration is not possible. It is increasingly common to find virtual reconstructions of monuments, since these do not damage either put at risk the element being represented. In this work, the process of modelling and reconstructing the Castillo de la Estrella, located in the town of Teba (Malaga), as well as the subsequent development of an Augmented Reality application is presented. This allows the Castillo de la Estrella reconstruction to be displayed virtually on mobile devices such as smartphones or tablets, and might potentially be implemented in the museum that houses the castle itself, providing a tool that improves the visitor experience and completes the range of cultural activities carried out in the monument. Keywords: Augmented Reality, Virtual Reality, Historical Heritage, 3D Modelling
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Banterle, Francesco, Franco Alberto Cardillo, Luigi Malomo, Paolo Pingi, Francesco Gabellone, Giuseppe Amato, and Roberto Scopigno. "LecceAR: An Augmented Reality App." Digital Presentation and Preservation of Cultural and Scientific Heritage 5 (September 30, 2015): 99–108. http://dx.doi.org/10.55630/dipp.2015.5.9.

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This paper discusses a case study on the use of augmented reality (AR) within the context of cultural heritage. We implemented an iOS app for markerless AR that will be exhibited at the MUST museum in Lecce, Italy. The app shows a rich 3D reconstruction of the Roman amphitheater, which is nowadays only partially visible. The use of state-of-the-art algorithms in computer graphics and computer vision allows the viewing and the exploration of the ancient theater in real-time.
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O’dwyer, Néill, Emin Zerman, Gareth W. Young, Aljosa Smolic, Siobhán Dunne, and Helen Shenton. "Volumetric Video in Augmented Reality Applications for Museological Narratives." Journal on Computing and Cultural Heritage 14, no. 2 (June 2021): 1–20. http://dx.doi.org/10.1145/3425400.

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Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.
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Zapata Cárdenas, María Isabel. "Aplicación en realidad aumentada para divulgación del patrimonio cultural." kepes 13, no. 14 (July 10, 2016): 33–59. http://dx.doi.org/10.17151/kepes.2016.13.14.3.

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Tenh, Hock Kuan, and Norshuhada Shiratuddin. "Components of Adaptive Augmented Reality Model for Heritage Mobile Application." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 02 (January 28, 2022): 17–27. http://dx.doi.org/10.3991/ijim.v16i02.27317.

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Adaptive augmented reality (AAR) is the latest concept of the augmented reality that responds and adapts to a real-time context and thecharacteristics of the users. This concept is said to provide adaptation of 3Daugmented reality, better engagement and more emotional experience to theusers. In AAR, the information is provided to the users through interaction tracking and sensor on the device. However, this technology is still in itsinfancy. Therefore, a study to explore positive ways of providing relevantinformation that can enhance user experience is urgently required. Theobjective of this paper is to identify the components of an AAR model forheritage mobile application. It is hypothesized that such model would enhance user experience and provide better engagement. Consequently, models from past studies on Augmented Reality, UX Design and storytelling are reviewed. Findings indicate that personalization and emotion are among the important components. Inclusion of these components seems to allow users to be more engaged and inspired to learn about the cultural heritage, hence enhances user experience.
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Mathioudakis, Giorgos, Iosif Klironomos, Nikolaos Partarakis, Eleni Papadaki, Nikos Anifantis, Margherita Antona, and Constantine Stephanidis. "Supporting Online and On-Site Digital Diverse Travels." Heritage 4, no. 4 (December 2, 2021): 4558–77. http://dx.doi.org/10.3390/heritage4040251.

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Cultural-heritage research has created a vast amount of information regarding heritage objects and sites. At the same time, recent efforts on the digitization of cultural heritage have provided novel means of documenting tangible cultural resources including digital images, videos, audio testimonies, and 3D reconstructions. Furthermore, ethnographic research is nowadays combined with advanced capturing technologies such as motion capture to record the intangible dimensions of heritage as these are manifested through human expression in dance, heritage crafts, etc. This amount of information is now available and should be used to create novel forms of experiential access to cultural heritage powered by the web and mobile technologies mixed with novel interaction paradigms such as virtual and augmented reality. In this article, a platform is presented that facilitates a cloud-based web application to support location-based narratives on cultural-heritage resources provided through map-based or story-based representation approaches. At the same time, the platform through the power of modern mobile devices can provide these experiences on the move using location-based and image recognition-based augmented reality to facilitate multiple usage contexts. The platform was implemented to support the goal of the project CuRe, in the context of the “Greece-Germany” bilateral collaboration action.
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Wanda listiani, Sri Rustiyanti, Fani Dila Sari, and IBG. Surya Peradantha. "APLIKASI TEKNOLOGI AUGMENTED REALITY DALAM KONSERVASI SITUS WARISAN BUDAYA DAN MITIGASI BENCANA GUNUNG GALUNGGUNG JAWA BARAT INDONESIA." Jurnal Budaya Nusantara 4, no. 2 (June 30, 2021): 242–47. http://dx.doi.org/10.36456/b.nusantara.vol4.no2.a4054.

