Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136689
Miu-Ling Lam, Bin Chen, Kit-Yung Lam, Yaozhun Huang
Fog screens have been widely used in theme parks and exhibition halls for entertainment and advertising purposes as the semi-transparent images suspending in the mid-air can create impressive pseudo 3D effect. However, conventional fog screens are flat and the projected images are not true 3D in nature. This paper suggests a new 3D fog display that exploits spatial projection mapping technique on a non-planar, reconfigurable fog screen to display volumetric data in real 3D space. The fog screen is composed of columns of upward-flowing laminar fog that are traveling on a set of linear motion platforms. The light beams from the projector are scattered at different depth positions on the fog screen, thus allowing the viewers to perceive three-dimensionality intuitively. The 3D fog display does not require any headgears or eye-tracking equipment while allowing full color 3D image to be observed by multiple simultaneous viewers. The immaterial nature of fog screens can also facilitate interesting tangible interactions in three physical dimensions. We have constructed a prototype display unit and developed a software platform to render the projection video and control the stepper motors of the linear motion platforms in order to synchronize the fog screen with the projection. The performance of the proposed display is verified by a number of real display examples.
{"title":"3D fog display using parallel linear motion platforms","authors":"Miu-Ling Lam, Bin Chen, Kit-Yung Lam, Yaozhun Huang","doi":"10.1109/VSMM.2014.7136689","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136689","url":null,"abstract":"Fog screens have been widely used in theme parks and exhibition halls for entertainment and advertising purposes as the semi-transparent images suspending in the mid-air can create impressive pseudo 3D effect. However, conventional fog screens are flat and the projected images are not true 3D in nature. This paper suggests a new 3D fog display that exploits spatial projection mapping technique on a non-planar, reconfigurable fog screen to display volumetric data in real 3D space. The fog screen is composed of columns of upward-flowing laminar fog that are traveling on a set of linear motion platforms. The light beams from the projector are scattered at different depth positions on the fog screen, thus allowing the viewers to perceive three-dimensionality intuitively. The 3D fog display does not require any headgears or eye-tracking equipment while allowing full color 3D image to be observed by multiple simultaneous viewers. The immaterial nature of fog screens can also facilitate interesting tangible interactions in three physical dimensions. We have constructed a prototype display unit and developed a software platform to render the projection video and control the stepper motors of the linear motion platforms in order to synchronize the fog screen with the projection. The performance of the proposed display is verified by a number of real display examples.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114705153","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136666
P. Bourke
Presented are three novel imaging techniques increasingly being used to record heritage indigenous sites, namely, 3D model reconstruction derived solely from photographs, high resolution panorama imaging and high resolution photographic mosaics. A highly desirable feature these techniques have in common is that they only require a good digital camera making them a viable option for recording at remote sites. In addition they involve largely automated processes and do not require specialist training. Examples will be presented of these technologies for heritage object and site recordings by researchers at The University of Western Australia. For each capture modality the principles will be outlined, the relative merits and limitations will be discussed along with their respective applications for research and as a means of creating valuable digital assets.
{"title":"Novel imaging of heritage objects and sites","authors":"P. Bourke","doi":"10.1109/VSMM.2014.7136666","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136666","url":null,"abstract":"Presented are three novel imaging techniques increasingly being used to record heritage indigenous sites, namely, 3D model reconstruction derived solely from photographs, high resolution panorama imaging and high resolution photographic mosaics. A highly desirable feature these techniques have in common is that they only require a good digital camera making them a viable option for recording at remote sites. In addition they involve largely automated processes and do not require specialist training. Examples will be presented of these technologies for heritage object and site recordings by researchers at The University of Western Australia. For each capture modality the principles will be outlined, the relative merits and limitations will be discussed along with their respective applications for research and as a means of creating valuable digital assets.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134117444","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136686
Michael F. Cohen
The technology-enabled future of reading is broadly surveyed. Through innovations in digital typography and electronic publishing, computers enable new styles of reading. Audio and music, animation, video, multimedia, hypermedia, and live documents extend traditional literacy. Several classes of systems and instances thereof - including commercial projects, research prototypes, and the author's own systems - are considered, spanning scales from the granularity of a subcharacter up through the scope of the internet. Enhanced capabilities include character articulation, word-sized graphs and images, textual animation, spatial browsing, stereographic display, complementary multimedia, dynamic interaction, and duplex reading. A document can be considered a database, through which almost arbitrary slices can be made, reprojecting contents according to reader initiative.
