Дисертації з теми "Augmented Heritage"
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Gutkowski, Nicolas Joshua. "Designing Cultural Heritage Experiences for Head-Worn Augmented Reality." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103619.
Повний текст джерелаMaster of Science
There is a need for the general public to be informed on historical events which have shaped the present day. Informal education through museums or guided tours around historical sites provides an engaging method for people to become more knowledgeable on the details of a time period or a place's past. The use of augmented reality, which is the enhancement of the real-world through virtual content visible through some sort of display such as a smartphone, has been applied to history education in these settings. The educational apps created focus on adding onto museum exhibits, rather than historical locations such as buildings or other structures. Additionally they have focused on using smartphones or tablets as the medium for virtual content, rather than headsets, which involves wearing a display rather than holding one. This work aims to address the lack of headset-based, on-site history experiences by posing questions about what methods work best for designing such an app. Comparisons to handheld design are also made to provide information on how the approach differs.
Bostanci, Gazi Erkan. "User tracking methods for augmented reality applications in cultural heritage." Thesis, University of Essex, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616992.
Повний текст джерелаMaglieri, Giulia. "Augmented Reality per Cultural Heritage: un prototipo per le tombe di Koguryo." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.
Знайти повний текст джерелаAgostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools: Two Case Studies in Italy and Great Britain." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3421849.
Повний текст джерелаLe doctorat étudie l'impact des nouvelles technologies sur la transmission et la promotion du patrimoine culturel sur les élèves des écoles primaires afin de démontrer l’importance d’une pensée éducative qui allie ‘histoire’, culture visuelle et ‘technologie’. Deux études de cas à partir de deux « corpus » distincts ont permis de conduire deux expérimentations in situ : l’architecture antique en Italie à Vérone et le jardin paysager du XVIIIe siècle en Angleterre à Hestercombe. La co-tutelle été encadrée par un spécialiste italien du story-telling éducatif en réalité augmentée (Prof. Corrado Petrucco, Padoue) et un spécialiste français des jardins et du paysage dans la culture britannique des Lumières (Prof.Laurent Châtel, Lille). Il ressort de l’étude que l’apprentissage par réalité mixte mobile (Augmented and mixed Reality Mobile Learning) est particulièrement pertinent. L'apprentissage mobile est né dans les années 80 lorsque l'ordinateur portable (sommet de la technologie de l'époque) a été introduit dans la classe sur une base expérimentale. Puis sa popularité est venue à la fin des années 90 grâce à des programmes éducatifs expérimentaux pour explorer le potentiel éducatif du PDA (Personal Digital Assistant). Depuis le milieu des années 90, on a pu identifier trois principales phases de l'apprentissage mobile, qui ont trois approches paradigmatiques différentes : les outils, l'apprentissage en dehors de la salle de classe, la mobilité des étudiants. Le rôle de l'enseignant devient plus fondamental encore : l’utilisation d’une application sur tablette ne vise pas à remplacer la guide ou l’éducateur culturel, mais à compléter et à enrichir la visite. Du point de vue pédagogique, l'accent sera mis sur une approche constructiviste de l'enseignement et l'apprentissage qui va stimuler les étudiants à devenir des citoyens actifs, bien conscients de leur identité historique : en tant que personnes informées et responsables, elles sont en meilleure mesure de préserver leur patrimoine. Dans sa publication " Cultural Heritage Counts for Europe (CHCfE) Vers un indice européen pour le patrimoine culturel", le Conseil de l'UE des ministres européens considère le patrimoine comme une "ressource stratégique pour une Europe durable" et une source importante de créativité et d'innovation, qui génère de nouvelles solutions aux problèmes, tout en créant des services innovants - allant de la numérisation des biens culturels à l'utilisation de la technologie de la réalité virtuelle de pointe - dans le but d'interpréter les espaces et les bâtiments historiques et les rendre accessibles aux citoyens et aux visiteurs.
Haugstvedt, Anne-Cecilie. "Accessing Cultural Heritage Resources on a Mobile Augmented Reality Platform : A Study on Technology Acceptance." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18403.
Повний текст джерелаRattanarungrot, Sasithorn. "A service oriented mobile augmented reality architecture for media content visualization in digital heritage experiences." Thesis, University of Sussex, 2016. http://sro.sussex.ac.uk/id/eprint/63143/.
Повний текст джерелаCranmer, Eleanor Elizabeth. "Developing an augmented reality business model for cultural heritage tourism : the case of Geevor Museum." Thesis, Manchester Metropolitan University, 2017. http://e-space.mmu.ac.uk/620825/.
Повний текст джерелаMarques, Luis Fílipe do Espíritu Santo Correia. "Augmented valuation of cultural heritage through digital representatiton based upon geographic information technologies : the case study of Lisbon Aqueduct System within an augmented reality environment." Doctoral thesis, Universitat Politècnica de Catalunya, 2017. http://hdl.handle.net/10803/457567.
