Academic literature on the topic 'Virtual cultural heritage'

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Journal articles on the topic "Virtual cultural heritage"

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Jacobson, Jeffrey, and Lynn Holden. "Virtual Heritage." Techné: Research in Philosophy and Technology 10, no. 3 (2007): 55–61. http://dx.doi.org/10.5840/techne200710312.

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Virtual Heritage (VH) is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past (Moltenbrey, 2001; Roehl, 1997). By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms. (Roehl, 1997; Mitchell and Economou, 2000; Addison, 2000; Stone and Ojika, 2002; Champion, 2004b; Champion and Sekiguichi, 2004; Levy, 2004). Most VH applications are intended forsome kind of educational use. While the main activity of virtual heritage is to create ancient artifacts, the real goal is to understand ancient cultures.Most VH applications are architectural reconstructions, centered on a reconstructed building or monument. However, in the same way that archaeologists and historians study the artifacts because they are the primary cultural evidence we have, VH uses architecture as a frame for recreating ancient cultures. The larger goal of VH is to recreate ancient cultures, not as dead simulations, but as living museums where students/users can enter and understand a culture that is different from their own. The closest analog is the real-world living museums, where actors in period dress occupy a life-size historical setting and interact with the visitors. Ultimately, we would like to see the users themselves creating activities in the virtual space as a way of exploring different cultural viewpoints. For example, students who know about the Virtual Egyptian Temple (Jacobson and Holden, 2005) and the supporting material may attempt to recreate activities there. In doing so, they would learn about what is and is not possible in the architectural and cultural space.In this paper we will begin by reviewing the issues and tradeoffs around building the architectural models for VH applications. These models are crucial in themselves and many of the issues involved in designing and creating them also apply to the dynamic and interactive aspects of VR. Then, we will touch on issues of how to bring culture to life in VR, the strengths and limitations for VR technology for VH applications. Finally, we will present the Virtual Egyptian Temple, our current project, as a working example.
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Rizvic, Selma. "Story Guided Virtual Cultural Heritage Applications." Journal of Interactive Humanities 2, no. 1 (June 1, 2014): 1–15. http://dx.doi.org/10.14448/jih.02.0002.

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Kozaris, Ioannis, and Evangelia A. Varella. "A Cultural Heritage Virtual Learning Community." Annali di Chimica 97, no. 7 (June 2007): NA. http://dx.doi.org/10.1002/adic.200790043.

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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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Yang, Yuhui, Hao Zhang, Mo Chen, Youbin Jiang, and Huifang Chai. "An Inheritance Mode of Rural Cultural Heritage Based on Virtual Museum in China." International Journal of Computer Games Technology 2021 (August 6, 2021): 1–14. http://dx.doi.org/10.1155/2021/4787991.

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In China, there is a crisis of rural cultural heritage inheritance due to urbanization. The traditional cultural inheritance modes such as building museums may not satisfy the needs of wide and fast culture transmission, communication, and inheritance. However, the virtual museum may provide new solutions. Nowadays, China has essential social-economic conditions for virtual museum construction but lacks sustainable modes for virtual museums supporting rural cultural heritage inheritance. In this study, we adopted the theoretical analysis method, expert argumentative method, and combined with virtual museum technology analysis to design an appropriate mode for the cultural heritage’s inheritance in rural areas. We built a demonstrational virtual museum for the Mt. Mogan government according to this mode, adopted a comparative analysis and questionnaire survey to verify, and assess the application effects of the mode. Results show that the inheritance mode of rural cultural heritage based on the virtual museum has advantages of larger exhibition scale and wider scope of cultural transmission and communication with less input, and this mode’s operation is steady and sustainable. The inheritance crisis of rural cultural heritage needs reasonable solutions, and our results can be a guideline for building virtual museums in rural areas to promote wide, fast, and sustainable cultural inheritance.
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Champion, Erik. "Defining Cultural Agents for Virtual Heritage Environments." Presence: Teleoperators and Virtual Environments 24, no. 3 (July 1, 2015): 179–86. http://dx.doi.org/10.1162/pres_a_00234.

