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Engaging audiences with Cultural Heritage through Augmented Reality (AR) Enhanced Pop-Up Books 通过增强现实(AR)增强立体书让观众了解文化遗产
Pub Date : 1900-01-01 DOI: 10.2312/gch.20201292
Yaqin Huang, K. Rodriguez-Echavarria, S. Julier
One of the core activities of memory institutions is to provide access to heritage material from their collections so that it can be used in formal and informal educational activities. Although this type of access is beneficial for audiences, we argue that current digital technologies for access still require users to know in which collection they must look for a specific subject or type of content. Although collection aggregators, such as Europeana and Google Arts and Culture, have made it easier to access content across collections, there is still a lack of engaging interfaces which can draw the interest amongst a wide range of audiences for exploring heritage material. In this research, we propose a tangible interface for accessing Cultural Heritage (CH) content in the form of a pop-up book. Pop-up books are a highly engaging way to get audiences to interact with materials in archives and collections. Our approach is creative and playful as it takes advantage of both the narrative and the three-dimensional and tactile nature of pop-up books so that audiences can engage with digital content through Augmentation Reality (AR). The technical contributions of the paper include a method to enable real-time interaction between the physical elements of the book and the virtual content. Unlike other AR pop-up books that generate purely virtual pop-up content, our design preserves the original 3D model inside the books and generates virtual effects on those objects, making our application more appealing and engaging than other AR books. This approach and technical method are deployed using a commercially available pop-up book with stories about various famous landmarks in the city of London. Content drawn from heritage collections enriches the stories told in the book with additional visual content and interactions. Initial tests of this approach suggest that it has the potential to engage audiences who will not be traditionally inclined to access other platforms with CH content. CCS Concepts • General and reference → Surveys and overviews; Reference works; • Applied computing → Arts and humanities;
记忆机构的核心活动之一是提供对其收藏的遗产材料的访问,以便将其用于正式和非正式的教育活动。虽然这种类型的访问对受众是有益的,但我们认为,目前的数字访问技术仍然要求用户知道他们必须在哪个集合中寻找特定的主题或类型的内容。尽管像Europeana和Google Arts and Culture这样的收藏聚合器已经使跨收藏访问内容变得更加容易,但仍然缺乏吸引人的界面,无法吸引广泛的受众对探索遗产材料的兴趣。在本研究中,我们提出了一种以立体书形式访问文化遗产内容的有形界面。立体书是一种非常吸引人的方式,可以让观众与档案和收藏中的材料互动。我们的方法是创造性的和有趣的,因为它利用了立体书的叙事和三维触觉特性,这样观众就可以通过增强现实(AR)与数字内容互动。本文的技术贡献包括一种方法,使书的物理元素和虚拟内容之间的实时交互。与其他生成纯虚拟弹出内容的AR弹出书不同,我们的设计保留了书中原始的3D模型,并在这些对象上生成虚拟效果,使我们的应用程序比其他AR书籍更具吸引力和吸引力。这种方法和技术方法是使用商业上可用的弹出式书来部署的,书中有关于伦敦市各种著名地标的故事。从文物收藏中提取的内容以额外的视觉内容和互动丰富了书中讲述的故事。对这种方法的初步测试表明,它有可能吸引那些传统上不倾向于访问其他带有CH内容的平台的受众。CCS概念•一般和参考→调查和概述;参考书;•应用计算机→艺术与人文;
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引用次数: 2
Digital Workflow for Creating 3D Puzzles to Engage Audiences in the Interpretation of Archaeological Artefacts 创建3D谜题的数字工作流程,以吸引观众在考古文物的解释
Pub Date : 1900-01-01 DOI: 10.2312/gch.20181343
K. Rodriguez-Echavarria, M. Samaroudi
