G. Verdiani, Alexia Charalambous, Federica Corsini
Abstract Architectures are always subject to transformation in time. When a historical building is seen by a tourist or by an occasional visitor, it appears like a complete and final artefact, showing its main characteristics like a clear example of a style or of an artistic phase. This interpretation may turn out to be mostly a simplification, while the building is often the result of a large set of interventions in time. It is the case of a large number of main and secondary architectures, changed according to the mutation of needs and tastes. In Fabriano, in central-eastern Italy, the St. Venanzio Church (later Cathedral) was subject to a significant transformation of the apse interiors during the XVII century, with the demolition of the original chapels’ asset and their replacement by a larger unitarian space behind the main altar. This intervention has afflicted all the frescos that were the decoration of those chapels, they were partially deleted by the new masonry works, covered by paint, or walled in the new shape of the church. Since its early discovery, this patrimony has received various restorations. The research for a virtual reconstruction was based on a detailed digital survey of the building.
{"title":"Reconstructing the Past, Enhancing the Traces from Frescos","authors":"G. Verdiani, Alexia Charalambous, Federica Corsini","doi":"10.1515/icom-2022-0014","DOIUrl":"https://doi.org/10.1515/icom-2022-0014","url":null,"abstract":"Abstract Architectures are always subject to transformation in time. When a historical building is seen by a tourist or by an occasional visitor, it appears like a complete and final artefact, showing its main characteristics like a clear example of a style or of an artistic phase. This interpretation may turn out to be mostly a simplification, while the building is often the result of a large set of interventions in time. It is the case of a large number of main and secondary architectures, changed according to the mutation of needs and tastes. In Fabriano, in central-eastern Italy, the St. Venanzio Church (later Cathedral) was subject to a significant transformation of the apse interiors during the XVII century, with the demolition of the original chapels’ asset and their replacement by a larger unitarian space behind the main altar. This intervention has afflicted all the frescos that were the decoration of those chapels, they were partially deleted by the new masonry works, covered by paint, or walled in the new shape of the church. Since its early discovery, this patrimony has received various restorations. The research for a virtual reconstruction was based on a detailed digital survey of the building.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"12 1","pages":"19 - 32"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81699898","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}
Maja Stark, E. Thielen, Christoph Holtmann, André Selmanagic, Michael Droste, Leonid Barsht
Abstract In this paper we present different approaches for interdisciplinary collaborations between art and culture professionals resp. cultural institutions and the interdisciplinary XR experts of our research group. We discuss lessons learned and best practices devised from multiple years of experience in interdisciplinary collaborations. Different project settings need different solutions: With our contribution, we hope to show exemplary ways for successful interdisciplinary collaborations at the intersection of culture and computer science – and to show the potential of such projects for the development of new ways and tools of collaboration.
{"title":"XR Art and Culture: Successful Collaborations in Interdisciplinary Development Processes","authors":"Maja Stark, E. Thielen, Christoph Holtmann, André Selmanagic, Michael Droste, Leonid Barsht","doi":"10.1515/icom-2022-0011","DOIUrl":"https://doi.org/10.1515/icom-2022-0011","url":null,"abstract":"Abstract In this paper we present different approaches for interdisciplinary collaborations between art and culture professionals resp. cultural institutions and the interdisciplinary XR experts of our research group. We discuss lessons learned and best practices devised from multiple years of experience in interdisciplinary collaborations. Different project settings need different solutions: With our contribution, we hope to show exemplary ways for successful interdisciplinary collaborations at the intersection of culture and computer science – and to show the potential of such projects for the development of new ways and tools of collaboration.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"54 1","pages":"123 - 138"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79421480","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}
Abstract Image Garden is an AI-based toolbox for curating collections and designing smart exhibitions that was developed by ART+COM Studios [ART+COM Studios. 2021. ART+COM. https://artcom.de/en/] in the research project QURATOR [QURATOR Bündnis. 2021. Qurator. https://qurator.ai]. This paper describes the application scenarios underlying the development of Image Garden. It also presents the technologies integrated in its processing pipeline, and sketches Show Cases that were implemented to demonstrate and evaluate functionality and usability.