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This article describes the primary ways in which intelligent agents have been employed in virtual heritage projects and explains how the special requirements of virtual heritage environments necessitate the development of cultural agents. How do we distinguish between social agents and cultural agents? Can cultural agents meet these specific heritage objectives?
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Saleh, Fathi. "A Virtual Representation of the Egyptian Cultural Heritage." Virtual Archaeology Review 2, no. 4 (May 20, 2011): 45. http://dx.doi.org/10.4995/var.2011.4549.

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<p>In Egypt, the Center for Documentation of Cultural and Natural Heritage (CULTNAT) is treating cultural heritage in a holistic approach whether regarding the diversity of themes of cultural heritage or in the case of museums, the presence of objects in the different museums both within the country or abroad (a sort of global virtual museum). The establishment of CULTNAT marks a unique experience in the application of the latest innovations in the world of telecommunications and information technology towards heritage issues. CULTNAT’s main mandate is to document the various aspects of Egypt's tangible and intangible cultural heritage as well as its natural heritage.</p>
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Selim, Gehan, Monther Jamhawi, Mohamed Gamal Abdelmonem, Shouib Ma’bdeh, and Andrew Holland. "The Virtual Living Museum: Integrating the Multi-Layered Histories and Cultural Practices of Gadara’s Archaeology in Umm Qais, Jordan." Sustainability 14, no. 11 (May 31, 2022): 6721. http://dx.doi.org/10.3390/su14116721.

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This paper discusses a novel technological approach using virtual heritage technology to reflect Umm Qais heritage’s intertwining and interdependent nature that shapes its identity and value today. It developed the first model of a “virtual living museum” that brings both the tangible and intangible heritage of the site and community together into an integrated virtual environment that gives equal importance to local community narratives, traditions and history. We argue that integrating both human and digital records enriches the virtual twin of cultural heritage sites as a living and more humane experience that best represents the multi-layered and overlapping history of ancient Gadara’s archaeology and the cultural practices within Hara Fouqa and its Ottoman houses. As heritage is neither one dimensional nor frozen in time, virtual experiences must be fluid, dynamic, inclusive, integrative and open to change, reflecting living historical narratives.
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Karuzaki, Effie, Nikolaos Partarakis, Nikolaos Patsiouras, Emmanouil Zidianakis, Antonios Katzourakis, Antreas Pattakos, Danae Kaplanidi, et al. "Realistic Virtual Humans for Cultural Heritage Applications." Heritage 4, no. 4 (November 1, 2021): 4148–71. http://dx.doi.org/10.3390/heritage4040228.

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Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance to their roles and highlights the importance of affective components. Building realistic Virtual Humans was traditionally a great challenge requiring a professional motion capturing studio and heavy resources in 3D animation and design. In this paper, a workflow for their implementation is presented, based on current technological trends in wearable mocap systems and advancements in software technology for their implementation, animation, and visualization. The workflow starts from motion recording and segmentation to avatar implementation, retargeting, animation, lip synchronization, face morphing, and integration to a virtual or physical environment. The testing of the workflow occurs in a use case for the Mastic Museum of Chios and the implementation is validated both in a 3D virtual environment accessed through Virtual Reality and on-site at the museum through an Augmented Reality application. The findings, support the initial hypothesis through a formative evaluation, and lessons learned are transformed into a set of guidelines to support the replication of this work.
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Cecotti, Hubert. "Cultural Heritage in Fully Immersive Virtual Reality." Virtual Worlds 1, no. 1 (September 14, 2022): 82–102. http://dx.doi.org/10.3390/virtualworlds1010006.

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Fully immersive virtual reality (VR) applications have modified the way people access cultural heritage—from the visiting of virtual museums containing large collections of paintings to the visiting of ancient buildings. In this paper, we propose to review the software that are currently available that deal with cultural heritage in fully immersive virtual reality. It goes beyond technologies that were available prior to virtual reality headsets, at a time where virtual was simply the synonym of the application of digital technologies to cultural heritage. We propose to group these applications depending on their content—from generic art galleries and museums to applications that focus on a single artwork or single artist. Furthermore, we review different ways to assess the performance of such applications with workload, usability, flow, and potential VR symptoms surveys. This paper highlights the progress in the implementation of applications that provide immersive learning experiences related to cultural heritage, from 360 images to photogrammetry and 3D models. The paper shows the discrepancy between available software to the general audience on various VR headsets and scholarship activities dealing with cultural heritage in VR.
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Dissertations / Theses on the topic "Virtual cultural heritage"

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Granström, Helena. "Elements in games for virtual heritage applications." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8206.