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The name Galunggung is very well known to the people of Indonesia as the name of the mountain and the name of an Old Sundanese Manuscript. The ancient manuscript of Amanat Galunggung is a manuscript written in the 16th century and contains the teachings of life or local genius of the Sukapura or Tasikmalaya people. Mount Galunggung has experienced several eruptions from 1822 to 1983. The eruption of Mount Galunggung has had a catastrophic impact on the community and provided long term benefits for improving the soil fertility around the Mount Galunggung site such as the Indihiang site. Various disasters that have occurred due to volcanic eruptions in various regions have become a source of learning for the community to mitigate disasters from an early age. This research uses qualitative methods and digital augmented reality techniques. Augmented Reality can be used in visualizing and simulating mountain sites or other cultural heritage sites. The results of this study recommend the application of Augmented Realty technology in the conservation of cultural heritage sites and disaster mitigation as well as the planning program for the nomination of mountain sites in Indonesia for UNESCO’s world cultural heritage by the Indonesian government. Various efforts to develop site conservation with digital 4.0 technology and assistance for local communities involving universities, local governments, museum communities and the cultural arts tourism industry. The use of Augmented Reality can be useful for increasing understanding and learning experiences about cultural sites and heritage in tertiary, primary and secondary education.
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Rinaldi, Antonio M., Cristiano Russo, and Cristian Tommasino. "An Augmented Reality CBIR System Based on Multimedia Knowledge Graph and Deep Learning Techniques in Cultural Heritage." Computers 11, no. 12 (November 30, 2022): 172. http://dx.doi.org/10.3390/computers11120172.

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In the last few years, the spreading of new technologies, such as augmented reality (AR), has been changing our way of life. Notably, AR technologies have different applications in the cultural heritage realm, improving available information for a user while visiting museums, art exhibits, or generally a city. Moreover, the spread of new and more powerful mobile devices jointly with virtual reality (VR) visors contributes to the spread of AR in cultural heritage. This work presents an augmented reality mobile system based on content-based image analysis techniques and linked open data to improve user knowledge about cultural heritage. In particular, we explore the uses of traditional feature extraction methods and a new way to extract them employing deep learning techniques. Furthermore, we conduct a rigorous experimental analysis to recognize the best method to extract accurate multimedia features for cultural heritage analysis. Eventually, experiments show that our approach achieves good results with respect to different standard measures.
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Andrade, José Gabriel, and Patrícia Dias. "A phygital approach to cultural heritage: augmented reality at Regaleira." Virtual Archaeology Review 11, no. 22 (January 28, 2020): 15. http://dx.doi.org/10.4995/var.2020.11663.

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<p>In the last two decades, contemporary society has been conceptualized and discussed around the assumption that digital technologies are its most defining feature. Jean Baudrillard’s take on the Fable of Borges suggests a replacement of the physical world by a virtual experiencing life, setting the tone for a pessimistic and somewhat fearful attitude towards technological development. On the verge of the dissemination of disruptive innovations that can be described under the “umbrella” of Internet of Things (IoT), we observe not a replacement, but a deep and complex intertwining of online and offline experiences, sketching the contours of what can become a phygital society. This alternative conceptualization of our contemporary society, combined with the possibilities of technological development, affords new opportunities for the expression and experiencing of culture, and also for the creative industries. In our research, we explore the impact of one augmented reality (AR) app designed for one of the landmarks of the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the visitors. The article provides useful information for heritage spaces that wish to follow this path. It describes the main steps to be taken in the production of content and provides examples of the narrative model that helps people to visit the space and obtain information, knowing stories relevant to the past and present of the cultural heritage. The objective is to clarify, finally, due to the research developed in the Quinta da Regaleira case study, what kind of stories and experiences can be narrated, the strengths of this application, its limitations, and paths for future investigations.</p>
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Palma, V., R. Spallone, and M. Vitali. "AUGMENTED TURIN BAROQUE ATRIA: AR EXPERIENCES FOR ENHANCING CULTURAL HERITAGE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (January 31, 2019): 557–64. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-557-2019.

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<p><strong>Abstract.</strong> This paper presents the most recent developments in a project aimed to the documentation, storage and dissemination of the cultural heritage. The subject of the project are more than 70 Baroque atria in Turin, recognized by critics for their particular unitary vaulted systems Our research team is currently working on digitizing documents and studying ways to enhance and share these results through ICT. In particular, we want to explore possibilities for recognizing and tracing three-dimensional objects in augmented reality (AR) applications connected to the collected data. Recent developments in this field relate to the technology available on widespread mobile devices such as tablets and smartphones, allowing for real-time 3D scanning. Using software prototypes, we want to introduce some problems involved in integrating this technology into digital archives.</p>
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Panou, Chris, Lemonia Ragia, Despoina Dimelli, and Katerina Mania. "An Architecture for Mobile Outdoors Augmented Reality for Cultural Heritage." ISPRS International Journal of Geo-Information 7, no. 12 (November 29, 2018): 463. http://dx.doi.org/10.3390/ijgi7120463.

