Journal articles on the topic 'Virtual cultural heritage'

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1

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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Ihalmo, Anne. "The virtual cultural heritage of Finnish Lapland." Art Libraries Journal 33, no. 2 (2008): 15–16. http://dx.doi.org/10.1017/s0307472200015297.

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Three successive projects – Digmo, Digmore and eLibrary & Culture without Borders – were carried out between 2001 and 2007. These aimed to make Lapland’s culture available in digital form to a wider audience, and involved co-operation between a range of institutions. Now another project, Arctic Culture (ACU), is being developed and promises to continue the momentum.
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Núñez Andrés, Amparo, Felipe Buill Pozuelo, Joaquín Regot Marimón, and Andrés de Mesa Gisbert. "Generation of virtual models of cultural heritage." Journal of Cultural Heritage 13, no. 1 (January 2012): 103–6. http://dx.doi.org/10.1016/j.culher.2011.06.004.

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Condell, Joan, Niall McShane, Jorge Avlarez, and Alan Miller. "Virtual Community Heritage – An Immersive Approach to Community Heritage." Journal of Media Innovations 7, no. 1 (May 11, 2021): 4–18. http://dx.doi.org/10.5617/jomi.8791.

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Our relationship with cultural heritage has been transformed by digital technologies. Opportunities have emerged to preserve and access cultural heritage material while engaging an audience at both regional and global level. Accessibility of technology has enabled audiences to participate in digital heritage curation process. Participatory practices and co-production methodologies have created new relationships between museums and communities, as they are engaged to become active participants in the co-design and co-creation of heritage material. Audiences are more interested in experiences vs services nowadays and museums and heritage organisations have potential to entertain while providing engaging experiences beyond their physical walls. Mixed reality is an emerging method of engagement that has allowed enhanced interaction beyond traditional 3D visualisation models into fully immersive worlds. There is potential to transport audiences to past worlds that enhance their experience and understanding of cultural heritage.
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Kiourt, Chairi, George Pavlidis, Anestis Koutsoudis, and Dimitris Kalles. "Realistic Simulation of Cultural Heritage." International Journal of Computational Methods in Heritage Science 1, no. 1 (January 2017): 10–40. http://dx.doi.org/10.4018/ijcmhs.2017010102.

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One of the most challenging problems in the simulation of real environments is to generate worlds that appear realistic and more attractive. It becomes increasingly challenging when the simulated environment focuses on minors (students), because the young generation has high demands on simulation systems due to their experience in computer gaming. Virtual museums are among the most important simulation environments, which present cultural and educational content for everyone. Their purpose is to enrich the users experience by allowing an intuitive interaction with the museum artifacts and to offer knowledge with the most pleasant ways. This paper focuses on the aspects of realistic simulations in the development of virtual 3D environments for Cultural Heritage applications. This study includes aspects regarding some of the most high-tech image effects, applicable artificial intelligence methods, powerful game engines, how real object can be reconstructed realistically and how all those features may be combined to produce realistic, pleasant, productive and educative environments.
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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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Pirbazari, Alireza Gholinejad, and Sina Kamali Tabrizi. "RecorDIM of Iran's Cultural Heritage Using an Online Virtual Museum, Considering the Coronavirus Pandemic." Journal on Computing and Cultural Heritage 15, no. 2 (June 30, 2022): 1–14. http://dx.doi.org/10.1145/3500925.

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The virtual visits to cultural heritage sites have significantly increased due to the Coronavirus pandemic and related restrictions on face-to-face visits to historical cultural sites. Many people visit these sites to get acquainted with the culture of the past, researchers to access original and primary documents, and experts to manage information and adopt decision-making policies. In Iran, there is no virtual museum with the capability of displaying its cultural heritage. Thus, the present study aims to present how an online virtual museum can be created in a simple and low-cost way to integrate tangible and intangible cultural heritage documents. This virtual museum integrates the virtual tours of historical monuments, 3D models of museum objects, images, and videos introducing cultural heritage objects. Moreover, with all types of data stored on it, the museum can be useful for the public, researchers, and experts in various fields, improving cultural heritage conservation. Finally, a more comprehensive approach is proposed to digitally integrate cultural heritage documents. This approach can be applied to other countries with common concerns.
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Xu, Wulong, Xijie Sun, and Shihui Pan. "Visual Dissemination of Intangible Cultural Heritage Information Based on 3D Scanning and Virtual Reality Technology." Scanning 2022 (September 25, 2022): 1–7. http://dx.doi.org/10.1155/2022/8762504.