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The methods of preserving cultural heritage are becoming increasingly digital, and with this development it is becoming all the more open to public scrutiny. The field of virtual heritage and their applications, which digitally preserve cultural heritage using virtual reality, are struggling to live up to the expectations of the public. The virtual heritage field has begun to look for solutions to their problems in other fields, such as that of video games. This thesis identifies 17 elements which are sought after for incorporation in virtual heritage applications, by conducting a literature review of recent virtual heritage research and organizing the findings into a matrix. The occurrence of the identified elements in four different modern entertainment video games is further analyzed and described. The resulted element matrix and game reviews could be used in the future development of virtual heritage applications, and of cultural heritage or historical video games.
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Bekele, Mafkereseb Kassahun. "Collaborative and Multi-Modal Mixed Reality for Enhancing Cultural Learning in Virtual Heritage." Thesis, Curtin University, 2022. http://hdl.handle.net/20.500.11937/89298.

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Fronza-Martins, Aglay Sanches 1973. "Realidade virtual & educação não-formal : experiencias educativas não-formais em ambiente museologico virtual." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/251532.

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Orientador: Olga Rodrigues de Moraes von Simson
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação
Made available in DSpace on 2018-08-14T12:42:35Z (GMT). No. of bitstreams: 1 Fronza-Martins_AglaySanches_M.pdf: 2765079 bytes, checksum: 6561bee23de176d815241238e3aa06b8 (MD5) Previous issue date: 2009
Resumo: As possibilidades oferecidas pelas novas tecnologias de manipulação de imagens via computador viabilizam a criação de um banco de imagens digital, permitindo o acesso às obras do acervo do CMU sem a manipulação física das mesmas, o que agiliza a veiculação da informação para a produção de conhecimento, garante a preservação, bem como facilita a divulgação do acervo foco dessa pesquisa para um público muito mais amplo. Criou-se, para os objetivos desta pesquisa um Museu Virtual englobando quatro coleções (Coleção Theodoro de Souza Campos Junior; Coleção Fúlvia Gonçalves; Coleção Selma Simão e Coleção Silvia Matos) que integram o acervo artístico/histórico do Centro de Memória da Unicamp (CMU). O acervo, composto pelas coleções acima apresentadas, foi virtualizado, organizado e disponibilizado para a sua utilização sob o enfoque educativo não- formal em espaços museológicos contemporâneos.
Abstract: The possibilities offered by new technologies for manipulation of images via computer to enable creation of a bank of digital images, allowing access to works of the achievements of CMU without physical manipulation of them, which speeds up the delivery of information to produce knowledge guarantees the preservation and facilitates the divulgation of the focus acquits of this research to a much wider audience. It was created for the objectives of this research a museum Virtual comprising four collections (Collection Theodoro de Souza Campos Junior; Collection Fúlvia Gonçalves; Collection Selma Simon and Silvia Matos Collection) that integrate the artistical/ historical body of the Center for Memory the Unicamp (CMU). The collection, composed of the collections above, was virtualized, organized and made available for using under the non-formal educational approach in musicology contemporary spaces.
Mestrado
Ciencias Sociais na Educação
Mestre em Educação
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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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Senogul, Ozgur. "The Representation Of A Cultural Heritage In Virtual Environment Case Study: Cumhurbaskanligi Ataturk Muze Kosku." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/2/12610352/index.pdf.

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It is defined in international charters that presentation is one of the main responsibilities of conservation policies. The consicousness on cultural heritages and their conservation leads to related disciplines to prepare efficient presentations. Traditional presentations cannot bear to constitute a medium where different types of information and mulitple techniques can be integrated in a single medium. This thesis considers Virtual Environment as a multi-layered medium for such a need and uses it on the presentation of a Architectural Cultural Heritage that has a very important place in the foundation of Turkish Republic. The study proposes a scheme for the process with respect to the author&
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s technical capabilities and literature surveys on the examples that are prepared in VE and searches the advantages or disadvantages, sufficiencies or insufficiencies. The system runs through a CD that is attached to back of the text, has an interactive virtual tour and internet pages that are all prepared by the author.
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Ladeira, Ilda. "Story experience in a virtual San storytelling environment : a cultural heritage application for children and young adults." Master's thesis, University of Cape Town, 2005. http://hdl.handle.net/11427/8735.