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In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-world monument, while the user is exploring the area. A location-based experience was designed and integrated into the application, enveloping the 3D model with real-world information at the same time. The users are urged to explore interest areas and unlock historical information, while earning points following a gamified experience. By combining AR technologies with location-aware and gamified elements, we aim to promote the technologically enhanced public appreciation of cultural heritage sites and showcase the cultural depth of the city of Chania.
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Paliokas, Ioannis, Athanasios T. Patenidis, Eirini E. Mitsopoulou, Christina Tsita, George Pehlivanides, Elli Karyati, Spyros Tsafaras, et al. "A Gamified Augmented Reality Application for Digital Heritage and Tourism." Applied Sciences 10, no. 21 (November 6, 2020): 7868. http://dx.doi.org/10.3390/app10217868.

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Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes.
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Cisternino, Doriana, Laura Corchia, Valerio De Luca, Carola Gatto, Silvia Liaci, Liliana Scrivano, Anna Trono, and Lucio Tommaso De Paolis. "Augmented Reality Applications to Support the Promotion of Cultural Heritage." Journal on Computing and Cultural Heritage 14, no. 4 (December 31, 2021): 1–30. http://dx.doi.org/10.1145/3460657.

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The intent of this study is to promote and raise awareness of the Basilica of Saint Catherina of Alexandria in Galatina, a church endowed with such beauty as to be defined as astounding. In this article two technologies were used: Spatial Augmented Reality, better known as videomapping, to valorize the monument and narrate its story through images and sounds; and Augmented Reality, to facilitate the reading and interpretation of the most important frescoes located along all the internal walls of the Basilica. The goal is to create a unique path starting from the Basilica façade and continuing and winding through the interior spaces. One of the most extensive and best conserved cycles of Late Gothic frescoes in all of Europe unfolds on the nave of the church covering every corner, from the keystones down to the floor. An in-depth bibliographic research confirmed the presence of frescoes also on the exterior of the Basilica façade whose traces, however, are no longer visible today. Pietro Cavoti’ s illustrations give an idea of how the façade has changed over the years, before, during, and after the restorations that permanently removed the already faint traces of frescoes. The purpose of this research is to demonstrate how the combined use of these technologies can be considered a valid aid to support the enhancement, fruition, and understanding of a monument that is very important for the cultural heritage sector and a reference point for the local and religious community.
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Spacca, Silvia, Elena Dellapiana, and Andrea Sanna. "Promoting Industrial Cultural Heritage by Augmented Reality: Application and Assessment." Open Cybernetics & Systemics Journal 12, no. 1 (April 30, 2018): 61–71. http://dx.doi.org/10.2174/1874110x01812010061.

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Martínez-Graña, Antonio, José Ángel González-Delgado, Celia Ramos, and Juan Carlos Gonzalo. "Augmented Reality and Valorizing the Mesozoic Geological Heritage (Burgos, Spain)." Sustainability 10, no. 12 (December 5, 2018): 4616. http://dx.doi.org/10.3390/su10124616.

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This article presents the application of augmented reality through the use of devices in the valorisation of the geological heritage of six known geosites of the Jurassic or Cretaceous age, located in the South-East (SE) of the province of Burgos (Castilla y León, Spain). Using augmented reality techniques, geomatic resources have been developed that allow real-time interaction with different thematic layers (e.g., cartography, digital terrain model, etc.). Using these techniques, this paper proposes a virtual route in Google Earth and a Field Trip Guide with a detailed description of each site and suggested activities for educational use and one free geoapp. These geosites comprise three zones with deposits of dinosaur ichnites and three other sectors with marine fossils (Jurassic limestones), fossil trees, or singular karstic landscapes. The globalization of geodatabases allows the intelligent use of geo-resources and their use for tourism, didactic and scientific purposes.
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Graziano, Teresa, and Donatella Privitera. "Cultural heritage, tourist attractiveness and augmented reality: insights from Italy." Journal of Heritage Tourism 15, no. 6 (March 26, 2020): 666–79. http://dx.doi.org/10.1080/1743873x.2020.1719116.

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Čejka, Jan, Attila Zsíros, and Fotis Liarokapis. "A hybrid augmented reality guide for underwater cultural heritage sites." Personal and Ubiquitous Computing 24, no. 6 (February 22, 2020): 815–28. http://dx.doi.org/10.1007/s00779-019-01354-6.

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