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In order to meet the needs of modern people for the acquisition of intangible cultural heritage information, the authors propose a research method that combines 3D scanning and virtual reality technology. Taking the production process of Xiuyu as an example, using Unity3D virtual reality technology combined with a digital platform, 3D modeling of Xiuyu is carried out, so that people can view the intangible cultural heritage information intuitively. The experimental results show that after using this method, more than 60% of more than 1000 people surveyed in the questionnaire want to experience intangible cultural heritage. In a survey of visualization platforms conducted at the same time, 90% of users are willing to combine jade carving technology with 3D scanning virtual reality technology. Conclusion. 3D scanning and virtual reality technology can further promote the process of inheritance and dissemination of intangible cultural heritage, accelerate the cultivation of intangible cultural heritage talents through the visualization platform, and promote the sustainable development of intangible cultural heritage, in order to better pass down the life memory and cultural genes of our ancient nation.
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Bontchev, Boyan. "Serious Games for and as Cultural Heritage." Digital Presentation and Preservation of Cultural and Scientific Heritage 5 (September 30, 2015): 43–58. http://dx.doi.org/10.55630/dipp.2015.5.3.

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Contemporary methods of preserving cultural heritage rely highly on digitization and archiving as foundations for developing various virtual heritage applications. During last two decades, video games proved to be an interactive visual media able to incorporate virtual heritage in amazing and highly appealing ways. At the same time, each video game represents a valuable artifact reflecting technological, socioeconomic and historical issues of its creation. Therefore, video games are an essential and integrated part of modern cultural heritage and themselves need preservation efforts. The present paper discusses video games as a modern tool for presenting cultural heritage by integrating art, storytelling and digital technology. It focuses on both entertainment games and serious games for cultural heritage and provides some illustrative examples of such games with discussing their approach and novelty. On the other hand, video games are viewed as interactive artifacts that are a valuable part of the modern cultural heritage, which requires specific efforts for their preservation together with technological platforms and gaming environment.
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Reffat, R. M., and E. M. Nofal. "EFFECTIVE COMMUNICATION WITH CULTURAL HERITAGE USING VIRTUAL TECHNOLOGIES." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-5/W2 (July 22, 2013): 519–24. http://dx.doi.org/10.5194/isprsarchives-xl-5-w2-519-2013.

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Sylaiou, Stella, and Christos Fidas. "Virtual Humans in Museums and Cultural Heritage Sites." Applied Sciences 12, no. 19 (October 1, 2022): 9913. http://dx.doi.org/10.3390/app12199913.

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This article presents the results of a survey on the use of digital avatars and agents in museums and places of cultural interest. The optimization of virtual agents in the cultural heritage domain is an interdisciplinary undertaking and this paper investigates pertinent research and solutions and suggests ways forward. The research questions examined relate to (a) the technological characteristics of cultural heritage-related uses of users’ avatars and virtual agents, and patterns that emerge, and (b) suggestions for future research based on this article’s findings. We reviewed relevant publications and analysed the approaches presented to identify trends and issues that could lead to conclusions on the existing state of the field and, moreover, infer and suggest future directions. The main findings relate to a trend toward onsite, sophisticated installations or applications with increasing investment in mixed reality. Moreover, emphasis shifts toward optimising agents such as virtual guides or companions, mediators of cultural content and engaging facilitators. Behavioural Realism (BR), featured mostly in virtual reality installations, greatly fosters engagement according to the reviewed research, and we conclude that mixed reality onsite applications, which are gathering pace, should reach their degree of sophistication and combine the strengths of both MR and BR.
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Stoyanov, Stanimir, Asya Stoyanova-Doycheva, and Todorka Glushkova. "Virtual-Physical Space "Bulgarian Cultural and Historical Heritage"." Cultural and Historical Heritage: Preservation, Presentation, Digitalization 7, no. 2 (2021): 61–70. http://dx.doi.org/10.26615/issn.2367-8038.2021_2_005.

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he article presents a virtual physical space for storage and presentation of digitized Bulgarian cultural, historical and similar sites. The space is realized with the help of integrated technology, including means of artificial intelligence, enhanced with modern technologies such as IoT (Internet of Things) and CPSS (Cyber-Physical-Social System). The advantages of space compared to the usual approaches for developing this type of systems are discussed. The objects digitized in accordance with the CCO standard (Cataloging Cultural Objects) are stored in a distributed knowledge base, implemented mainly as ontologies. The space provides users with a personal travel guide who is able to understand and fulfill their wishes and preferences. Keywords: Virtual-Physical Space (ViPS); Cataloging Cultural Objects (CCO)
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Pantano, Eleonara. "Virtual cultural heritage consumption: a 3D learning experience." International Journal of Technology Enhanced Learning 3, no. 5 (2011): 482. http://dx.doi.org/10.1504/ijtel.2011.042100.