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Includes bibliographical references (leaves 166-170).
This dissertation explores virtual storytelling for conveying cultural stories effectively. We set out to investigate: (1) the strengths and/or weaknesses of VR as a storytelling medium; (2) the use of a culturally familiar introductory VB to preface a VB presenting traditional storytelling; (3) the relationship between presence and story experience. We conducted two studies to pursue these aims. Our aims were stated in terms of effective story experience, in the realm of cultural heritage. This was conceptualised as a story experience where story comprehension, interest in the story's cultural context and story enjoyment were achieved, and where boredom and confusion in the story were low. This conceptualisation was empirically validated by our studies. Three storytelling scenarios were created to tell a traditional San story: text (T); a storytelling VB with no introductory VB (VR+NI); a storytelling VB with a hip-hop themed introductory VB (VR+I). These scenarios comprised our experimental conditions. Questionnaires, measuring interest in hip-hop and the story experience aspects identified above, were developed and psychometrically validated. Study 1 was conducted with a sample of 44 high-schoolleamers and Study 2 with 98 university students. Both studies used a between-subjects design. Study 2 was a refined version of Study 1, improving Study 1's questionnaires for use in Study 2 and considering two additional variables: attention to the story and perceived strangeness of the story. For our first aim, story experience in the text and VR storytelling scenarios were compared. In Study 1 and 2, comprehension was significantly higher in the T condition than in the two VR conditions combined and attention was higher in Study 2's T condition. Therefore, we conclude that text is better for achieving story comprehension. In Study 1, interest and enjoyment were significantly higher in the VR condition, while boredom was higher in the T condition. But, no significant differences between text and VR were noted for these variables in Study 2. Comparisons of the T and VR conditions across Study 1 and 2 showed a particularly poor story experience in Study 1's T group; we speculate that this was due to differences in Study 1 and 2's samples and procedures. Barring this, there were no interest, enjoyment or boredom differences between T and VR across Study 1 and 2. Thus, we conclude, conservatively, that text and VR are equally good in terms of interest enjoyment and boredom. Confusion was higher in Study 1's T condition, but this result was counter-intuitive since this condition had also shown higher comprehension. In contrast, Study 2's VR condition showed significantly higher confusion and lower strangeness. We conclude that Study 1's participants had reported strangeness rather than confusion and, while virtual storytelling resulted in more confusion, it also resulted in less perceived strangeness of the story. Presence and story experience in the VR+NI and VR+I storytelling scenarios were compared for our second aim. The introductory VB only had an effect for participants who showed a pre-existing interest in hip-hop. In Study 1's VR+I condition, hip-hop interest was a significant predictor of enjoyment. In Study 2's VR+I condition, those who identified hip-hop as a favourite music genre showed significantly higher presence than those who identified other genres as a favourite. This suggests that strongly themed introductory VB's do not benefit virtual storytelling, and that content familiarity and preference interact with VB content to influence virtual experiences. Regarding our third aim; we did not find strong evidence of a relationship between presence and story experience since presence only correlated significantly with interest in Study 1.
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Zuffellato, Leonardo <1993&gt. "Design and comparison of navigation and interaction techniques for a virtual reality experience in the cultural heritage domain." Master's Degree Thesis, Università Ca' Foscari Venezia, 2018. http://hdl.handle.net/10579/12851.

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The thesis is focused on the design and the comparison of a number of interaction techniques for VR, applied to a scenario characterized by a number of tasks that are representative of a 3D immersive experience, like the navigation and the interaction with the scene’s objects. The interaction techniques will be applied to an experience designed for the cultural heritage domain and that will involve the exploration of a theater and the selection of sceneries. The interaction techniques will be evaluated with a group of users in relation to different parameters, including embodiment, presence, engagement, immersion, perceived workload.
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Santos, Cristina Isabel Pires dos. "A infografia na explorarão multidimensional do património natural e cultural local em contexto virtual." Doctoral thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2019. http://hdl.handle.net/10400.5/18493.