{"title":"From killing trees to executing bits: a survey of computer-enabled reading enhancements for evolving literacy","authors":"Michael F. Cohen","doi":"10.1109/VSMM.2014.7136686","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136686","url":null,"abstract":"The technology-enabled future of reading is broadly surveyed. Through innovations in digital typography and electronic publishing, computers enable new styles of reading. Audio and music, animation, video, multimedia, hypermedia, and live documents extend traditional literacy. Several classes of systems and instances thereof - including commercial projects, research prototypes, and the author's own systems - are considered, spanning scales from the granularity of a subcharacter up through the scope of the internet. Enhanced capabilities include character articulation, word-sized graphs and images, textual animation, spatial browsing, stereographic display, complementary multimedia, dynamic interaction, and duplex reading. A document can be considered a database, through which almost arbitrary slices can be made, reprojecting contents according to reader initiative.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134291396","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136661
S. Aydin, Marc Aurel Schnabel
This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.
{"title":"Augmenting Kashgar","authors":"S. Aydin, Marc Aurel Schnabel","doi":"10.1109/VSMM.2014.7136661","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136661","url":null,"abstract":"This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133225935","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136692
Eugene Ch’ng, Sandra I. Woolley, L. H. Munoz, Tim Collins, Andrew Lewis, Erlend Gehlken
The efficient reconstruction of ancient cuneiform tablets has been a challenging problem over many decades, which if an approach is found to speed up the rate of potential fragment joins, will lead to a discovery of rich historical records of knowledge inscribed 5,000 years ago. This paper describes The Leverhulme Trust funded development of a crowd-sourcing collaborative virtual environment via the identification of cooperative personalities. We conducted experiments in which 12 groups of 3 participants collaborated to reconstruct fragments in a laboratory 3D puzzle virtual environment. Personality types were analysed together with NASA TLX workloads and task performance. We discovered that patterns exist for each of the virtual interaction modalities, demonstrating a potential for profiling systems to group personality types for maximising the effective reconstruction of cuneiform fragments.
{"title":"The development of a collaborative virtual environment for 3D reconstruction of cuneiform tablets","authors":"Eugene Ch’ng, Sandra I. Woolley, L. H. Munoz, Tim Collins, Andrew Lewis, Erlend Gehlken","doi":"10.1109/VSMM.2014.7136692","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136692","url":null,"abstract":"The efficient reconstruction of ancient cuneiform tablets has been a challenging problem over many decades, which if an approach is found to speed up the rate of potential fragment joins, will lead to a discovery of rich historical records of knowledge inscribed 5,000 years ago. This paper describes The Leverhulme Trust funded development of a crowd-sourcing collaborative virtual environment via the identification of cooperative personalities. We conducted experiments in which 12 groups of 3 participants collaborated to reconstruct fragments in a laboratory 3D puzzle virtual environment. Personality types were analysed together with NASA TLX workloads and task performance. We discovered that patterns exist for each of the virtual interaction modalities, demonstrating a potential for profiling systems to group personality types for maximising the effective reconstruction of cuneiform fragments.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129815915","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136647
Franca Debole, C. Gennaro, P. Savino
The paper describes a technique that supports efficient and effective Content-Based Image Retrieval (CBIR) in very large image archives as well as automatic image tagging. The proposed technique uses a unified representation for image visual features and for image textual descriptions. Images are clustered according to their image visual features while textual content is used to associate relevant tags to images belonging to the same cluster. The system supports image retrieval based on image query similarity, on textual queries, and on mixed mode queries composed of an image and a textual part and automatic image tagging.