3D physical puzzles are typically used to engage audiences in the interpretation of archaeological artefacts in a museum exhibition. The reason for this is that a puzzle can be seen as a game but also as a complex activity that archaeologists undertake to re-assemble fragments. The contribution of this paper is a novel digital worfklow for the design and fabrication of 3D heritage puzzles. The input to the workflow is an authentic artefact from a heritage collection, which is then digitised using technologies such as 3D scanning and 3D modelling. Thereafter, a puzzle generator produces the 3D puzzle pieces using a cell fracture algorithm and generates a set of puzzle pieces (female) and a single core piece (male) for fabrication. Finally, the pieces are fabricated using 3D printing technology and post-processed to facilitate the puzzle assembly. To demonstrate the workflow, we deploy the proposed method to create a 3D puzzle of an artefact, the Saltdean urn, for the Archaeological Gallery of the Brighton Museum and Art Gallery. The significance of this research is that it eases the task of creating puzzle-like activities and maintaining them within a busy museum gallery. CCS Concepts •Computing methodologies → Shape modeling; Mesh geometry models; •Applied computing → Computer-aided design; Fine arts; been implemented in a variety of processes in the CH sector from conservation and exhibition planning to packaging and creative or educational activities [NL13, SCP∗14, NRRK14, SCP∗15]. This paper is concerned with the development of an application of digital fabrication which aims to contribute to the educational and communicational aspect of the CH experience. In particular, it examines how digital 3D models of artefacts can be re-purposed in creative ways in order to expand the benefits of the digitisation process. As such, the paper proposes the playful use of a 3D puzzle to enable users to experience the physical pieces or shards of
3D物理拼图通常用于吸引观众在博物馆展览中解释考古文物。这样做的原因是,谜题既可以被视为一种游戏,也可以被视为考古学家重新组装碎片的复杂活动。本文的贡献是为设计和制作3D文物拼图提供了一种新颖的数字工作流程。工作流程的输入是来自遗产收藏的真实人工制品,然后使用3D扫描和3D建模等技术将其数字化。随后,谜题生成器使用细胞断裂算法生成3D谜题碎片,并生成一组谜题碎片(母)和单个核心碎片(公)用于制作。最后,使用3D打印技术制作碎片并进行后处理,以方便拼图组装。为了演示工作流程,我们部署了提出的方法,为布莱顿博物馆和美术馆的考古画廊创建了一个人工制品的3D拼图,即盐渍瓮。这项研究的意义在于,它简化了在繁忙的博物馆画廊中创造类似谜题的活动并维持它们的任务。CCS概念•计算方法→形状建模;网格几何模型;•应用计算→计算机辅助设计;美术;在卫生部门从保护和展览规划到包装和创意或教育活动的各种过程中实施[NL13, SCP∗14,NRRK14, SCP∗15]。本文关注的是数字制造应用的发展,旨在为CH经验的教育和交流方面做出贡献。特别是,它研究了如何以创造性的方式重新利用人工制品的数字3D模型,以扩大数字化过程的好处。因此,该论文建议使用有趣的3D谜题,让用户体验物理碎片或碎片
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引用次数: 3
Using Spatial Augmented Reality to Increase Perceived Translucency of Real 3D Objects 利用空间增强现实技术提高真实3D物体的感知透明度
Pub Date : 1900-01-01 DOI: 10.2312/gch.20231162
Giorgio Trumpy, Davit Gigilashvili
Translucency is an important optical and perceptual attribute that has a significant impact on the appearance of objects and materials. Expensive and time-consuming manufacturing process is required to produce a translucent replica of an opaque real object. The human visual system has a poor ability to understand optics, and it relies on intensity distribution in the image to distinguish translucent and opaque materials. In this work we demonstrate a novel method of using spatial augmented reality to increase perceived translucency of more optically opaque real 3D objects by projecting energy patterns onto them that mimic the energy distribution of optically translucent materials. We conducted a user study to verify that the result looks convincing, and it is impossible to tell the transmitted and projected light apart. This opens promising directions for effective alteration of material appearance using projection systems, which can be used to enhance understanding and appreciation of historical artifacts
半透明是一种重要的光学和感知属性,对物体和材料的外观有重要影响。生产不透明实物的半透明复制品需要昂贵且耗时的制造过程。人类的视觉系统对光学的理解能力较差,它依赖于图像中的强度分布来区分半透明和不透明的材料。在这项工作中,我们展示了一种使用空间增强现实的新方法,通过将模拟光学半透明材料的能量分布的能量模式投射到更多光学不透明的真实3D物体上,来增加感知的半透明性。我们进行了一项用户研究,以验证结果看起来令人信服,并且无法区分透射光和投射光。这为使用投影系统有效地改变材料外观开辟了有希望的方向,这可以用来增强对历史文物的理解和欣赏
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引用次数: 0