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Tese de Doutoramento em Design, com a especialização em Design apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Doutor.
Atualmente, procuramos constantemente por informação, pois queremos estar informados para conseguirmos tomar decisões mais acertadas. Somos, contudo, cada vez mais exigentes com o modo como acedemos à informação. No caso específico do Património Natural e Cultural, em que a forma como a informação é apresentada, revela-se essencial para que uma visita física ou online seja efetuada de um modo mais qualitativo, este requisito torna-se fundamental para um público que anseia por obter informação acerca de um determinado local patrimonial e que por vezes, a encontra desorganizada ou dispersa. Considerando a apresentação da informação de forma visual, constatou-se que não existe um local físico ou virtual nacional, que compile e que permita o seu acesso de um modo organizado, direto e integrado, permitindo a ligação entre todas as partes caracterizantes do Património de uma região, contribuindo para um conhecimento mais acessível e estruturado. Assim, procuraram-se aferir que métodos e procedimentos podemos adotar, para que, a partir de um concelho selecionado (Aljezur), se possa concretizar e comunicar o projeto infográfico INFOSPOT.PT – Diretório infográfico para o Património Natural e Cultural Português, um projeto para apresentação de informação visual, de modo a contribuir para uma exploração multidimensional do Património, num contexto virtual, objetivando a transmissão e partilha da informação de uma forma mais inteligível, visual e memorável. Deste modo, objetivando-se a realização de uma componente prática, a investigação foi baseada numa aprofundada revisão literária nas áreas do Design de Informação, do Património e do Turismo Cultural, assim como, numa pesquisa visual estruturada, interligando o Design de Informação nas suas variadas expressões e a apresentação do Património. Posteriormente, aplicou-se o método de estudo de casos múltiplos, a vários exemplos de infografias selecionadas, representativas de aspetos patrimoniais, o que se revelou essencial para aferir métodos e procedimentos, no tratamento de conjuntos de informação patrimonial gerais e particulares, para aplicação direta na consecução do projeto proposto. Ensaiou-se o protótipo do projeto e as infografias realizadas no utilizador final, através da aplicação de testes de usabilidade e, por fim, propôs-se um fluxograma para adaptação do projeto a outros contextos. A utilização da informação visual revela-se muito eficaz, pois é o procedimento mais memorável e inteligível de reter informação, permitindo-nos detetar padrões e relações, que de outro modo (por exemplo, só com texto) não seria possível, justificando a sua utilização na apresentação de uma informação que é complexa, como é o caso da informação patrimonial. O Design de Informação quando praticado de acordo com certos princípios, essenciais para a perceção visual, revela-se fundamental para organizar, selecionar e apresentar essa informação, contribuindo inteiramente para o processo de codificação e descodificação da mensagem informativa. Assim, o projeto proposto pretendeu reunir e apresentar informação patrimonial, somente através da informação visual, objetivando demarcar-se dos materiais existentes mais convencionais e ser uma solução importante para a apresentação do Património nacional, contribuindo para a preservação da sua memória, interpretação e disseminação.
ABSTRACT: We are constantly looking for information because we want to be informed so that we can make better decisions. We are, however, increasingly demanding about how we access information. In the specific case of Natural and Cultural Heritage, where the way in which information is presented is essential for a physical or online visit to be carried out in a more qualitative way, this requirement becomes fundamental for an audience that longs for obtaining information about a particular heritage place and that sometimes finds it disorganized or dispersed. Considering the presentation of information in a visual way, we verified that there is no national physical or virtual place, which compiles and allows its access in an organized, direct and integrated way, allowing connection between all the characteristic parts of the Heritage of a region, contributing to a more accessible and structured knowledge. Thus, we tried to achieve what methods and procedures we can adopt, so that, from a selected municipality (Aljezur), we can concretize and communicate the infographic project INFOSPOT.PT - Infographic Directory for Portuguese Natural and Cultural Heritage, a project for presentation of visual information, in order to contribute to a multidimensional exploration of Heritage, in a virtual context, aiming the transmission and sharing of information in a more intelligible, visual and memorable way. Thus, in order to carry out a practical component, research was based on an in-depth literary review in fields of Information Design, Heritage and Cultural Tourism, as well as through a structured visual research, interconnecting Information Design in its various expressions and presentation of Heritage. Consequently, a multiple case study method was applied to several examples of selected infographics, representing heritage features, which proved to be essential for measuring methods and procedures for treatment of general and particular sets of heritage information for direct application in achieving the proposed project. Prototype of the project and infographics performed were tested in end user through application of usability tests. Finally, a flowchart was proposed to adapt the project to other contexts. Use of visual information is very effective because it is the most memorable and intelligible procedure of retaining information, allowing us to detect patterns and relationships, which otherwise (for example, with text only) would not be possible, justifying its use in presentation of information that is complex, as is the case with the heritage information. Information Design when practiced according to certain principles, essential for visual perception, is fundamental to organize, select and present this information, contributing entirely to the process of codification and decoding of the informational message. Therefore, the proposed project sought to gather and present heritage information, only through visual information, aiming to distinguish the most conventional existing materials and being an important solution for presentation of national Heritage, contributing to preservation of its memory, interpretation and dissemination.
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LA, GUARDIA Marcello. "GIS BASED WEB APPLICATIONS FOR TERRITORIAL ANALYSIS AND VIRTUAL ONLINE FRUITION OF COMPLEX DATASETS." Doctoral thesis, Università degli Studi di Palermo, 2022. https://hdl.handle.net/10447/575770.