{"title":"Image Garden","authors":"Eugenia Sinatti, S. Weckert, Ewelina Dobrzalski","doi":"10.1515/icom-2022-0010","DOIUrl":"https://doi.org/10.1515/icom-2022-0010","url":null,"abstract":"Abstract Image Garden is an AI-based toolbox for curating collections and designing smart exhibitions that was developed by ART+COM Studios [ART+COM Studios. 2021. ART+COM. https://artcom.de/en/] in the research project QURATOR [QURATOR Bündnis. 2021. Qurator. https://qurator.ai]. This paper describes the application scenarios underlying the development of Image Garden. It also presents the technologies integrated in its processing pipeline, and sketches Show Cases that were implemented to demonstrate and evaluate functionality and usability.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"76 1","pages":"83 - 94"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88375858","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}
{"title":"Culture and Computer Science – Physical and Virtual Spaces","authors":"J. H. Israel, Christian Kassung, J. Sieck","doi":"10.1515/icom-2022-0017","DOIUrl":"https://doi.org/10.1515/icom-2022-0017","url":null,"abstract":"","PeriodicalId":37105,"journal":{"name":"i-com","volume":"27 1","pages":"3 - 5"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84676722","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}
Jenny Gabel, Christof Berns, Sebastian Bosch, Jost Eickmeyer, Kaja Harter-Uibopuu, Nathalie Martin, Ann Lauren Osthof, Johann Anselm Steiger, Frank Steinicke
Abstract Writing is an essential cultural technique, and the resulting artefacts are an important part of cultural heritage. The Cluster of Excellence ‘Understanding Written Artefacts’ is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called ‘written artefacts (WA)’. Our work introduces immersive technologies such as virtual, augmented, and mixed reality to the research cluster for the first time. In this paper, we outline the scope of our research project and present our current implementations of immersive applications based on two scenarios involving inscribed spaces. So far, immersive technologies have not been used in academia to create research focused applications for exploring, analysing, and understanding WA within their inscribed space, including providing access to appropriate spatial and temporal contexts. Thus, we collaborate closely with researchers from the humanities to create interactive and immersive applications for the novel field of WA research. The results of our preliminary user study show high ratings in the sense of presence in the virtual environments and indicate that immersive spatial context could add new perspectives for understanding WA. We hope to provide valuable insights on the design of immersive applications to support future research in novel fields.
{"title":"Immersive Inscribed Spaces – Bringing Virtuality to Written Artefacts for Humanities","authors":"Jenny Gabel, Christof Berns, Sebastian Bosch, Jost Eickmeyer, Kaja Harter-Uibopuu, Nathalie Martin, Ann Lauren Osthof, Johann Anselm Steiger, Frank Steinicke","doi":"10.1515/icom-2022-0012","DOIUrl":"https://doi.org/10.1515/icom-2022-0012","url":null,"abstract":"Abstract Writing is an essential cultural technique, and the resulting artefacts are an important part of cultural heritage. The Cluster of Excellence ‘Understanding Written Artefacts’ is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called ‘written artefacts (WA)’. Our work introduces immersive technologies such as virtual, augmented, and mixed reality to the research cluster for the first time. In this paper, we outline the scope of our research project and present our current implementations of immersive applications based on two scenarios involving inscribed spaces. So far, immersive technologies have not been used in academia to create research focused applications for exploring, analysing, and understanding WA within their inscribed space, including providing access to appropriate spatial and temporal contexts. Thus, we collaborate closely with researchers from the humanities to create interactive and immersive applications for the novel field of WA research. The results of our preliminary user study show high ratings in the sense of presence in the virtual environments and indicate that immersive spatial context could add new perspectives for understanding WA. We hope to provide valuable insights on the design of immersive applications to support future research in novel fields.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"23 1","pages":"7 - 18"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86688246","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}
O. Schreer, Markus Worchel, Rodrigo Diaz, S. Renault, W. Morgenstern, I. Feldmann, Marcus Zepp, A. Hilsmann, P. Eisert
Abstract Volumetric Video is a novel technology that enables the creation of dynamic 3D models of persons, which can then be integrated in any 3D environment. In contrast to classical character animation, volumetric video is authentic and much more realistic and therefore ideal for the transfer of emotions, facial expressions and gestures, which is highly relevant in the context of preservation of contemporary witnesses and survivors of the Holocaust. Fraunhofer Heinrich-Hertz-Institute (HHI) is working on two projects in this cultural heritage context. In a recent project between UFA and Fraunhofer HHI, a VR documentary about the last German survivor of the Holocaust Ernst Grube has been produced. A second project started in collaboration with the University Munich, faculty of languages and literature and Geschwister-Scholl-institute for political science, creating a concept for a VR experience together with Dr. Eva Umlauf, the youngest Jewish survivor in the concentration camp in Auschwitz. This paper presents key aspects of volumetric video and details about both projects including a discussion about the user perspective in such a VR experience.