HerMeS - HERitage sMart social mEdia aSsistant: from Requirement Elicitation to Data Modelling for Feeding Artificial Intelligence Recommendation System HerMeS - HERitage智能社交媒体助手:从需求激发到数据建模,为人工智能推荐系统提供支持
Pub Date : 1900-01-01 DOI: 10.2312/gch.20231151
Alberto Bucciero, Alessandra Chirivi, M. A. Jaziri, I. Muci, Andrea Orlandini, A. Umbrico
In the last years, several mobile APPs have been developed within the cultural tourism domain to give new impetus to this sector which is booming both in Italy and worldwide. In the wake of the increasing importance of technologies based on artificial intelligence, even mobile applications for the use of cultural tourism heritage are increasingly taking advantage of these techniques. Machine learning strategies are increasingly used to recommend points of interest and itineraries that are compatible with the user’s preferences, requirements and constraints. The quality and integrity of the data acquired become the starting point for training and implementing AI models. By levering well-structured data, these algorithms can offer valuable insights, personalised recommendations, and enhanced user interaction in the cultural tourism domain. The HerMeS APP that we present in this paper was designed starting from these premises. The application aims to provide a wide range of artificial intelligence-based features to enhance the enjoyment and exploration of cultural heritage, both tangible and intangible.
在过去的几年里,在文化旅游领域开发了几个移动应用程序,为这个在意大利和世界范围内蓬勃发展的行业提供了新的动力。随着基于人工智能的技术日益重要,甚至文化旅游遗产的移动应用程序也越来越多地利用这些技术。机器学习策略越来越多地用于推荐符合用户偏好、要求和限制的兴趣点和行程。获取的数据的质量和完整性成为训练和实施人工智能模型的起点。通过利用结构良好的数据,这些算法可以提供有价值的见解、个性化的建议,并增强文化旅游领域的用户互动。本文介绍的HerMeS APP就是从这些前提出发设计的。该应用程序旨在提供广泛的基于人工智能的功能,以增强对物质和非物质文化遗产的享受和探索。
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引用次数: 0
Browsing Spatial Photography for Dissemination of Cultural Heritage Research Results using Augmented Models 利用增强模型浏览文化遗产传播的空间摄影研究成果
Pub Date : 1900-01-01 DOI: 10.2312/gch.20181358
Florian Niebling, J. Bruschke, Marc Erich Latoschik
Both digital and physical 3D models of buildings as well as historical photographs of architecture are used for a wide range of needs, from research in humanities and information technologies, museum contexts and library studies, to touristic applications. Spatially oriented photographs play an important role in visualizing and browsing contemporary as well as historical architecture, starting with the ground-breaking Photo Tourism project [SSS06]. We present a technique to combine physical, 3D-printed models of buildings with spatially registered historical photographic documents in a hand-held Augmented Reality (AR) environment. Users are enabled to spatially explore historical views of architecture by selecting photos from a collection of images, which are then utilized as textures for the physical model rendered on their respective mobile device. We compare different methods to spatially select photos registered to a physical model in hand-held AR. CCS Concepts •Human-centered computing → Mixed / augmented reality; Geographic visualization;
建筑的数字和物理3D模型以及建筑的历史照片用于广泛的需求,从人文科学和信息技术的研究,博物馆背景和图书馆研究,到旅游应用。从开创性的摄影旅游项目[SSS06]开始,以空间为导向的照片在可视化和浏览当代和历史建筑方面发挥着重要作用。我们提出了一种在手持增强现实(AR)环境中结合物理,3d打印建筑模型和空间注册历史摄影文档的技术。用户可以通过从图像集合中选择照片,在空间上探索建筑的历史视图,然后将其用作在各自移动设备上渲染的物理模型的纹理。我们比较了不同的方法,以空间选择照片注册到手持AR物理模型。CCS概念•以人为本计算→混合/增强现实;地理可视化;
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引用次数: 5
Deep Mapping Tarn Hows: Automated Generation of 3D Historic Landscapes 深度映射技术:3D历史景观的自动生成
Pub Date : 1900-01-01 DOI: 10.2312/gch.20181366
Alexander Reinhold, I. Gregory, Paul Rayson