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CARAVELLO, Emanuela. "Soluzioni smart per la fruizione del patrimonio culturale in siti UNESCO." Doctoral thesis, Università degli Studi di Palermo, 2022. https://hdl.handle.net/10447/565682.

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Books on the topic "Virtual cultural heritage"

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Kalay, Yehuda E. New heritage: New media and cultural heritage. New York: Routledge, 2008.

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Paradata and transparency in virtual heritage. Farnham, Surrey, England: Ashgate, 2012.

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Marinos, Ioannides, ed. Heritage in the digital era. Brentwood, Essex: Multi-Science Publishing, 2010.

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Rau, Pei-Luen Patrick, ed. Cross-Cultural Design. Applications in Learning, Arts, Cultural Heritage, Creative Industries, and Virtual Reality. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06047-2.

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Fiona, Cameron, and Kenderdine Sarah, eds. Theorizing digital cultural heritage: A critical discourse. Cambridge, Mass: MIT Press, 2007.

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Fiona, Cameron, and Kenderdine Sarah, eds. Theorizing digital cultural heritage: A critical discourse. Cambridge, Mass: MIT Press, 2007.

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

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Duguleană, Mihai. VR Technologies in Cultural Heritage: First International Conference, VRTCH 2018, Brasov, Romania, May 29–30, 2018, Revised Selected Papers. Cham: Springer Nature, 2019.

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B, Arnold David, Chalmers Alan, Niccolucci Franco, European Association for Computer Graphics., and SIGGRAPH, eds. VAST 2003: The 4th International Symposium on Virtual Reality, Archaeology, and Intelligent Cultural Heritage, incorporating 1st EUROGRAPHICS Symposia on Graphics and Cultural Heritage. Aire-la-Ville, Switzerland: Eurographics Association, 2003.

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International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage (9th 2008 Braga, Portugal). VAST 2008: The 9th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage [incorporating] the 6th EUROGRAPHICS Workshop on Graphics and Cultural Heritage, Braga, Portugal, December 2-5, 2008. Aire-la-Ville, Switzerland: Eurographics Association in cooperation with Institute of Computer Graphics & Knowledge Visualization at Graz University of Technology and University of Braunschweig--Institute of Scientific Computing, 2008.

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Book chapters on the topic "Virtual cultural heritage"

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Ribeiro, Claudia, Rafael Kuffner, and Carla Fernandes. "Virtual Reality Annotator: A Tool to Annotate Dancers in a Virtual Environment." In Digital Cultural Heritage, 257–66. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75826-8_21.

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Debailleux, Laurent, Geoffrey Hismans, and Natacha Duroisin. "Exploring Cultural Heritage Using Virtual Reality." In Digital Cultural Heritage, 289–303. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75826-8_24.

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Rahaman, Hafizur, Rana Das, and Shehzad Zahir. "Virtual Heritage: Exploring Photorealism." In Progress in Cultural Heritage Preservation, 191–200. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34234-9_19.

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Unver, Ertu, and Andrew Taylor. "Virtual Stonehenge Reconstruction." In Progress in Cultural Heritage Preservation, 449–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34234-9_46.

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Müller-Wittig, Wolfgang, Chao Zhu, and Gerrit Voss. "Cultural Heritage as Digital Experience: A Singaporean Perspective." In Virtual Reality, 680–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_74.