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López-Menchero Bendicho, Víctor Manuel, and Selma Rizvic. "El museo virtual de los misteriosos Stećci." Virtual Archaeology Review 5, no. 11 (October 23, 2014): 109. http://dx.doi.org/10.4995/var.2014.4188.

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The online virtual museums seem to consolidate as excellent platforms for dissemination of cultural heritage, especially in countries with few resources and hard to take conservation and dissemination of their heritage. The Stecci virtual museum, developed by the University of Sarajevo (Bosnia-Herzegovina) is a clear example of how new technologies can contribute to enhancing cultural heritage.
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Ismaeel, Dina Ahmed, and Ahlam Mohammed Al-Abdullatif. "The Impact of an Interactive Virtual Museum on Students’ Attitudes Toward Cultural Heritage Education in the Region of Al Hassa, Saudi Arabia." International Journal of Emerging Technologies in Learning (iJET) 11, no. 04 (April 5, 2016): 32. http://dx.doi.org/10.3991/ijet.v11i04.5300.

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The goal of this study was to investigate students’ views of the interactive Virtual Museum of Al Hassa Cultural Heritage. In this context, a study was carried out during the second semester of the 2014–2015 school year among sixth-grade elementary school students in Al Hassa, Saudi Arabia. After participating in an interactive virtual museum, 118 students answered a questionnaire after the teaching intervention. SPSS v.21 was used to analyze the data. The results indicated that students had a positive attitude toward the use of an interactive virtual museum in cultural heritage education. The results support the inclusion of cultural heritage in the social studies curricula in K–12 education in Saudi Arabia in order to raise awareness and knowledge of national heritage. The results also confirmed the views of experts regarding the importance and the value of virtual museums as a method for effective learning about cultural heritage.
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Georgiev, Georgi Nikolov. "Digitalization of Bulgarian Cultural Heritage." Journal of Economic Development, Environment and People 8, no. 1 (February 14, 2019): 6. http://dx.doi.org/10.26458/jedep.v8i1.606.

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The research of historical heritage is related to creation, storage and distribution of visual information about them. With the development of digital technologies, the three-dimensional scanning and visual regeneration of buildings of cultural heritage combined with 3D virtual reconstruction is becoming increasingly important tool for understanding and reconstructing the past. Instead of expensive laser scanning, cheaper photogrammetric methods for creating and processing of spatial (3D) images of historical and architectural monuments are finding a growing application. The article analyses the opportunities for use of different ICT tools, including inexpensive digital imaging options for preservation and exhibiting of large and diverse Bulgarian cultural heritage.
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Okanovic, Vensada, Ivona Ivkovic-Kihic, Dusanka Boskovic, Bojan Mijatovic, Irfan Prazina, Edo Skaljo, and Selma Rizvic. "Interaction in eXtended Reality Applications for Cultural Heritage." Applied Sciences 12, no. 3 (January 25, 2022): 1241. http://dx.doi.org/10.3390/app12031241.

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Digital technologies in the modern era are almost mandatory for the presentation of all types of cultural heritage. Virtual depictions of crafts and traditions offer the users the possibility of time travel, taking them to the past through the use of 3D reconstructions of cultural monuments and sites. However, digital resources alone are not enough to adequately present cultural heritage. Additional information on the historical context in the form of stories, virtual reconstructions, and digitized objects is needed. All of this can be implemented using a digital multimedia presentation technique called digital storytelling. Nowadays, an integral part of many museum exhibitions is interactive digital storytelling. This paper gives an overview of the techniques and discusses different means of facilitating interaction on digital storytelling applications for virtual cultural heritage presentations. We describe the ways in which natural interaction and interaction via eXtended Reality (Virtual and Augmented Reality) applications for cultural heritage are made possible. Users will find the stories told through these applications educational and entertaining at the same time. Through user-experience studies, we measure the user edutainment level and present how users react to implemented interactions.
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Kiourt, Chairi, Anestis Koutsoudis, and Dimitris Kalles. "Enhanced Virtual Reality Experience in Personalised Virtual Museums." International Journal of Computational Methods in Heritage Science 2, no. 1 (January 2018): 23–39. http://dx.doi.org/10.4018/ijcmhs.2018010103.

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This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.
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Arfin Sadiq, Zeinel. "Using virtual reality to enhances efforts for introduce cultural heritage." COMMICAST 3, no. 1 (November 23, 2021): 13–20. http://dx.doi.org/10.12928/commicast.v3i1.5112.

