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2010, Proceedings of the international conference on Multimedia - MM '10
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4 pages
1 file
One of the most interesting issues in the field of cultural heritage is the adoption of multimedia systems for the visualization and organization of information. In this paper we present a natural interaction based system designed to represent multimedia contents related to the archaeological site of Shawbak, situated in the Petra region of Jordan. Contents are composed of texts, images and videos showing and explaining the archeological site areas and the history of the castle. This system was installed at the Limonaia di Palazzo Pitti (Italy) for the archeological exhibition called "From Petra to Shawbak".
Proceedings of the …, 2010
2017
The article looks at the use of interactive elements in the design of various internet resources, including multimedia information systems. The feasibility of using such elements is illustrated by an interactive interface for a particular project of cultural heritage preservation -multimedia information system Architectural Ensemble of the Solovetsky Monastery in the Period of Its Highest Prosperity (XVI-XVIIth Centuries).
2019
Virtual Heritage is widely used in education, enhancing the learning process by motivation and by providing a natural experience. New ways for the user to explore cultural heritage virtual environments represent dynamic research areas, being based on the latest technologies, such as mobile, wearable or ubiquitous interfaces. We have designed SNAIP, a distributed system based on natural interaction, for exploring a virtual heritage environment populated with interactive agents. Author
2008
The effective presentation of archaeological heritage (AH) information, typically complex and rich, requires sophisticated systems integrating techniques from different areas, mainly human computer interaction (HCI), and knowledge and data management. This paper investigates technologies able to offer several opportunities for supporting cultural institutions in the process of information dissemination and in the development of systems able to attract, engage users by delivering information according to their needs and preferences. Nowadays, AH is no longer perceived as just a set of isolated objects, stored in museums or collections, without any links to the specific historical and social contexts of reference. Rather objects have to be connected to additional information concerning those reference contexts. Since such information evolves over time, based on the research carried out by archaeologists, historical experts, and sociologists, the knowledge base needs to be updated to reflect new discoveries. Moreover, information should be presented at different levels of detail and should support an exploratory approach to information discovery by users. This paper presents a system addressing such requirements. The system uses 360 panoramic images to disseminate AH information retrieved from an open knowledge network, defined as a set of interrelated knowledge sources. In particular the paper explores the integration of panoramic images with ontologies in the context of an application in the area of archaeology (specifically, the Etruscan civilization). The paper also discusses the relevant technical issues for the design of the panoramic image interactive system. Those issues concern on one hand the possible organizations for the domain knowledge and on the other hand the architecture of the system and its interaction patterns. Such interactions are crucial in order to facilitate the development of applications that are easily customizable users and are characterized by a high level of interactivity.
International Journal of Human-Computer Studies, 2018
International Journal of Heritage in the Digital Era, 2015
Convention for the Safeguarding of the Intangible Cultural Heritage, obliges State Parties to inventory cultural heritage and making those inventories accessible. This process is a rather complex activity, involving different skills and competences, such as ethnographers, social history experts, etc. who detect cultural heritage to be inserted in the catalog, identifying the best practices and defining what kind of information to keep track of. In this paper we will present three environments that compose a framework for the inventorying, cataloging, searching and browsing of multimedia digital objects related to ICH (Intangible Cultural Heritage), developed to design and implement the AESS archive (Archive of Ethnography and Social History of Lombardy Region): the data concern mainly popular traditions handed down generation by generation, such as traditional fairs, popular songs, and customs.
2016
AVI provided an attractive opportunity for exploring novel visual interfaces for cultural heritage (CH). CH traditionally draws a lot of research attention when it comes to exploring the potential benefits from application of novel technology in realistic settings. At the same time, AVI focusses on exploring the state of the art visual interfaces and their application in various domains. The AVI-CH workshop nicely demonstrated the potential of combining these two aspects-the state of the art interfaces technologies with the information rich CH domain. The result was a number of high-quality submissions, with the diversity of topics presented by the papers accepted and discussed at the workshop.
Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI '16, 2016
Cultural heritage traditionally draws a lot of research attention. The domain is rich of physical as well as virtual sites and infinite information about items. Hence, it is only natural that whenever new technology appears, it is experimented in cultural heritage-from early dialog systems to state of the art Humanoid robots, eye tracking, virtual/augmented reality, and the Internet of Things (IoT). The AVI-CH workshop, in the diversity of topics presented by the accepted papers, nicely demonstrate this.
The application of Information & Communication Technologies (or, more specifically, Virtual Reality) to Cultural Heritage can quite certainly be deemed as one of the new frontiers of cultural policies. 2 And, possibly, the most engaging and captivating of them all, thanks to the incredibly broad scope of the proposed computerization and the potential coverage provided by technological tools for the production and reproduction of 3D images. Such tools also allow to visualize the transformations of 3D images over time and to project them in an immersive environment thanks to a more extended use of interactive modes, and also make it possible to " customize " Net surfing thanks to the recent diffusion of palmtops. The present paper is our contribution to the topic and we will try and demonstrate how extraordinarily fruitful the idea is to use visualization as interactive access and interface to cultural databases. ICT versus Cultural Heritage The visualization of computation emerged in a scientific and technological environment. However, as visualization technologies are quite versatile, nowadays they are widely used and virtual systems can also be employed to generate, surf and explore historical-cultural reconstructed environments. In the archeological field such a mode is over a decade old. 3 The employment of such new technologies will allow to visualize and illustrate " reconstructions " of environments of the past, including buildings, landscapes and artifacts. 4 It must also be said that, to improve conservation and management, the computerized recording of the wealth of documents kept in cultural institutions is getting quite widespread, thus providing – and in a sense calling for – a more " communication-oriented " use of such a cultural patrimony.
Archives and Museum Informatics, 1999
This paper describes possibilities of hypermedia in archaeological exhibitions concerning aspects of vlsualizatlon and interactivity. It explains two very different kiosk systems, which supported exhibitions at the Kunst-und Ausstellungshalle der Bundesrepublik Deutschland (Bonn) in 1997 and 1998. The first program deals with a very specific problem in (pre-) history regarding demographic data of the Scythians (nomadic horseriding warriors who lived in the northern Black Sea region, ca. 7th-4th century 6. C.). It offers both an adventure-like experimental situation (including a simulation) and a small database to compare the experimental results with real archaeological data. The second program covers general aspects of a whole archaeological culture (the Iberians, former inhabitants of the Mediterranean coast of the Iberian Peninsula, ca. 8th-1st century B. C.). The visitors can explore seven themes ('daily life', 'environment', 'economy', 'art', 'religion', 'settlements', 'foreigners-) and a time line with important events. One of the main tasks of this program is the ability to allow the visitors realistic impressions of archaeological sites. This is achieved by providing interactive panorama technologywithout a 'lost in space-feeling.
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