Повний текст джерелаLa tesis se centra en la idea de las Representaciones Digitales y la Valoración del Patrimonio Cultural, en la relación entre Tecnología, Agentes y los diversos Dominios del conocimiento, procurando identificar y analizar la Valoración Aumentada del Patrimonio Cultural mediante las Tecnologías de Información Geográfica (TIG). Introduce la importancia de las representaciones (digitales), a través de conceptos cognición espacial (representaciones internas/mentales) y la relevancia epistemológica de las percepciones individuales del ambiente físico (externo), revelando as TIG que contribuyen a la construcciones de estas representaciones: Sistemas Globales de Navegación por Satélite, Detección Remota, Sistemas de Información Geográfica, adquisición de datos/modelado en 3D y la visualización de los Ambientes Virtuales. La metodología consiste en la adquisición de nubes de puntos (x, y, z) obtenidos en el suelo o por medio de vehículos aéreos no tripulados (UAV) para el modelado 3D, integración en ambientes 3D-SIG y la creación de ambientes virtuales aplicados a los elementos y conjuntos patrimoniales en áreas urbanas. Los resultados consisten en productos y procesos de adquisición y modelación 3D de información geográfica para ser vistos en ambientes de Realidad Aumentada a través de plataformas móviles. Se discuten varios experimentos utilizando aplicaciones móviles (App) disponibles en el mercado que han permitido el ajuste de soluciones para el desarrollo de la App Lx_W, que consiste en la asociación de las aplicaciones: AqueductAR y AqueductGPS. Seleccionando el antiguo sistema de abastecimiento de agua de Lisboa (Acueducto de Águas Livres, clasificado como monumento nacional en 1910) como estudio de caso y teniendo en cuenta que la mayor parte de la estructura es imperceptible, debido a la gran extensión de las galerías subterráneas, estos tipos de ambientes sintetizados permiten la visualización y la percepción, in situ, de la relación entre el sistema y la ciudad. El prototipo de la App Lx_W se evaluó recurriendo a un workshop con el objetivo de analizar la aplicación desarrollada a través de las respuestas obtenidas en cuestionario que tevé como intuito comparar esta aplicación y algunos experimentos realizados con otras App disponibles en el mercado. Se realizó un segundo cuestionario de evaluación con suporte en un video donde se introdujeron el estructura edificada y la App Lx_W, demostrando algunas principales características y capacidades. Los métodos utilizados apuntan a reforzar la idea de la potencial aplicación de esta tecnología para la valoración del patrimonio, introduciendo el concepto de Valoración Aumentada del Patrimonio Cultural, asociando el uso de la información geográfica a campos comúnmente relacionados con una fuerte percepción visual del espacio, providenciando información a los Agentes, no únicamente para los usuarios ocasionales (público), como también para los técnicos especializados, decisores, promotores y otras interesados, criando soluciones (o contribuciones) a los problemas existentes en los diversos Dominios Técnico-científico, Político-Administrativo y Ideológico-Simbólico-Religioso.
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.
Повний текст джерелаThe 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.
Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools : Two Case Studies in Italy and Great Britain." Thesis, Lille 3, 2019. http://www.theses.fr/2019LIL3H054.
Повний текст джерелаThe thesis studies the impact of new technology on the transmission and promotionof heritage on primary school pupils in order to demonstrate the importance of an alliance between history, visual culture and technology. Two case studies with two distinct types of corpus generated two experiments in situ: ancient architecture in Verona (Italy) and eighteenth-century landscape garden at Hestercombe (Britain). Verona and Hestercombe are two sides of the same patrimonial coin. The cosupervisionwas done under a specialist in digital storytelling of history, Corrado Petrucco (Un. of Padua) and one in eighteenth-century garden and landscape history, Laurent Châtel (Un. of Lille).Mobile Learning began in the 80’s when portable computers (the “in-thing” in those days) where first introduced into the classroom on an experimental basis being a genuine take-off in the late 1990’s thanks to experimental educational programs aimed to explore the didactic potential of PDAs (Personal Digital Assistant). From the mid-’90s to today, three different phases can be pinned down: a tool-focused phase, extra-mural learning, and an emphasis on student mobility. What this study shows is that the teacher’s role is of fundamental importance. The learning process is on-site, situated and enhanced by AR tools and devices (which are equipped with an ‘app’ developed specifically for this project): the ‘app’ is however not intended to replace the guide or the cultural educator, but to be complimentary and to enrich his/her route. In its documents such as “Cultural Heritage Counts for Europe (CHCfE). Towards a European Index for Cultural Heritage" the EU Council of European Ministers recognized heritage as a "strategic resource for a 'sustainable Europe" and a source of benefits – a source of creativity and innovation, generating new solutions to problems. This thesis shows why and how heritage education when augmented via technology improves the interpretation of historic environments and buildings and also makes them accessible to citizens and visitors
Han, Dai-In. "The development of a quality function deployment (QFD) model for the implementation of a mobile augmented reality (AR) tourism application in the context of urban heritage tourism." Thesis, Manchester Metropolitan University, 2016. http://e-space.mmu.ac.uk/617458/.