{"title":"Enriching image feature description supporting effective content-based retrieval and annotation","authors":"Franca Debole, C. Gennaro, P. Savino","doi":"10.1109/VSMM.2014.7136647","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136647","url":null,"abstract":"The paper describes a technique that supports efficient and effective Content-Based Image Retrieval (CBIR) in very large image archives as well as automatic image tagging. The proposed technique uses a unified representation for image visual features and for image textual descriptions. Images are clustered according to their image visual features while textual content is used to associate relevant tags to images belonging to the same cluster. The system supports image retrieval based on image query similarity, on textual queries, and on mixed mode queries composed of an image and a textual part and automatic image tagging.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126910567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136657
G. Liestøl, A. Morrison, Tomas Stenarson
As the critical challenges of climate change escalate, the need to disseminate essential information about the situation increases. Climate change discourse, however, tends to be general and global, as well as scientific and abstract. Arguments are growing for localized and affective communicational solutions. The present paper addresses this issue by means of situated simulation, a form of indirect augmented reality. We describe the core idea of a simulation application that visualizes climate change based on online data sets for vegetation and terrain, present two current prototypes and completed `apps' and their evaluation, as well as comparing this solution to the state of art in climate change visualization. We suggest there is considerable room for further use of indirect augmented reality in communicating matters of climate change, pedagogically and publicly, temporally and on site.
{"title":"Visualization of climate change in situ","authors":"G. Liestøl, A. Morrison, Tomas Stenarson","doi":"10.1109/VSMM.2014.7136657","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136657","url":null,"abstract":"As the critical challenges of climate change escalate, the need to disseminate essential information about the situation increases. Climate change discourse, however, tends to be general and global, as well as scientific and abstract. Arguments are growing for localized and affective communicational solutions. The present paper addresses this issue by means of situated simulation, a form of indirect augmented reality. We describe the core idea of a simulation application that visualizes climate change based on online data sets for vegetation and terrain, present two current prototypes and completed `apps' and their evaluation, as well as comparing this solution to the state of art in climate change visualization. We suggest there is considerable room for further use of indirect augmented reality in communicating matters of climate change, pedagogically and publicly, temporally and on site.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115537015","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136646
Jin-ho Park, Muhammad Tufail, Ahn Jae-hong
Seokguram Grotto is the most notable heritage site of the Shilla dynasty, representing the Buddhist rock art with various architectural, mathematical and geometrical skills. Owing to its universal value and a representative masterpiece of Buddhist culture around the world, it was listed as a World Heritage Site in December 1995 under the UNESCO World Heritage Criteria for Selection. Due to its enormous cultural significance and diverse location, the site witnesses various environmental conditions and tourism pressure which affects its prestigious status and sustainability. This raises the need of a 3D reconstruction and visualization, and presentation. 3D scanning approach is a generally accepted technique for the collection of 3D representation of heritage sites. For this reason, the laser scan technology was extensively used by measuring 3D surface coordinates to produce a complete 3D digital replica of Seokguram Grotto. Particularly, laser scanning technique was used to collect various 3D scan data, featuring high data acquisition rates, good accuracy and high 3D data density. The scan data were then optimized to produce geometric accuracy and visual quality of the collected textured 3D models. Our approach has enabled us to produce a complete 3D stereoscopic exhibition of Seokguram Grotto.