Changing landscape presents a problem for both conservation and education at heritage sites. We consider the site of Tarn Hows in the English Lake District National Park, a site which has had significant landscape change over the past 200 years, from developing tree coverage, to the merging of three lakes into one. We created an automated process that combines an elevation map and a vegetation map to build a 3D representation of the landscape. We used this tool to create a 3D Deep Map of Tarn Hows, representing the site’s landscape at multiple periods over time, allowing them to be viewed side by side and explored in an interactive environment. This 3D Deep Map provides an exploratory resource for site authorities to educate the public about the historic environment, with embedded multimedia in the application to provide additional information to users that might be disruptive or impractical to display on site. The 3D Deep Map also provides a tool for conservators to plan site maintenance to best maintain the integrity of the historic landscape without negatively impacting visitors’ experience of the iconic site.
不断变化的景观给遗产地的保护和教育都带来了问题。我们考虑了英国湖区国家公园的Tarn Hows遗址,该遗址在过去的200年里发生了重大的景观变化,从树木覆盖的发展到三个湖泊合并为一个。我们创建了一个自动化的过程,结合高程图和植被图来构建景观的3D表示。我们使用这个工具创建了一个塔恩豪斯的3D深度地图,代表了该基地在多个时期的景观,允许它们并排观看,并在互动环境中进行探索。这个3D深度地图为现场管理人员提供了一个探索性的资源,以教育公众关于历史环境,应用程序中嵌入多媒体,为用户提供额外的信息,这些信息可能会中断或不实际地显示在现场。3D深度地图还为文物保护人员提供了一个工具,以规划遗址维护,以最好地保持历史景观的完整性,而不会对游客的标志性遗址产生负面影响。
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引用次数: 0
Da Vinci Effect - multiplayer Virtual Reality experience 达芬奇效应-多人虚拟现实体验
Pub Date : 1900-01-01 DOI: 10.2312/gch.20221229
S. Rizvić, Greg T. Young, Avinash Changa, B. Mijatovic, I. Ivkovic-Kihic
Virtual Reality is a technology of choice for time traveling. VR applications enhance museum collections and cultural heritage sites with exciting opportunity to experience the life in the past. Da Vinci Effect (DVE) is a multiplayer VR game for teenagers aiming to introduce them with works of Leonardo da Vinci and his paramount role in history of mankind. In this paper we present the process of application design and development, as well as the users’ impressions showing how powerful Virtual Reality is in edutainment of young generations. We describe the novel approach which utilizes the “inside-out” tracking capabilities of the Oculus Quest and Quest 2 mobile VR headsets.
虚拟现实是时间旅行的首选技术。VR应用程序增强了博物馆藏品和文化遗产遗址,为体验过去的生活提供了令人兴奋的机会。达·芬奇效应(DVE)是一款面向青少年的多人虚拟现实游戏,旨在向他们介绍达·芬奇的作品以及他在人类历史上的重要作用。在本文中,我们介绍了应用程序的设计和开发过程,以及用户的印象,显示了虚拟现实在年轻一代的教育娱乐中的强大作用。我们描述了利用Oculus Quest和Quest 2移动VR头显的“由内而外”跟踪功能的新方法。
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引用次数: 1
Visual Analysis of RIS Data for Endmember Selection 用于端元选择的RIS数据可视化分析
Pub Date : 1900-01-01 DOI: 10.2312/gch.20221233
A. Popa, F. Gabrieli, T. Kroes, A. Krekeler, M. Alfeld, B. Lelieveldt, E. Eisemann, T. Höllt
Reflectance Imaging Spectroscopy (RIS) is a hyperspectral imaging technique used for investigating the molecular composition of materials. It can help identify pigments used in a painting, which are relevant information for art conservation and history. For every scanned pixel, a reflectance spectrum is obtained and domain experts look for pure representative spectra, called endmembers, which could indicate the presence of particular pigments. However, the identification of endmembers can be a lengthy process, which requires domain experts to manually select pixels and visually inspect multiple spectra in order to find accurate endmembers that belong to the historical context of an investigated painting. We propose an integrated interactive visual-analysis workflow, that combines dimensionality reduction and linked visualizations to identify and inspect endmembers. Here, we present initial results, obtained in collaboration with domain experts.