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At present, cultural heritage is in a dangerous condition and it is all influenced by several factors such as natural disasters and man-made disasters. For example, in Indonesia in March 2018 there was a destruction of the Dayak Indigenous Sites whose cases were damaged due to human factors, not to mention talking about the destruction of damaged cultural sites such as in several countries such as Iraq, Syria, Afghanistan & Indonesia. The use of technology-based Virtual Reality (VR) in maintaining cultural heritage is very important because the identity that is in cultural heritage is the foundation of evidence of human life in the past. Threats in the form of human behavior and natural disasters have an impact of erasing historical and cultural traces which could threaten a nation in relation to the main national interests of a country. Maximizing the benefits of technological advancements by using Virtual Reality as an alternative to preserve cultural heritage & cultural exploration, this utilization can lower the cost of study of cultural exploration such as exploration of cultural heritage locations that are far especially in transport costs.
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Zhang, Xiao, Deling Yang, Cheun Hoe Yow, Lihui Huang, Xiaoqun Wu, Xijun Huang, Jia Guo, Shujun Zhou, and Yiyu Cai. "Metaverse for Cultural Heritages." Electronics 11, no. 22 (November 14, 2022): 3730. http://dx.doi.org/10.3390/electronics11223730.

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The metaverse has gained popularity recently in many areas including social media, healthcare, education and manufacturing. This work explores the use of the metaverse concept for cultural heritage applications. The motivation is to develop a systematic approach for the construction of a cultural heritage metaverse and to offer, potentially, more effective solutions for tourism guidance, site maintenance, heritage object conservation, etc. We propose a framework for this cultural heritage metaverse with an emphasis on fundamental elements and on characterization of the mapping between the physical and virtual cultural heritage worlds. Efforts are made to analyze the dimensional structures of the cultural heritage metaverse. Specifically, five different dimensions, linearity, planarity, space, time and context, are discussed to better understand this metaverse. The proposed framework and methodology are novel and can be applied to the digitalization of cultural heritage via its metaverse development. This is followed by a detailed case study to illustrate the tangible procedure, constructing a cultural heritage metaverse with a complex and dynamic nature which can be used for different applications, including heritage conservation.
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Argiolas, R., V. Bagnolo, S. Cera, and S. Cuccu. "VIRTUAL ENVIRONMENTS TO COMMUNICATE BUILT CULTURAL HERITAGE: A HBIM BASED VIRTUAL TOUR." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-5/W1-2022 (February 3, 2022): 21–29. http://dx.doi.org/10.5194/isprs-archives-xlvi-5-w1-2022-21-2022.

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Abstract. HBIM methodology is nowadays widely used for the management of all aspects of architectural heritage, from survey to analysis, up to protection and management issues. This interest is due to the potential that HBIM methodology offers in terms of collection, processing, management and sharing of information, through a multidimensional and multidisciplinary approach. Practical application of HBIM are the Scan-to-BIM processes, i.e. the digital reproduction of architectures starting from survey methodologies based on laser scanning and photogrammetry.An increasingly frequent application of HBIM models is their integration in game engines for educational or communicative purposes. Actually, examples of AR and VR applications, serious games or virtual tours employing such models are increasingly frequent. Indeed, such tools allow the generation of virtual immersive environments in which the user is free to navigate or interact with objects. The use of virtual environments that reproduce real places or architectures, is able to generate new attraction and interest in users, while facilitating immaterial accessibility and, allowing a dynamic formulation of content, greater ease of understanding and reading calibrated to the user. The paper aims at the development of a virtual tour set entirely in the former Jesuitical Complex of Santa Croce, located in the historical district of Castello in Cagliari. This tour will be a potential tool to support the understanding and communication of historic architecture by going to the virtual accessibility of the complex.
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Zhong, Hong, Leilei Wang, and Heqing Zhang. "The application of virtual reality technology in the digital preservation of cultural heritage." Computer Science and Information Systems 18, no. 2 (2021): 535–51. http://dx.doi.org/10.2298/csis200208009z.