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Benotti, Luciana, and Alexandre Denis. "Building Virtual Guides for Virtual Worlds." In Human-Computer Interaction, Tourism and Cultural Heritage, 144–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33944-8_13.

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Meegan, Eimear, Maurice Murphy, Garrett Keenaghan, Anthony Corns, Robert Shaw, Stephen Fai, Simona Scandura, and Alain Chenaux. "Virtual Heritage Learning Environments." In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection, 427–37. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73043-7_35.

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Chalmers, Alan, Joseph Parkins, Mark Webb, and Kurt Debattista. "Realistic Humans in Virtual Cultural Heritage." In Emerging Technologies and the Digital Transformation of Museums and Heritage Sites, 156–65. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-83647-4_11.

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Zemánek, Petr, Jana Mynářová, Petra Štefcová, and Jaroslav Valach. "Virtual Collection of Cuneiform Tablets as a Complex Multilevel System with Interdisciplinary Content." In Digital Cultural Heritage, 183–94. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15200-0_13.

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Berčič, Tomaž. "Virtual Restoration and Preservation of Anthropogenic Nineteenth-Century Landscapes Based on Historical Land-Use Data." In Cultural Urban Heritage, 77–89. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10612-6_7.

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Conference papers on the topic "Virtual cultural heritage"

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Alispahić, Selma, and Selma Rizvić. "ACTING IN DIGITAL CULTURAL HERITAGE APPLICATIONS." In VIRTUAL ARCHAEOLOGY. SIBERIAN FEDERAL UNIVERSITY, 2021. http://dx.doi.org/10.17516/sibvirarch-009.

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Digital technologies offer a new way to communicate and experience cultural heritage. It is now becoming possible to virtually recreate the original appearance of cultural monuments and enable the users to take virtual walks exploring interactive 3D models of objects preserved only in remains. Virtual Reality (VR) is a technology that transfers the users to a different place and time through devices called Head Mounted Displays (HMD) and enables a total immersion in another reality.
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Mijatovic, Bojan, and Selma Rizvić. "VIRTUAL REALITY VIDEO IN DIGITAL CULTURAL HERITAGE APPLICATIONS." In VIRTUAL ARCHAEOLOGY. SIBERIAN FEDERAL UNIVERSITY, 2021. http://dx.doi.org/10.17516/sibvirarch-004.

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Cultural heritage now can be experienced. Digital technologies recreate original appearances of cultural monuments and life inside them. Interactive digital storytelling (Rizvić et al. 2017a) introduces the viewers to historical information through short interconnected stories resolving the problem of short attention span of the audience and their reluctance to read. Virtual, Augmented and Mixed Reality technologies transfer the users in the past. An important part of digital cultural heritage applications is VR video.
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Walczak, Krzysztof, and Martin White. "Cultural heritage applications of virtual reality." In Proceeding of the eighth international conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/636593.636623.

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Haindl, Michal, and Matej Sedlacek. "Virtual reconstruction of cultural heritage artifacts." In 2016 International Workshop on Computational Intelligence for Multimedia Understanding (IWCIM). IEEE, 2016. http://dx.doi.org/10.1109/iwcim.2016.7801178.

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Çizel, Beykan, and Edina Ajanović. "Virtual Reality for Cultural Heritage Tourism." In SITCON 2018. Belgrade, Serbia: Singidunum University, 2018. http://dx.doi.org/10.15308/sitcon-2018-131-134.

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Giglio, Simona, Lorella Gabriele, Assunta Tavernise, Pietro Pantano, Eleonora Bilotta, and Francesca Bertacchini. "Virtual museums and Calabrian cultural heritage: Projects and challenges." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7419603.

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Bonenberger, Danny J., and Trevor M. Harris. "Placing Virtual Heritage: Reconciling virtual and cultural heritage with the Spatial Turn." In 2013 Digital Heritage International Congress (DigitalHeritage). IEEE, 2013. http://dx.doi.org/10.1109/digitalheritage.2013.6744827.

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Hermon, Sorin. "BUILDING DIGILAB – TOWARDS A DATA-DRIVEN RESEARCH IN CULTURAL HERITAGE." In VIRTUAL ARCHAEOLOGY. SIBERIAN FEDERAL UNIVERSITY, 2021. http://dx.doi.org/10.17516/sibvirarch-012.