Повний текст джерелаGuerville-Ballé, Alice. "Valorisation du patrimoine et techniques multimédia : de nouvelles technologies pour de nouveaux publics, l'avenir de la valorisation patrimoniale?" Thesis, Pau, 2019. http://www.theses.fr/2019PAUU1067.
Повний текст джерелаThis thesis raises the question of the use of digital tools in heritage enhancement, and explores more precisely the potential of augmented reality. While heritage is going through profound changes and facing conflict dynamics, its ”mission” has become more complex and important than ever. Henceforth, the design of heritage experiences sees all its components transformed, whether it is the object, the audience, or the methods and tools to bring them together. The heritage is now dealing with an audience digitally equipped, of multiple ages and social origins, whose concentration and wonder abilities has changed considerably. The enhancement of heritage must be reinvented. In this thesis, we argue that digital tools offer relevant and innovative answers, but that they also represent a challenge in their own right to be used wisely. Far from being easy, this problem needs to be placed in a more global framework that involves several questions of philosophical orientations, both on the concept of heritage and on technical systems and new digital realities. After having established a theoretical framework and a stable vocabulary (including our own definition of augmented reality), this work proposes an approach at three distinct scales: empirical, situational and structural. We present the potential of augmented reality for heritage experiences and the possible reasons for the dysfunctions observed at a situational level. We propose a reflection on the structural roots of these problems as well as a theoretical model to illustrate the global phenomenon that, in our opinion, underlies this situation (through the concept of socio-technological delta and socio-technological discrepancy). Finally, several case studies are presented across France, Japan and Brazil, as well as the respective interviews and reports
Stridbar, Lucas, and Emma Henriksson. "Subjective Evaluation of Marker-Based and Marker-Less AR for an Exhibition of a Digitally Recreated Swedish Warship." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18500.
Повний текст джерелаLandrieu, Jeremie. "Apport des réalités virtuelles et augmentées dans la planification et le suivi in situ de travaux de rénovation." Phd thesis, Paris, ENSAM, 2013. http://pastel.archives-ouvertes.fr/pastel-00936702.
Повний текст джерелаLundqvist, Sebastian, and Oliver Ekstrand. "Evaluating an ARCore application to get an image of the state of AR technology today." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166756.
Повний текст джерелаMendoza, Garrido Raynel Alfonso. "Framework para la educación patrimonial apoyada en realidad aumentada." Doctoral thesis, Universitat de Girona, 2019. http://hdl.handle.net/10803/668354.
Повний текст джерелаHeritage Education is the process that enables people to understand and appropriate their tangible and intangible heritage. Traditionally, Heritage Education takes place in educational environments (within the school), where the teacher transmits the necessary knowledge to the students. This traditional approach has lost interest among students, and young people are becoming more apathetic and less interested in the cultural and material heritage of their territory. Bearing this in mind, it is necessary to design learning experiences to facilitate the development of Heritage Education processes and to motivate people to interact with their heritage. An alternative for the design of this type of learning experiences is the use of Augmented Reality in the context of Heritage Education, taking into account that Augmented Reality overlays digital information in the real world, facilitating real interaction between users and heritage.
LEOPARDI, Alma. "Il Patrimonio Culturale e il suo Eco-Sistema: un nuovo approccio metodologico basato su tecniche di Prototipazione Virtuale per gestirne il ciclo di vita e migliorare l’interazione con gli utenti." Doctoral thesis, Università Politecnica delle Marche, 2020. http://hdl.handle.net/11566/274582.
Повний текст джерелаMuseums today have taken on a new meaning, they are no longer just places dedicated to the conservation and exhibition of collections and artworks, but represent one of the privileged means of communication to spread culture and make it accessible to the widest possible public. Thanks to the emergence of the philosophy of the "new museology", the relationship between museums, places of art, society and the community has profoundly changed, gradually reducing the present division between culture treated in a classical way and new channels of communication introduced with the spread of technology. There are numerous interventions aimed at creating strategies and tools to preserve and disseminate the entire heritage, especially where it is fragile and deteriorable, but so far no structured methodological approach has been developed for the efficient management of cultural heritage. In fact, the profound changes due to the digital transformation and the renewed centrality of the user must be tackled with a rationally and fully organized approach, which considers the historical find in all phases of its life cycle, from discovery to conservation within a museum and from digitization to fruition, considering the find as a physical product that passes through digital processing and preservation. Thanks to the Virtual Prototype and the Eco-System of Cultural Heritage, all this is possible. The studies carried out have made it possible to place the historical find and the visitor at the centre, allowing both to take advantage of all the tools available to enhance each other within the new environment: the Eco-System of Cultural Heritage. This thesis work, thanks to the studies carried out on digitization and the various installations created and tested with the users using the entire methodology developed, has allowed to obtain innovative results, especially in the use of technologies to ensure from the point of view of the find enhancement, preservation, conservation, which are reflected in engagement, accessibility, interactivity to visitors of different socio-cultural training and context.