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Virtual reality technology involves computer graphics, artificial intelligence, network, sensor technology and many other aspects. It can use the powerful computing and graphics processing capabilities of computers to provide alternatives to the original and express its visual, tactile, and auditory technical means. According to archaeological research data And documentary records, virtual reconstruction and simulated display of the cultural heritage that has been wiped out. "Digital protection" of cultural heritage is a new way of protection, relying on computer technology, and the use of digital equipment to collect, save, process, output and disseminate the required information, including databases established on computer systems, So as to achieve the purpose of information sharing and dissemination. This article mainly studies the application research of virtual reality technology in the digital preservation of cultural heritage. Create an immersive environment for users, display the objects realistically in the virtual reality system, thereby digitizing the technical protection of cultural heritage; secondly, use the virtual environment model of material cultural protection to build and use the terrain to generate and edit The device imitates the terrain of the natural world to achieve its position and the effect of being in it. Finally, the radial basis function is used to calculate the value in the virtual environment, so that the digital preservation of cultural heritage is more accurate. Experimental data shows that 35.54% and 64.46% of users are more likely to use the handle to interact with three-dimensional objects. They believe that the speed of the handle has changed and the control is more precise. Experimental results show that: The virtual environment reality technology specification is more efficient than the original technology in the process of digitizing cultural heritage.
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Ćosović, Marijana, and Belma Ramić Brkić. "Game-Based Learning in Museums—Cultural Heritage Applications." Information 11, no. 1 (December 29, 2019): 22. http://dx.doi.org/10.3390/info11010022.

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As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.
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33

Lee, Hyuk-Jin. "Phenomenological classification of cultural heritage: role of virtual reality." Virtual Archaeology Review 8, no. 16 (May 22, 2017): 69. http://dx.doi.org/10.4995/var.2017.5962.

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Human consciousness is always the consciousness toward some thing and our perception of cultural heritage is no exception. Thus, understanding human cognition is closely related to understanding how the perceptible objects are classified in human mind. The perceptible objects include both physical and virtual experiences and thoughts, and it is important and necessary to analyze the types and the effective levels of those objects. With the emergence of Virtual Reality (VR) technologies in cultural heritage field, it is necessary to understand how and why different cognitive media such as realor visual reality including VR, are differently recognized by people. This study suggests the philosophical and theoretical frame for the usage of phenomenological classfication and analysis. By using this new classification with the case of Korean built heritage, the role of VR is explained in cultural discourse of the community.
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Liyushiana, Robert Sibarani, Agus Purwoko, and Emrizal. "Cultural-Heritage Virtual Tour for Tourism Recovery Post COVID-19: A Design and Evaluation." International Journal of Design & Nature and Ecodynamics 17, no. 3 (June 30, 2022): 447–51. http://dx.doi.org/10.18280/ijdne.170316.

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In tourism, virtual tours are one of the latest promotional trends utilized during the COVID-19 pandemic, especially in keeping potential tourists saturated and interested in visiting the tourist attractions when the 'new normal' conditions become stable. Furthermore, virtual tours are also a part of historical conservation for cultural-heritage tourism. This research aims to design a virtual cultural-heritage tour route in the Kesawan area of Medan city, make widely promoted virtual tour videos, and evaluate the quality of virtual tourism by arousing interest in prospective tourists to visit the cultural-heritage area of Medan city. Descriptive qualitative design and quantitative regression methods are adopted in this research. Qualitative descriptive and qualitative methods were used to explain the trips and measure the impact of virtual tours in the city of Medan, especially the Kesawan district as the research area. The first result showed the design of a virtual tour starting from the itinerary planning process, taking pictures, editing, and publishing on YouTube media. It was also observed that the published cultural-heritage attracts potential travelers to visit and physically experience the tourist attractions. Moreover, the virtual tour design will be enriched with the addition of English subtitles to obtain a larger audience.
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Farid, Mohamed M. Abdelaziz, and Abdelhamed Ezzat Abdelhamed. "The Cultural And Economical Impacts Of Using Virtual Heritage In Archaeological Sites In Egypt." Resourceedings 1, no. 2 (November 27, 2018): 183. http://dx.doi.org/10.21625/resourceedings.v1i2.335.