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E-RIHS – The European Research Infrastructure on Heritage Science, aims at providing new knowledge on the research, conservation and restoration of works of art, heritage assets, monuments and sites. As such, the target of its scientific investigation (paintings, sculptures, manuscripts, frescoes, icons, archaeological artefacts, building facades, architectural remains or heritage buildings, coins or ancient musical instruments, just to name a few) are stored in the hundreds of museums, art galleries, private collections and various other institutions, scattered all over Europe.
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Plecher, David A., Maximilian Wandinger, and Gudrun Klinker. "Mixed Reality for Cultural Heritage." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8797846.

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Gaevskaya, Elena, and Tatyana Laska. "Ways of Access to Virtual Cultural Heritage." In Electronic Visualisation and the Arts (EVA 2014). BCS Learning & Development, 2014. http://dx.doi.org/10.14236/ewic/eva2014.18.

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Reports on the topic "Virtual cultural heritage"

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Drabczyk, Maria, and Johan Oomen. COVID-19 as a Driver for Change in Audiovisual Archives. International Federation of Television Archives, March 2021. http://dx.doi.org/10.18146/coav2021.

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This report captures the various ways in which the cultural heritage sector is adapting, not only to cope with the uncertainty caused by the COVID-19 pandemic, but also to flourish in the future. It is the result of a joint virtual exchange between members of the International Association of Sound and Audiovisual Archives (IASA) and the International Federation of Television Archives (FIAT/IFTA). The aim was to gather professionals from the global archival community and to discuss how positive changes could be identified and sustained, to share best practices and individual experiences, and to collaboratively think out the best ways forward.
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Atkinson, Dan, and Alex Hale, eds. From Source to Sea: ScARF Marine and Maritime Panel Report. Society of Antiquaries of Scotland, September 2012. http://dx.doi.org/10.9750/scarf.09.2012.126.

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The main recommendations of the panel report can be summarised under four headings: 1. From Source to Sea: River systems, from their source to the sea and beyond, should form the focus for research projects, allowing the integration of all archaeological work carried out along their course. Future research should take a holistic view of the marine and maritime historic environment, from inland lakes that feed freshwater river routes, to tidal estuaries and out to the open sea. This view of the landscape/seascape encompasses a very broad range of archaeology and enables connections to be made without the restrictions of geographical or political boundaries. Research strategies, programmes From Source to Sea: ScARF Marine and Maritime Panel Report iii and projects can adopt this approach at multiple levels; from national to site-specific, with the aim of remaining holistic and cross-cutting. 2. Submerged Landscapes: The rising research profile of submerged landscapes has recently been embodied into a European Cooperation in Science and Technology (COST) Action; Submerged Prehistoric Archaeology and Landscapes of the Continental Shelf (SPLASHCOS), with exciting proposals for future research. Future work needs to be integrated with wider initiatives such as this on an international scale. Recent projects have begun to demonstrate the research potential for submerged landscapes in and beyond Scotland, as well as the need to collaborate with industrial partners, in order that commercially-created datasets can be accessed and used. More data is required in order to fully model the changing coastline around Scotland and develop predictive models of site survival. Such work is crucial to understanding life in early prehistoric Scotland, and how the earliest communities responded to a changing environment. 3. Marine & Maritime Historic Landscapes: Scotland’s coastal and intertidal zones and maritime hinterland encompass in-shore islands, trans-continental shipping lanes, ports and harbours, and transport infrastructure to intertidal fish-traps, and define understanding and conceptualisation of the liminal zone between the land and the sea. Due to the pervasive nature of the Marine and Maritime historic landscape, a holistic approach should be taken that incorporates evidence from a variety of sources including commercial and research archaeology, local and national societies, off-shore and onshore commercial development; and including studies derived from, but not limited to history, ethnology, cultural studies, folklore and architecture and involving a wide range of recording techniques ranging from photography, laser imaging, and sonar survey through to more orthodox drawn survey and excavation. 4. Collaboration: As is implicit in all the above, multi-disciplinary, collaborative, and cross-sector approaches are essential in order to ensure the capacity to meet the research challenges of the marine and maritime historic environment. There is a need for collaboration across the heritage sector and beyond, into specific areas of industry, science and the arts. Methods of communication amongst the constituent research individuals, institutions and networks should be developed, and dissemination of research results promoted. The formation of research communities, especially virtual centres of excellence, should be encouraged in order to build capacity.
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