Bué, Pascal. "Architecture et réalité augmentée. Une manière d’écrire l’espace : la pensée visuelle instrumentée." Thesis, Sorbonne université, 2021. http://www.theses.fr/2021SORUL001.
Повний текст джерелаThis thesis questions and compares two augmented reality devices, one, UrbaSee, intended for the mediation of urban space during a Concerted Development Zone project, the other, HistoPad, intended for the mediation of urban space. the reconstruction of a historic space. An empirical research jointly combines devices analyzes and ethnographic inquiry through four parts comprised of three chapters each. The first part, establishing our epistemological posture, our methodology of investigation and the definition of fields and cases under study, considers the connection between a semiotics of writing and the anthropology of figuration. The second part questions devices as a poietic technology of seeing. A technosemiotic analysis and a phenomenotechnical approach situate the image of augmented reality between an art image and a scientific image, in which we observe a disproportionate editorial utterance. The third part considers the devices as performative technologies of the imagination, oscillating between a stimulated imagination and a fantasized technology that we analyze through the prism of media variation. Our fourth part shows that these writing strategies mask a process of ownership. The analysis of the belief regimes that these devices give rise to, the creative mediations and the knowledge-power relations between partners and creators of augmented reality devices, reveals the symbolic and economic takeover of the software industry over the projects of others. What our thesis reflects is perhaps the start of a change in the technical, economic and symbolic environment of the practices of the trades in urban and museum spaces
Davies, C. J. "Parallel reality : tandem exploration of real and virtual environments." Thesis, University of St Andrews, 2016. http://hdl.handle.net/10023/8098.
Повний текст джерелаChupin, Lisa. "Enjeux communicationnels de la conception de dispositifs de médiation documentaire augmentée pour les herbiers numérisés." Thesis, Paris, CNAM, 2017. http://www.theses.fr/2017CNAM1141/document.
Повний текст джерелаWe describe evolving patterns of communication mediated by naturalistic collections in the context of their digitisation. Natural history collections have been a reference for theorising the role played by material artifacts in the process of standardised data production lead by multiple and heterogenous actors, including amateurs. We study the digitisation of naturalistic collections with the aim of validating the hypothesis that the characteristics of their documents and the principles of their organisation can be reproduced with a digital device. If so, digitised specimens could be used at each step of the scientific communication involving uses of naturalistic collections: sometimes collected during leisure botany practices, specimens are a source of information used during the scientific study, and in the end they are the medium for publishing the results of the study, using a new label ; over time, they become a scientific heritage documenting the history of knowledge creation. The digital reproduction of these functions of herbaria creates a model for digital mediation enabling scientific collections to be considered as both scientific information and scientific heritage. This model could be used for other kinds of digitised collections. The project of extending the functionalities of databases of digitised specimens can be lead only by curators and users. It was one of the goals of Recolnat, a national infrastructure in biology and health, in addition to digitisation of collections. In this aim, a lab in communication sciences, Dicen-IDF (Paris), has been part of the infrastructure. It had to design and develop digital tools for enhancing uses of digitised specimens. The designing process was grounded on the results of the observation of uses of digitalised herbaria and needs expressed by users working with different methods. We grounded our theoretical research on this inquiry involved in the design process in which we were taking part; user tests of devices developed by the lab were the last part of our inquiry. We analysed all the activities using specimen with the same theoretical framework grounded on a conception of communication as a set of interactions transforming artifacts and creating new meanings and new forms of social organisation. Thereby we analysed different models of communication mediated by digitised collections, depending on the functionalities of databases and on the domain and skill set of users. Digitised collections have been enhancing the numerous local efforts of inventorying collections by making available online the results of each of them. Researchers mainly communicate their results to curators in order to enrich collection data, because few databases integrate scientific annotations or corrections online. Scientific uses of digitised specimens are varying depending on the specialities : they can be used as a scientific reference, but are often used only for identifying the specimens owned by a herbarium. The software developed by the Dicen-IDF lab enhances scientific uses of digital specimen. Another software of the Recolnat project enables the traditional participation of amateurs in the curation of naturalistic collections by crowdsourcing online transcription of sheet labels. This platform creates new forms of scientific mediation between animators promoting the understanding of scientific collections and volunteers learning the principles of documenting collections
Marto, Anabela Gonçalves Rodrigues. "Multisensory Immersive Contents for Cultural Heritage." Doctoral thesis, 2020. http://hdl.handle.net/10348/10356.