{"title":"The 3D reconstruction and visualization of Seokguram Grotto World Heritage Site","authors":"Jin-ho Park, Muhammad Tufail, Ahn Jae-hong","doi":"10.1109/VSMM.2014.7136646","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136646","url":null,"abstract":"Seokguram Grotto is the most notable heritage site of the Shilla dynasty, representing the Buddhist rock art with various architectural, mathematical and geometrical skills. Owing to its universal value and a representative masterpiece of Buddhist culture around the world, it was listed as a World Heritage Site in December 1995 under the UNESCO World Heritage Criteria for Selection. Due to its enormous cultural significance and diverse location, the site witnesses various environmental conditions and tourism pressure which affects its prestigious status and sustainability. This raises the need of a 3D reconstruction and visualization, and presentation. 3D scanning approach is a generally accepted technique for the collection of 3D representation of heritage sites. For this reason, the laser scan technology was extensively used by measuring 3D surface coordinates to produce a complete 3D digital replica of Seokguram Grotto. Particularly, laser scanning technique was used to collect various 3D scan data, featuring high data acquisition rates, good accuracy and high 3D data density. The scan data were then optimized to produce geometric accuracy and visual quality of the collected textured 3D models. Our approach has enabled us to produce a complete 3D stereoscopic exhibition of Seokguram Grotto.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"56 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120934217","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136690
Muhammad Jafni Jusof, Hj. Ruslan Abd. Rahim
This paper is focused on creating an efficient workflow process for high dynamic range spherical panoramas for preserving heritage sites taking the Tempurung Cave as a working model. Although there are several methods for producing HDR spherical panorama, higher-resolution images impose new problems in handling and creating such large size detailed output. Furthermore, high-resolution detail photographic documentation is essential for preservation purposes, as it will serve as a reference for interested parties. With today's technology, achieving higher resolution images is not entirely impossible however, an efficient workflow process is needed to ensure quality output especially when involve combination of multiple techniques. The hundred million years old cave is one of the largest limestone caves in Peninsular Malaysia. The tunnel cave runs down through two hills, covering a distance of two kilometers deep made up of five large domes previewing a magnificent display of stalagmites and stalactites. While the naturally form heritage was kept safe before, the increasing number of tourists and visitors today saw constructions built within the caverns such as the walkway and electric lighting for viewer's better sightings. The heritage is very well known and protected; the digitization of the cave is an effort to keep a digital copy of such natural heritage not only for visitors to experience but also for interested parties to study the formations and habitat within through detailed documentation of the site. High Dynamic Range (HDR) photography is adapted into a user-navigable spherical virtual environment as a method to reveal details hidden within dark areas while the interactive panorama is a way to let the viewer be immersed into the environment seeing as if on site. Exploration in this technique will show the possibilities of HDR to display beyond what can actually be seen with human eyes. The immersive visual experience is enhanced with detailed luminance between the lightest and darkest areas. Todays capture devices, which can capture in high number of pixels while enhancing details and quality of images does impose some issues in the workflow of HDR spherical panorama. The very large file size of each image that needs more computing resources lead to a search for a more efficient workflow process. This paper outlines an efficient workable process method of creating a HDR gigapixels spherical panorama using the Tempurung Cave in Ipoh, Malaysia as a case study.
{"title":"Revealing visual details via high dynamic range gigapixels spherical panorama photography: The Tempurung Cave natural heritage site","authors":"Muhammad Jafni Jusof, Hj. Ruslan Abd. Rahim","doi":"10.1109/VSMM.2014.7136690","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136690","url":null,"abstract":"This paper is focused on creating an efficient workflow process for high dynamic range spherical panoramas for preserving heritage sites taking the Tempurung Cave as a working model. Although there are several methods for producing HDR spherical panorama, higher-resolution images impose new problems in handling and creating such large size detailed output. Furthermore, high-resolution detail photographic documentation is essential for preservation purposes, as it will serve as a reference for interested parties. With today's technology, achieving higher resolution images is not entirely impossible however, an efficient workflow process is needed to ensure quality output especially when involve combination of multiple techniques. The hundred million years old cave is one of the largest limestone caves in Peninsular Malaysia. The tunnel cave runs down through two hills, covering a distance of two kilometers deep made up of five large domes previewing a magnificent display of stalagmites and stalactites. While the naturally form heritage was kept safe before, the increasing number of tourists and visitors today saw constructions built within the caverns such as the walkway and electric lighting for viewer's better sightings. The heritage is very well known and protected; the digitization of the cave is an effort to keep a digital copy of such natural heritage not only for visitors to experience but also for