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Egypt is among one of the world’s richest countries in the diverse architectural heritage resulting from the various civilizations that have arisen on the land of Egypt. However, the architectural heritage in Egypt suffers from multiple problems represented in the poor handling of the heritage site and the lack of protection for those sites. Which lead to the deterioration of the situation of some sites, and with the technological advances that the world is witnessing today in all spheres of life. Virtual Heritage Technology is emerging as one of the solutions that can be used in heritage sites in Egypt. This is one of the latest and most innovative technologies for the virtual environment, which is emerging as an integral part of it, and it is the reconstruction of historical sites as they were at the beginning of their construction. This depends on re-documentation of architectural buildings and heritage sites in detail through 3D models and holographic drawings. It also depends on many techniques and one of those that are often used in the applications of the virtual heritage are augmented reality technology, which is used to reconstruct archaeological sites in the site, by using tools or devices that support that technology, whether from portable smartphones or through devices that are worn like glasses and contact lenses. The virtual heritage technology offers many advantages to heritage sites, where it is considered historically as a digital documentation process for heritage which ensures that the artistic and historical value of buildings and heritage sites are preserved. It can also be used in the process of restoration of buildings; in addition to economic assistance in further enhancing heritage sites that attracts many tourists and visitors, which gives them the possibility to view the history of archaeological sites interactively; allowing them the sensory and intellectual integration with the site and this contributes to obtain historical information. This research will examine the possibility of utilizing the technology of virtual heritage through its application in the heritage sites in Egypt and the cultural and economic impact of the use of such technology on heritage sites. In addition, some virtual design cases will be discussed for heritage sites around the world and a SWOT analysis would be made to exemplify the challenges and discuss how they may be addressed. These examples are then presented to demonstrate how to deal with some of the difficulties, taking into account the arrival of proposals and recommendations that can be used and applied in Egypt.
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Champion, Erik, and Hafizur Rahaman. "3D Digital Heritage Models as Sustainable Scholarly Resources." Sustainability 11, no. 8 (April 24, 2019): 2425. http://dx.doi.org/10.3390/su11082425.

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If virtual heritage is the application of virtual reality to cultural heritage, then one might assume that virtual heritage (and 3D digital heritage in general) successfully communicates the need to preserve the cultural significance of physical artefacts and intangible heritage. However, digital heritage models are seldom seen outside of conference presentations, one-off museum exhibitions, or digital reconstructions used in films and television programs. To understand why, we surveyed 1483 digital heritage papers published in 14 recent proceedings. Only 264 explicitly mentioned 3D models and related assets; 19 contained links, but none of these links worked. This is clearly not sustainable, neither for scholarly activity nor as a way to engage the public in heritage preservation. To encourage more sustainable research practices, 3D models must be actively promoted as scholarly resources. In this paper, we also recommend ways researchers could better sustain these 3D models and assets both as digital cultural artefacts and as tools to help the public explore the vital but often overlooked relationship between built heritage and the natural world.
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Rizvić, Selma. "How to Breathe Life into Cultural Heritage 3D Reconstructions." European Review 25, no. 1 (February 2017): 39–50. http://dx.doi.org/10.1017/s106279871600034x.

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Virtual 3D reconstructions of destroyed or disappeared cultural heritage enable viewers to effectively travel back through time and visualize monuments whose fragments they can see in museums or archaeological sites. A powerful way to convey information through three-dimensional geometry is to add interactive digital storytelling to virtual models. In this paper we present our work on interactive virtual cultural heritage applications with storytelling and show how users appreciate this presentation form, considering it as breathing life into 3D geometry. We describe the Tašlihan project, which consists of a documentary, interactive digital story and serious game about this valuable cultural monument from Sarajevo, Bosnia and Herzegovina, of which only one wall remains as a memento to its existence.
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Jindan, C., Z. Junsong, and Z. Jiujun. "Promoting the Effect of the Qing Dynasty Imperial Garden Architectural Component Library on the Digitalization of Cultural Heritage." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences II-5/W3 (August 11, 2015): 131–36. http://dx.doi.org/10.5194/isprsannals-ii-5-w3-131-2015.

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With the development of computer technology and practical verification, digital virtual technology has matured and is increasingly being widely applied to cultural heritage protection and research. With this advancement in technology, there is pressing need to simplify heritage-related puzzles. Thus the main question that has increasingly become the most central and fundamental problem in heritage digitalization work is how to choose the “proper technology” that provides support directly, accurately and rapidly for the research, protection and exchange of cultural heritage. Based on the principles of “authenticity” and “completeness” found in the <i>Venice Charter</i> in regards to dealing with cultural heritage; this paper proposes the concept of the component library which facilitates the improvement and efficiency of virtual reconstruction, provides a visual discussion platform for cultural heritage protection, virtual scene construction, accuracy assessment, and multi-space-time exhibition; thereby implementing the spirit of tolerance and respect found in the <i>Nara Document on Authenticity</i>. The paper further aims to illustrate the significance of the Qing dynasty imperial garden architectural component library for cultural heritage study and protection, the principles for virtual library construction, use and maintenance of the library, and classification approaches, and also provide some suggestions about making high quality 3D models and effective means for database integration.
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Deng, Xi, Il Tea Kim, and Chong Shen. "Research on Convolutional Neural Network-Based Virtual Reality Platform Framework for the Intangible Cultural Heritage Conservation of China Hainan Li Nationality: Boat-Shaped House as an Example." Mathematical Problems in Engineering 2021 (March 27, 2021): 1–16. http://dx.doi.org/10.1155/2021/5538434.