Повний текст джерелаThe use of multisensory immersive content in cultural heritage has been providing a significant impact on visitors’ experience, by increasing their engagement, enjoyment, and quality of experience, among other benefits. Commonly, these implementations combine virtual reality experiences with the addition of sounds, smells, or tactile feelings. As part of virtual reality, augmented reality and its ability to blend the real surroundings with virtual media has also become a strong and attractive solution to explore cultural heritage sites. Its potential, together with the addition of more stimuli, apart from the visual, results in innovative augmented reality multisensory approaches that are recently found in the literature. Its novelty and opportunity for research are demonstrated in recent studies that express the potential of combining the benefits of augmented reality with the engagement of multisensory experiences. Albeit prospected to widely enhance experiences, very little is known regarding augmented reality multisensory impact on the end user’s perspective. This thesis aims to ascertain how multisensory augmented reality impacts visitors’ experience regarding their presence, enjoyment, knowledge, value of the experience, when visiting a cultural heritage site by varying the stimuli that are being added to the experience. Thus, this document describes the process of planning, developing, implementing, and evaluating an augmented reality multisensory prototype, named SensiMAR, in the ancient Roman city of Conimbriga archaeological site located in Portugal. SensiMAR provides 1) visual contents: a 360-degree virtual reconstruction of a Roman house, as well as several animations related to the inhabitants of that place; 2) sound contents: a 360-degree soundscape of the surroundings of ancient times and diegetic sounds synchronized with the animations; and 3) smell content: a smell of garum, a very common fish sauce used in Roman cuisine. To answer our research question, we conducted an in-between subjects experience design, by having different conditions available related to the stimuli that were being evoked – only visual, visual and auditory, visual and olfactory, or visual, auditory and olfactory. Varying the condition of SensiMAR experience and after conducting an usability evaluation with end-users in situ, we have collected results from 60 participants through questionnaires and direct observation. The conducted usability evaluation was performed to ensure that the results obtained would not be affected by usability issues among the tested conditions. The results reported different findings depending on the added stimuli and depending on the examined variable. In relation to presence results, considering the subscales: spatial presence, experienced realism, involvement and overall presence; we observed that the addition of smell was noticed to increase the feelings of spatial presence and experienced realism, whereas the audio stimulus has been linked to increased feelings of involvement. The overall presence was not reported as having differences across conditions. The augmented reality multisensory system developed for this study was demonstrated to enhance cultural heritage experiences regarding the observed behavioural presence, and the reported enjoyment and acquired knowledge.
Chang, Yu-Lien, and 張玉蓮. "Applying augmented reality in mobile guidance to promote the visitors’ sense of place for heritage sites." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/82205449067873259257.
Повний текст джерела國立臺灣師範大學
地理學系
102
Based on the Sense of place (SOP) theory and the design principles of guidance and interpretation, this study developed an augmented reality (AR) mobile guidance system that used a historical geo-context-embedded visiting (HGCEV) strategy. This tool for heritage guidance and educational activities enhanced visitor SOP. The study was divided into two stages; the first stage was investigated by conducting a qualitative study with in-depth interviews. The purposive sampling method was applied to conduct interviews with 16 visitors 、5 management staffs 、1 tour guide and 17 residents to heritage sites in Tamsui District, Taiwan, to identify possible factors of SOP constructs. The second stage integrated HGCEV strategies and augmented reality in a mobile guidance application activity. Experiments were performed with 87 university students divided into 3 visitor groups: AR guidance, audio guidance, and no guidance. A quasi-experimental design was adopted to evaluate whether the sense of place and learning performance were promoted more by AR guidance than by audio guidance or no guidance. The results indicated that visitors who used AR guidance showed significant learning and SOP effects. The visitors who were the most engaged and had interactive discussions with their peers in the heritage sites experience were those who were using the AR guide. This phenomenon illustrates that the integration of HGCEV strategies and augmented reality in a mobile guidance application to promote the human–computer–context interaction (HCCI). Interviews were also employed to determine the possible factors that contribute to the formation of SOP. Finally, a majority of the visitors who participated in the study elicited positive responses and acceptance attitudes.
Chou, Cheng-Yen, and 周承諺. "A Study on the User Interface of Mobile Augmented Reality for the Guide in a Heritage Building." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/11799561913406174048.