interested parties to study the formations and habitat within through detailed documentation of the site. High Dynamic Range (HDR) photography is adapted into a user-navigable spherical virtual environment as a method to reveal details hidden within dark areas while the interactive panorama is a way to let the viewer be immersed into the environment seeing as if on site. Exploration in this technique will show the possibilities of HDR to display beyond what can actually be seen with human eyes. The immersive visual experience is enhanced with detailed luminance between the lightest and darkest areas. Todays capture devices, which can capture in high number of pixels while enhancing details and quality of images does impose some issues in the workflow of HDR spherical panorama. The very large file size of each image that needs more computing resources lead to a search for a more efficient workflow process. This paper outlines an efficient workable process method of creating a HDR gigapixels spherical panorama using the Tempurung Cave in Ipoh, Malaysia as a case study.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123819567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136684
A. Cirafici, V. Amoretti, Valeria Di Fratta, I. D. Natale, Daniela Lallone
European Community Agenda assigns to Culture a primary role in achievement of the so defined “Knowledge Society”, as inferred by the numerous events inside the “Culture Program”, established in 2007 with the “Lisbon Agreement” (according to art. n. 167). The “Europe 2020” Program continues the policy outlined in Lisbon, pointing on Innovation, Research, Digitalization and ICT detailed implementation on Cultural Heritage. The spread of new technologies, including those from Information and Communication (ICT), has deeply changed the way of learning transmission, increasing the possibility to create knowledge. The aim of this paper is to illustrate examples of enhancement of cultural heritage through new communication strategies based on the use of digital technologies for the construction of images that convey cultural content, and oriented to fruition as a visual experience, which is lived, told and shared, to catch the attention, expand knowledge and create a sense of identity and belonging. The starting point of the proposed considerations is the research activity carried out by PhD in “Architecture, Industrial Design and Cultural Heritage” of the Second University of Naples. We are dealing with courses of reflection and planning strategies in which the skills of Architecture, Archaeology, History of Art and Design for Communication are fused into transverse paths that interpret in a progressing manner the complex issue of cultural policies, which are oriented to the enlargement of the `mental space' through the intimate relationship with the cultural heritage. This is an indispensable condition for the building of a society really oriented to the production of knowledge. Examples in this way are the case studies presented, some of which carried out within the research and teaching activities of the Department of Architecture and Industrial Design SUN where obvious is attempting to use the potential of ICT (Information Communication Technologies) in order to enable “capital emotions” and therefore the processes of identity and cultural appropriation of heritage through the telling and sharing of experience.
{"title":"Rethorics through images. New strategies to communicate, valorise and share the Cultural Heritage","authors":"A. Cirafici, V. Amoretti, Valeria Di Fratta, I. D. Natale, Daniela Lallone","doi":"10.1109/VSMM.2014.7136684","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136684","url":null,"abstract":"European Community Agenda assigns to Culture a primary role in achievement of the so defined “Knowledge Society”, as inferred by the numerous events inside the “Culture Program”, established in 2007 with the “Lisbon Agreement” (according to art. n. 167). The “Europe 2020” Program continues the policy outlined in Lisbon, pointing on Innovation, Research, Digitalization and ICT detailed implementation on Cultural Heritage. The spread of new technologies, including those from Information and Communication (ICT), has deeply changed the way of learning transmission, increasing the possibility to create knowledge. The aim of this paper is to illustrate examples of enhancement of cultural heritage through new communication strategies based on the use of digital technologies for the construction of images that convey cultural content, and oriented to fruition as a visual experience, which is lived, told and shared, to catch the attention, expand knowledge and create a sense of identity and belonging. The starting point of the proposed considerations is the research activity carried out by PhD in “Architecture, Industrial Design and Cultural Heritage” of the Second University of Naples. We are dealing with courses of reflection and planning strategies in which the skills of Architecture, Archaeology, History of Art and Design for Communication are fused into transverse paths that interpret in a progressing manner the complex issue of cultural policies, which are oriented to the enlargement of the `mental space' through the intimate relationship with the cultural heritage. This is an indispensable condition for the building of a society really oriented to the production of knowledge. Examples in this way are the case studies presented, some of which carried out within the research and teaching activities of the Department of Architecture and Industrial Design SUN where obvious is attempting to use the potential of ICT (Information Communication Technologies) in order to enable “capital emotions” and therefore the processes of identity and cultural appropriation of heritage through the telling and sharing of experience.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"164 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127400047","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}