体积视频是一种新颖的技术,可以创建动态的人物3D模型,然后可以在任何3D环境中集成。与经典的人物动画相比,体积视频更加真实,更加逼真,因此非常适合情感、面部表情和手势的传递,这在保护当代大屠杀证人和幸存者的背景下具有高度相关性。弗劳恩霍夫海因里希-赫兹研究所(HHI)正在这个文化遗产背景下进行两个项目。在UFA和Fraunhofer HHI最近的一个项目中,制作了一部关于大屠杀最后一位德国幸存者恩斯特·格鲁伯的VR纪录片。第二个项目与慕尼黑大学、语言文学系和Geschwister-Scholl-institute for political science合作,与奥斯威辛集中营最年轻的犹太幸存者Eva Umlauf博士一起创造了VR体验的概念。本文介绍了体积视频的关键方面和两个项目的细节,包括在这样的VR体验中讨论用户视角。
{"title":"Preserving Memories of Contemporary Witnesses Using Volumetric Video","authors":"O. Schreer, Markus Worchel, Rodrigo Diaz, S. Renault, W. Morgenstern, I. Feldmann, Marcus Zepp, A. Hilsmann, P. Eisert","doi":"10.1515/icom-2022-0015","DOIUrl":"https://doi.org/10.1515/icom-2022-0015","url":null,"abstract":"Abstract Volumetric Video is a novel technology that enables the creation of dynamic 3D models of persons, which can then be integrated in any 3D environment. In contrast to classical character animation, volumetric video is authentic and much more realistic and therefore ideal for the transfer of emotions, facial expressions and gestures, which is highly relevant in the context of preservation of contemporary witnesses and survivors of the Holocaust. Fraunhofer Heinrich-Hertz-Institute (HHI) is working on two projects in this cultural heritage context. In a recent project between UFA and Fraunhofer HHI, a VR documentary about the last German survivor of the Holocaust Ernst Grube has been produced. A second project started in collaboration with the University Munich, faculty of languages and literature and Geschwister-Scholl-institute for political science, creating a concept for a VR experience together with Dr. Eva Umlauf, the youngest Jewish survivor in the concentration camp in Auschwitz. This paper presents key aspects of volumetric video and details about both projects including a discussion about the user perspective in such a VR experience.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"1 1","pages":"71 - 82"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89856340","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}
Timo Ahlers, Cassandra Bumann, Ralph Kölle, Milica Lazović
Abstract Hololingo! is a social virtual reality app for real-time immersive distance learning of German as a Foreign Language (GFL). The acquisition of discoursive oral language skills for applied authentic contexts is challenging for group-based classroom settings and is often outsourced to autonomous analogue tandem learning. We operationalise a Digital Game-Based Language Learning (DGBLL) approach for distance learning, which relieves tandems from overstraining autonomy and self-guidance. Hololingo! supports tandems in their learning activities by providing entertaining communicative, collaborative, and didactically designed team tasks. These are embedded in a narrative adventure, target linguistic phenomena, and support the holistic acquisition of oral discourse competencies and fluency. The combination of the tandem principle, immersive Social VR gamification, barrier-free access to a global pool of expert/native speakers, and a curricular connection through task selection facilitates language learning and provides transcultural contacts. App development follows a Design-Based-Research cycle of conception, implementation, and evaluation. The results of a qualitative discourse analysis of the learning interaction are discussed with regard to tandem role behaviour, the relation between task design and communication as well as affective and creative behaviour.