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Hainan is located at the southernmost tip of China, since ancient times it has always occupied an important position on the Silk Road. Hainan culture is dominated by minority and marine cultures and has a rich intangible cultural heritage. Hainan has always been committed to the development and utilization of its wide cultural heritage, and the development direction is mainly based on live display and folk activities. In May 2020, the Chinese government announced the establishment of the Hainan Free Trade Port Policy and System, the establishment of a Hainan International Free Trade Zone, and the development of tourism, modern services, and high-tech industry. All these put forward higher requirements for the protection of Hainan’s cultural heritage, not just traditional ways to protect and promote, but also to use the dividends of current scientific and technological development to keep up with the times to protect and promote. The integration of digital technology will be the development direction of cultural heritage and intangible cultural heritage. This paper enumerates and analyzes other cases and academic directions of intangible cultural heritage, combined with the present situation of intangible cultural heritage in Hainan. It also analyzes the predicament of handiwork inheritance in Hainan intangible cultural heritage, expounds the structure, humanistic connotation, and construction skills of Li nationality ship house, and summarizes the role of a novel deep learning convolutional neural network- (CNN-) based virtual reality framework of intangible cultural heritage conservation in promoting the intangible cultural heritage of traditional skills. It also puts forward the scheme and heritage conservation virtual reality content construction and provides the process of building a virtual reality platform for the intangible cultural heritage of ship-shaped houses, which as an example can be used as a reference for intangible cultural heritage researchers in other areas. At the same time, it fills the gap for the artificial intelligence-based digitization of the intangible cultural heritage.
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Díaz Gómez, Francisco, Josué Jiménez Peiró, Amparo Barreda Benavent, Bárbara Asensi Recuenco, and Juan Hervás Juan. "Modelado 3D para la generación de patrimonio virtual." Virtual Archaeology Review 6, no. 12 (October 16, 2015): 29. http://dx.doi.org/10.4995/var.2015.4150.

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The present article is focused on the generation of virtual 3D contents from cultural heritage. Its main structure is divided in two well-defined blocks: the first one focused in the generation of 3D models, analyzing the most used technologies of 3D measuring in the cultural heritage, the most important software applications for the management of the 3D models obtained and the generation of the target contents; and a second block for exposing two case studies showing potential of these technologies, previously shown, for approaching the cultural heritage to both the general public and researchers, due to the development of the information and communication technologies.
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CIUREA, Cristian, Alin ZAMFIROIU, and Alin GROSU. "Implementing Mobile Virtual Exhibition to Increase Cultural Heritage Visibility." Informatica Economica 18, no. 2/2014 (June 30, 2014): 24–31. http://dx.doi.org/10.12948/issn14531305/18.2.2014.03.

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42

Profico, Antonio, Luca Bellucci, Costantino Buzi, Fabio Di Vincenzo, Ileana Micarelli, Flavia Strani, Mary Anne Tafuri, and Giorgio Manzi. "Virtual Anthropology and its Application in Cultural Heritage Studies." Studies in Conservation 64, no. 6 (September 20, 2018): 323–36. http://dx.doi.org/10.1080/00393630.2018.1507705.

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43

Schmidtke, Sabine. "The Zaydi Manuscript Tradition: Virtual Repatriation of Cultural Heritage." International Journal of Middle East Studies 50, no. 1 (January 31, 2018): 124–28. http://dx.doi.org/10.1017/s0020743817001003.