Повний текст джерела大同大學
工業設計學系(所)
98
People take traveling more seriously in recent year. Owing to lack the knowledge of the historic spot, the masses are insufficient of understanding the inner meaning of a heritage even they spend a lot of time. According to lots of research reports, a guide that allows people to interact or to operate by themselves is more attractive than the usual one. In addition, we can offer the masses more feeling of participation and more excitement through the Augmented Reality. The objective of this research was to discuss how to utilize the technology of Augmented Reality to let the visitor increase the immediate interaction, then deepening the experience of surveying a historic place. This research was divided into three parts. The first part analyzed the status and the interaction of the guide in the historical sites. In this study, we take Mengjia LongShan Temple as an example. In order to understand the users’ feeling about using the Augmented Reality, the second part used UMPC and Field Study to demonstrate the simulated interfaces of Augmented Reality and extract what kind of guide people would like to have when they were in a tour around heritage sites. After comprehensive analyses of questionnaire and the survey of the users’ favorite interface, the author obtained a list of comments for the follow-up development of a historical site guide. The third part relied on the results of the analysis to carry out the prototype interface design and the experiment of the Mobile Augmented Reality Guide System. And then discussed how the method of Augmented Reality Guide influenced the users. The participants needed to carry out three tasks and finished the questionnaires. The conclusions of this study are as follows: 1. The digital content of Augmented Reality presentation causes a great visual stimulation for the users, especially the differences between the digital content and the actual site. The differences from those traditional navigation methods offer the users a novelty. 2. Electronic map make it easier than the usual one and allows the users to understand the interrelation between the surrounding environment and its location. It is helpful for the guide process. 3. Map in the navigation process plays an important role. The option of the electric map should be segmented particularly on each page so that the users will be answered by clicking the map option when they have a problem. 4. It makes the user impressive by using the characteristic of scene and the digital content of Augmented Reality. The matching method will make the users pay more attention on searching the target assignment. If the users read the content of the spot where they want to visit carefully, the peripheral spots will also be noticed during the searching process. It is helpful not only for the experience of learning but also for the advance of knowledge. 5. The virtual character of Augmented Reality plays a role as a guide that not only increases the navigation experience but also enhances their interest in navigation 6. The use of paper tag is not perfect as expected. The reason is the technology does not spread extensively so that people cannot use it in everyday life. For the reason that the users are not familiar with the usage of Augmented Reality, they will have some problem to operate them and the efficiency of guiding will be influenced. Key words:Mobile augmented reality, Heritage building, User interface design
RECUPERO, ANNAMARIA. "Augmented and Virtual Reality for the promotion of the cultural heritage: analysis of museum mission and visitor experience." Doctoral thesis, 2018. http://hdl.handle.net/11573/1208864.
Повний текст джерелаAllen, Patrick T., A. Schiek, and David J. Robison. "Urban Encounters Reloaded: towards a descriptive account of augmented space." 2017. http://hdl.handle.net/10454/12051.
Повний текст джерелаIn this chapter, augmented space is described as the layering of media technologies onto the physical space of the city. The approach assesses salient aspects of the experience of space in everyday life, the city and urban space more generally. The chapter discusses these in relation to the deployment of augmenting technologies and modes of display associated with augmented reality, new and digital media: visual or otherwise. Selected work, carried out in relation to culture, leisure and tourism is assessed. These case studies indicate the potential of augmented reality in areas of a) urban design, b) tourism and heritage, and c) the promotion of cycling for health and the creation of alternative transport infrastructure. The main characteristics of AR and augmented space are presented. This is followed by a discussion and development of hybrid research tools and applied in two case studies with a view to providing a potential roadmap for future work in this area.
Yu, Chia-Chih, and 游嘉智. "A Study on the Design of Mobile Augmented Reality Games─A Case Study of Navigation Aids in Heritage Temples." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/68677522895399694867.
Повний текст джерела大同大學
工業設計學系(所)
97
Temples in Taiwan have played different educational functions to different age groups and to different vocational classes. In the development of mobile learning, the PDA and notebook computers are often used as the learning accessories mainly to convey information via text and graphics, and interaction is one way. Moreover, in the course of use, attention is easily distracted by digital content, other figures and temple scenes, which lowers the learning effect. Many researches have pointed out that using games to learn can more effectively enhance the user’s interest and effect; and augmented reality technology can reinforce the information display and interaction experience of the real world so that the user has a sense of freshness and participation throughout the course of playing the game. This research is to explore how to employ the augmented reality technology with game elements to allow visitors see the game content in real time with a mobile device, and the overlapped images of the temple scenes to reduce distraction of attention and increase delight to reinforce the effect of mobile learning. The experiment of this research is being carried out in three stages: The first stage primarily focuses on the current status and interaction on the analysis of temple touring guide. The researcher tries to understand the user’s interest for the content and his/her impression for the augmented reality, and the role he/she hopes to play in the game. The second stage uses simulated augmented reality game to explore what type of game the user prefers, and simultaneously solicits the user’s opinions for the interface design. Based on the analysis results of the aforementioned stages, the third stage carries out prototype interface design, testing and experiment of this research on augmented reality game. It explores the effect of the participant in operation and feeling in using UMPC to carry out augmented reality game and paper-based game in temples. The participant should carry out four tasks and fill out the questionnaire. Following conclusions are drawn from the experiment: 1.Augmented reality technology easily causes stimulation in vision and permits simultaneous viewing of virtual objects and a real scene so that the viewer can be more focused, and therefore enhances attention response in learning motive. Generally, the public has comparatively less such game experience, thereby elevates interest in use. 2.Throughout the course of augmented reality game, the way of asking questions would enable them more carefully observe the scene. At the end of the game the way of asking and fielding questions would enhance absorption of relevant knowledge. 3.There should not be scroll bar in the appearance of hints in the AR system and atlas information. 4.Though the AR system mobile device is not heavy, prolonged use of this hand-held system would feel tiresome while moving back and forth in the temple. And the battery heat would also cause hassle in use. 5.If the touch interface of the augmented reality game mobile platform is not good enough, the phenomenon of delay in execution would cause frustration in using. The design principles proposed by this research and the problems encountered are important references for designers in future design of augmented reality mobile interface or game design.
Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools: Two Case Studies in Italy and Great Britain." Doctoral thesis, 2019. http://hdl.handle.net/11577/3325237.
Повний текст джерелаYiChang and 張沂. "Examining Heritage Visitor Experience of Augmented Reality and Virtual Reality Application– A Case Study of The British Consulate at Takow." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/q7hnhj.
Повний текст джерела國立成功大學
創意產業設計研究所
107
Entering the second decade of 21st century, contemporary historical museums have undergone transformations brought by the information revolution, innovative technology, new media, and globalization. Being listed as part of the creative industries, historical museums have to come up with clever ideas to respond to the transformations in order to generate income and develop new audience. New techniques and technology are implemented in exhibition display, creating an immersive and interactive experience for the visitors. Among various technologies, augmented reality(AR) and virtual reality(VR) applications began to gain popularity in museums around the world. Taking the recently installed AR/VR installation “Takow Harbor Time Machine” at British Consulate at Takow as case study, this research aims to examine heritage visitor experience when engaging AR/VR application on-site. Through literature reviews on the history and current social roles of contemporary historical museums, and AR/VR application in museum environment, this research is able to identify whether the primary goal of heritage sites are exemplified through AR/VR applications. Furthermore, semi-structured interviews designed under the heritage visitor experience framework by Kempiak et al(2017) will be carried out to on-site visitors. In-depth interviews will also be conducted with heritage site managers and AR/VR installation desginers. Through interviews with various stakeholders, the research can analyze whether the pre-imagined goals and visions of heritage management organization and installation designers are in sync with the actual visitor experience. By investigating the heritage visitor experience after using on-site AR/VR application, the result of this research hopes to provide detailed information and analysis for future researchers, heritage managers, and interactive installation designers to use as a reference.
Wang, Kuo-Hsiung, and 王國雄. "A Comparative Study on the Interaction Styles of Multi-tagged Augmented Reality Games for Supporting Mobile Learning in a Heritage Temple." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/45617854777357459118.
Повний текст джерела大同大學
工業設計學系(所)
98
In order to increase the performance and enjoyment of mobile learning in a heritage temple, the objective of this research was to develop a mobile game based on the technology of Augmented Reality (AR). The authors first conducted a field study through observing the tourists’ behaviors in a famous heritage temple. In addition, after interviewing some tourists and temple administrators, the requirements for designing the mobile game were obtained. Two prototype games with different interaction styles were developed for comparative studies. The purpose of these games was to learn the stories of the sages sculptured on the wall of the temple. Based on the results of experiments, the participants appreciated the AR approach. The attention to the scenes and historical stories of the heritage temple did improved dramatically. Furthermore, several design guidelines were derived based on the analysis of experiment results. First, the style of virtual characters in AR should be simple in shape so that the interference with background could be reduced. Second, to make meaningful interaction, the contents of AR should base on the elements extracted from the surroundings. Third, the space for displaying augmented information should be less than 50% of the screen. Otherwise, it is difficult for the user to see the objects in background. Fourth, the feedback from interacting with the virtual characters should include animation and sound effects. These effects could increase the level of attention in mobile learning.
Pires, Antero Augusto Magalhães. "Combining paper maps and smartphones in the exploration of cultural heritage." Master's thesis, 2016. http://hdl.handle.net/10362/19962.
Повний текст джерелаHuang, Ting-Ying, and 黃亭穎. "The User Interface Design of the Mobile Augmented Reality Navigation system in a Hakka Heritage - of New Tile House Hakka Culture District." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/h9qcb9.
Повний текст джерела國立交通大學
應用藝術研究所
107
The preservation and continuation of cultural has important historical significance for the national society. To discuss the continuation and exploration of the cultural heritage of the historical perspective, should analyze the relationship between the architectural relics, open space and the natural environment covered by the overall historical features and cultural background. Considering the use of digital media, design of AR game exploratory guides about heritage navigation, historical objects, and Hakka culture. Try to make the Hakka culture in the current era, through the AR exploratory game, to give young people a new cultural guide experience, to draw closer to the distance between young people and heritage, cultural history, and increase their willingness to learn Hakka culture. In 2017, the researcher participated in the project with Professor Hsu of Chiao Tung University and Professor Masa of Keio University, designed the "HAKKA AR Exploratory Game Navigation System" in the New Tile House Hakka Culture District. Under the leadership of the project leader within one year, we completed the exploratory tour of this game, which satisfied the needs and also won the recognition of the public. However, through the exhibition and the feedback from the people, there is still need for improvement. In addition, the main development of the initial development version is the navigation system of the historical, the introduction of Hakka historical materials, story scripting and game design. This study further use "Interface Design" as the focus of the redesign of the "HAKKA AR Game Navigation System ". It is expected to increase the experience of the game exploratory navigation and more in-depth introduction of Hakka historical materials. This study is based on the contextaul inquiry, the field research of local heritage, interviews with local cultural and historical workers and three young people between the ages of 15 and 24. Interviewed with 3 design experts who are familiar with AR application and interface design, to re-examine the direction and content of this game exploratory navigation, which can be used as a reference for interface design. Finally, the experiment was carried out with 37 visitors, and the quantitative analysis was used to verify whether the suitability was satisfactory. The research results are expected to provide design reference principles for augmented reality interactive navigation for digital content design based on other field environments in the future.