{"title":"Foreign Language Tandem Learning in Social VR","authors":"Timo Ahlers, Cassandra Bumann, Ralph Kölle, Milica Lazović","doi":"10.1515/icom-2021-0039","DOIUrl":"https://doi.org/10.1515/icom-2021-0039","url":null,"abstract":"Abstract Hololingo! is a social virtual reality app for real-time immersive distance learning of German as a Foreign Language (GFL). The acquisition of discoursive oral language skills for applied authentic contexts is challenging for group-based classroom settings and is often outsourced to autonomous analogue tandem learning. We operationalise a Digital Game-Based Language Learning (DGBLL) approach for distance learning, which relieves tandems from overstraining autonomy and self-guidance. Hololingo! supports tandems in their learning activities by providing entertaining communicative, collaborative, and didactically designed team tasks. These are embedded in a narrative adventure, target linguistic phenomena, and support the holistic acquisition of oral discourse competencies and fluency. The combination of the tandem principle, immersive Social VR gamification, barrier-free access to a global pool of expert/native speakers, and a curricular connection through task selection facilitates language learning and provides transcultural contacts. App development follows a Design-Based-Research cycle of conception, implementation, and evaluation. The results of a qualitative discourse analysis of the learning interaction are discussed with regard to tandem role behaviour, the relation between task design and communication as well as affective and creative behaviour.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"76 1","pages":"203 - 215"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90783087","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}
Abstract Teaching and learning using computer systems has a long tradition. This contribution will discuss major challenges and changes of the last 20 years to derive consequences and ideas for the next 20 years. The development of digital educational technologies will be outlined and the deficiencies and potentials of learning with digital systems and environments will be discussed. Finally, a media framework that enables for post-constructivist learning in the 21st century will be presented. The contribution focuses on interactive media in the context of schools, laying the foundation for digital competences for higher education and workplaces.
{"title":"Education in the Digital Age: A Driving Force or a Lost Place","authors":"M. Herczeg","doi":"10.1515/icom-2021-0031","DOIUrl":"https://doi.org/10.1515/icom-2021-0031","url":null,"abstract":"Abstract Teaching and learning using computer systems has a long tradition. This contribution will discuss major challenges and changes of the last 20 years to derive consequences and ideas for the next 20 years. The development of digital educational technologies will be outlined and the deficiencies and potentials of learning with digital systems and environments will be discussed. Finally, a media framework that enables for post-constructivist learning in the 21st century will be presented. The contribution focuses on interactive media in the context of schools, laying the foundation for digital competences for higher education and workplaces.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"48 1","pages":"263 - 277"},"PeriodicalIF":0.0,"publicationDate":"2021-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80838563","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}
Abstract Gamification can help to increase motivation for various activities. As a fundamental concept in HCI, gamification has connections with various fields involving mixed reality, health care, or education. This article presents the expertise of 106 gamification specialists who participated in four workshops called “Gam-R — Gamification Reloaded.” The extraction of current and future trends in gamification is the result of this. Four general topics, four in-depth topics, and seven emerging fields of application for gamification are depicted and enriched with the current state of research to support interested academic scholars and practitioners. Technical and less technical areas, which are the fields of work and research in gamification, are demonstrated. Some areas are already trending, while others are just beginning to show a future trend.
{"title":"Gamification Reloaded","authors":"Athanasios Mazarakis","doi":"10.1515/icom-2021-0025","DOIUrl":"https://doi.org/10.1515/icom-2021-0025","url":null,"abstract":"Abstract Gamification can help to increase motivation for various activities. As a fundamental concept in HCI, gamification has connections with various fields involving mixed reality, health care, or education. This article presents the expertise of 106 gamification specialists who participated in four workshops called “Gam-R — Gamification Reloaded.” The extraction of current and future trends in gamification is the result of this. Four general topics, four in-depth topics, and seven emerging fields of application for gamification are depicted and enriched with the current state of research to support interested academic scholars and practitioners. Technical and less technical areas, which are the fields of work and research in gamification, are demonstrated. Some areas are already trending, while others are just beginning to show a future trend.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"85 3 1","pages":"279 - 294"},"PeriodicalIF":0.0,"publicationDate":"2021-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89338799","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}