反射成像光谱学(RIS)是一种用于研究材料分子组成的高光谱成像技术。它可以帮助识别绘画中使用的颜料,这是艺术保护和历史的相关信息。对于每个扫描像素,获得一个反射光谱,领域专家寻找纯粹的代表性光谱,称为端元,它可以指示特定颜料的存在。然而,端元的识别可能是一个漫长的过程,这需要领域专家手动选择像素并视觉检查多个光谱,以便找到属于被调查绘画历史背景的准确端元。我们提出了一个集成的交互式可视化分析工作流,它结合了降维和链接可视化来识别和检查终端成员。在这里,我们展示了与领域专家合作获得的初步结果。
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引用次数: 1
Bridging the Discipline Gap: Towards Improving Heritage and Computer Graphics Research Collaboration 弥合学科差距:迈向改善传统和计算机图形学研究合作
Pub Date : 1900-01-01 DOI: 10.2312/GCH.20211416
J. Happa, T. Bennett, S. Gogioso, I. Voiculescu, D. Howell, S. Crawford, K. Ulmschneider, C. Ramsey
In this project we are investigating the requirements to ease interdisciplinary collaboration between computer graphics researchers and heritage-related researchers who work with shared graphics-related datasets. We postulate that most challenges can be overcome by ensuring that datasets (irrespective of discipline) are captured, processed and disseminated in ways that accommodate the needs of as many disciplines as possible – making the datasets more useful and more usable. This is not to say that a union of all discipline methodologies is required, but instead: we deem it necessary to identify what changes are feasible in existing (discipline-centric) practices to maximise the benefits, while limiting resource costs. The purpose of this paper is to begin this conversation, present our project, preliminary results and where the project will go next. We also propose the outline of an interdisciplinary, peer-reviewing framework that can be used across disciplines.
在这个项目中,我们正在研究简化计算机图形研究人员和遗产相关研究人员之间跨学科合作的需求,这些研究人员使用共享的图形相关数据集。我们假设,通过确保以尽可能多的学科需求的方式捕获、处理和传播数据集(无论何种学科),大多数挑战都可以克服——使数据集更有用、更可用。这并不是说需要所有学科方法的联合,而是:我们认为有必要确定在现有的(以学科为中心的)实践中哪些变化是可行的,以最大化收益,同时限制资源成本。这篇论文的目的是开始这个对话,介绍我们的项目,初步结果和项目下一步的发展方向。我们还提出了一个跨学科的、同行评审框架的大纲,该框架可以跨学科使用。
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引用次数: 0
Hybrid Virtual Reality Touch Table - An Immersive Collaborative Platform for Public Explanatory Use of Cultural Objects and Sites 混合虚拟现实触摸桌-一个沉浸式协作平台,用于公共解释文物和遗址
Pub Date : 1900-01-01 DOI: 10.2312/gch.20171300
E. Sundén, Ingemar Lundgren, A. Ynnerman
In this work we present an interactive and immersive solution for scientific data exploration which target visitors to museums and science centers, where the visitors themselves can conduct self-gu ...
在这项工作中,我们提出了一个交互式的、沉浸式的科学数据探索解决方案,针对博物馆和科学中心的游客,游客自己可以进行自我浏览。
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引用次数: 15
期刊
Eurographics Workshop on Graphics and Cultural Heritage
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