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The manuscript tradition of the Zaydi branch of Shiʿism, which since the 9th century has been preserved primarily in Yemen, is nowadays dispersed over countless libraries in Yemen and the Middle East, Turkey, Europe, and the United States, of which only a fraction has been digitized and is available for open access. Its treasures came to the attention of scholars outside Yemen at a relatively late stage. Whereas the bulk of Arabic manuscripts nowadays housed in the libraries of Europe were acquired between the 17th and 19th centuries in centrally located cities and regions such as the Ottoman capital Istanbul, Syria and Palestine, and Egypt—all strongholds of Sunnism—the collections of Zaydi/Yemeni manuscripts were established only at the end of the 19th and first decades of the 20th century. Among the European explorers and merchants who collected manuscripts in South Arabia and later sold them to libraries in Europe was Eduard Glaser, who visited Yemen on four occasions between 1882 and 1894. After Glaser sold the manuscripts purchased during his first and second journey to the Königliche Bibliothek zu Berlin in 1884 and 1887, Wilhelm Ahlwardt made them the last acquisition to be included in his Catalogue of Arabic Manuscripts, published between 1887 and 1899. The third Glaser collection was purchased in 1889 by the British Museum in London—with the exception of the Lane collection that was purchased in 1891 and 1893, it was the last acquisition to be included in Charles Rieu's Supplement to the Catalogue of Arabic Manuscripts published in 1894. The fourth Glaser collection was sold in 1894 to the Kaiserlich-Königliche Hofbibliothek in Vienna, constituting the most important acquisition of Arabic manuscripts by the library at the time—unlike the Berlin and London Glaser collections, the Vienna Glaser manuscripts were never described in a published catalogue. An even larger collection of Zaydi/Yemeni manuscripts was brought together by the Italian merchant Giuseppe Caprotti during his sojourn in South Arabia from 1885 to 1919. Portions of the Caprotti collection now belong to the Bavarian State Library in Munich and the Biblioteca Apostolica Vaticana, while the majority of the collection is owned by the Biblioteca Ambrosiana in Milan. European libraries and increasingly US libraries have continuously purchased manuscripts of Yemeni provenance during the 20th and 21st centuries.
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Bonfigli, Maria Elena, Giacomo Cabri, Letizia Leonardi, and Franco Zambonelli. "Virtual visits to cultural heritage supported by web-agents." Information and Software Technology 46, no. 3 (March 2004): 173–84. http://dx.doi.org/10.1016/s0950-5849(03)00126-5.

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45

Donghui, Cao, Li Guanfa, Zhu Wensheng, Liu Qiyuan, Bai Shuping, and Li Xiaokang. "Virtual reality technology applied in digitalization of cultural heritage." Cluster Computing 22, S4 (August 4, 2017): 10063–74. http://dx.doi.org/10.1007/s10586-017-1071-5.

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46

Ibrahim, Nazrita, Nazlena Mohamad Ali, and Noor Faezah Mohd Yatim. "Factors Facilitating Cultural Learning in Virtual Architectural Heritage Environments." Journal on Computing and Cultural Heritage 8, no. 2 (March 5, 2015): 1–20. http://dx.doi.org/10.1145/2660776.

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Machidon, Octavian M., Mihai Duguleana, and Marcello Carrozzino. "Virtual humans in cultural heritage ICT applications: A review." Journal of Cultural Heritage 33 (September 2018): 249–60. http://dx.doi.org/10.1016/j.culher.2018.01.007.

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Paneva-Marinova, Desislava, Maxim Goynov, Detelin Luchev, and Lubomir Zlatkov. "Presentation Layer in a Virtual Museum for Cultural Heritage Artefacts." Digital Presentation and Preservation of Cultural and Scientific Heritage 11 (September 10, 2021): 111–22. http://dx.doi.org/10.55630/dipp.2021.11.10.

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This paper aims to show the presentation layer of a virtual museum for cultural heritage artefacts. The three-dimensional representation and the main components of a 3D environment of the virtual museum are discussed. The composing 3D objects in the virtual museum, with different viewing options, as well as an implementation of a three-dimensional representation and the means for greater realism of the three-dimensional image, are described
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Petridis, Panagiotis, Ian Dunwell, Fotis Liarokapis, George Constantinou, Sylvester Arnab, Sara de Freitas, and Maurice Hendrix. "The Herbert Virtual Museum." Journal of Electrical and Computer Engineering 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/487970.

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In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.
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Wang, B., G. Z. Dane, and B. de Vries. "INCREASING AWARENESS FOR URBAN CULTURAL HERITAGE BASED ON 3D NARRATIVE SYSTEM." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4/W10 (September 12, 2018): 215–21. http://dx.doi.org/10.5194/isprs-archives-xlii-4-w10-215-2018.

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<p><strong>Abstract.</strong> As UNESCO World Heritage Center defined, cultural heritage is legacy of physical artefacts and intangible attributes of a group or society that are inherited from past generations, maintained in the present and bestowed for the benefit of future generations. Recently, many advanced technologies such as virtual environment and narrative platform, have been applied in improving public awareness for cultural heritage to preserve historical sites. However, these tools have their own limitations. In order to have a powerful system, these technologies should be integrated. Therefore, this study describes the need and possible methodology for a new 3D narrative system. This system contains 2D maps, 3D city models and narrative format. Tourists and locals can use it as a guide to view the cultural heritages and view and insert their narratives during their visits. Another usage can be before going there and after visiting they can share their own experience and stories to others. On one hand, they can have a deeper understanding of cultural heritages, on the other hand, they can incorporate their cultural heritage narratives for others to explore these historical sites. In this way, more people will have an interest in these heritages, and the awareness for preserving them will be improved.</p>
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