Lima, Maria Carlos Gonçalves Vidal e. "Realidade Aumentada Móvel e Património no Espaço Público/Urbano." Master's thesis, 2015. http://hdl.handle.net/10316/36094.
Повний текст джерелаPereira, Miguel António Marques Mazeda. "Novas plataformas de difusão de conteúdos na área do turismo e património." Master's thesis, 2018. http://hdl.handle.net/10400.14/28192.
Повний текст джерелаThis report focuses on the activities developed during a six months internship, at Centro de Criatividade Digital (School of Arts – Portuguese Catholic University). The CCD assumes itself as a center of competence and creative excellence and was initially recognized as one of the Creative Industries Cluster's anchor projects in ADDICT's Collective Efficiency Strategy initiatives. The internship is carried out under the project POCI-01-0247-FEDER-024498 CHIC - Cooperative Holistic view on Internet and Content, the largest Portuguese I&D project in the area of media supported by COMPETE 2020. The project includes a broad consortium composed of 24 promoters, 14 companies representing the different aspects of the industries related to digital content and 10 entities of the SCTN that together are able to create a catalytic effect on the remaining actors in this sector. The participation of the CCD is within the scope of activity B2 "Management of contents belonging to the national cultural heritage based on open systems of preservation and interaction", integrated in PPS B, whose objective is the development of a georeferenced augmented reality platform capable of connecting and retaining different sources of information and users. During the internship, it was made the survey of competing mobile applications of the pilot that is under analysis and intends to implement. A critical evaluation of the applications was carried out in order to understand their functionalities and the business models. It also sought to understand the interests of its users and the most valued features. Out of the scope of the project, other tasks were developed within the impact study of the “Prémio Nacional de Indústrias Criativas 2008-2017”, in the scope of the e-book edition "Estudo sobre as oportunidades para o desenvolvimento do Cluster Criativo de Bandas de Música existente no Centro Comercial Stop", and in the context of Porto Summer School on Cinematic Art. The report concludes by presenting implementation solutions for the mobile application under development as well as future work opportunities.
Guimarães, Francisco José Rosales Santana. "I-lugar : imersão no património cultural mediado por média-arte digital." Doctoral thesis, 2018. http://hdl.handle.net/10400.2/7391.
Повний текст джерелаA place is a geographical space delimited by the nature or action of man. But some of these places become exceptional, because of the aesthetics set by the action of nature, because they are associated with historical events, because they have served as artistic inspiration or because they themselves are the result of artistic production. These spaces thus become places of cultural (material, immaterial) or natural heritage, with their own memory and poetics, for their delimitation, configuration or artefacts present in them, integrated in a narrative that materializes the concept of the aesthetics of the place. The enjoyment of these places is usually done by physical visit, using information available in the form of leaflets, signage and in some cases, by website or digital guides. However, the evolution of technology in terms of Augmented Reality, hypermedia, use of the Internet and mobile devices, coupled with the concept of digital media art, allows finding other solutions. However, these solutions must also enable a form of immersion and interaction, framed in a narrative, that allows a more reflexive enjoyment of the place in the form of dialogue, in search of its essence. This research uses a digital artifact designated I-Place created in the context of research using website/blog (hypermedia form) and Augmented Reality to test this type of solution. The artifact is centered on the need to create a means of perceiving the essence of the place through reflection by literature, applying the thought of Heidegger (2016) related to the origin of the work of art and literature as a way of reflection according to Candido (2011), in this case, applied to heritage sites. Following a methodology based on case studies, questionnaires and the process of creation in digital art, this research describes the artefact I-Lugar and its application to natural heritage (Calouste Gulbenkian Garden) and cultural heritage (Fernando Pessoa and Street Art Lisbon). As a result of research validation strategy, we present the conclusions about the adequacy of the concept used in the solution, considering the 45 evaluation questionnaires on the intervention with the I-Lugar artifact and 16 questionnaires sent to entities responsible for heritage places management, to evaluate the concept under investigation. In summary, this research aims to study how digital narratives, hypermedia and Augmented Reality can be combined to improve public perception of the discovery of the essence of artefacts in their context as a heritage site. That is, in the aesthetic perception that allows to trigger emotion in the fruition, by immersion, in the poetics of the place, using literature to reflect on the place and its artifacts.
Dionísio, Mara Sofia Gomes. "Leveraging the transmedia entertainment-education framework to augment tourists` awareness of local values." Doctoral thesis, 2020. http://hdl.handle.net/10362/116444.
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