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Feelings and the Roman house: A sentiment analysis of Pompeian graffiti 情感与罗马房屋:庞培涂鸦的情感分析
Q1 Social Sciences Pub Date : 2025-11-24 DOI: 10.1016/j.daach.2025.e00481
Liisa Jalkanen, Samuli Simelius
This article introduces a new digital method for studying Roman domestic spaces: sentiment analysis. The first objective is to test how sentiment analysis can be used to study Roman graffiti, while the second is to examine what the results reveal about the functions of the Roman and Pompeian house and people's behavior within it. The article focuses on one house in Pompeii, the Casa delle nozze d'argento (V,2,i), which offers a well-documented context for the purposes of this work. The article combines the study of textual and material sources and introduces new innovative methods for studying life in the ancient world.
The use of sentiment analysis as a tool makes it possible to identify sentiments via computational methods, where the text is provided with values that define its sentiment polarity. Pompeian graffiti has not been previously studied using this method. Additionally, the article makes use of Space Syntax analysis – a mathematical tool used to calculate the relationships between rooms and spaces – to assess how the results of the sentiment analysis correlate with the visibility of the graffiti and their makers. Such an analysis will provide information on the location of negative, neutral, and positive examples of graffiti in relation to the scale of public and private spaces in the Casa delle nozze d'argento.
本文介绍了一种新的研究罗马家庭空间的数字化方法:情感分析。第一个目标是测试情感分析如何用于研究罗马涂鸦,而第二个目标是检查结果揭示了罗马和庞培房屋的功能以及人们在其中的行为。这篇文章的重点是庞贝的一所房子,Casa delle nozze d'argento (V,2,i),它为这项工作的目的提供了一个有充分记录的背景。本文将文本研究与材料来源研究相结合,介绍了研究古代生活的创新方法。使用情感分析作为工具,可以通过计算方法识别情感,其中文本提供定义其情感极性的值。庞贝的涂鸦以前没有使用这种方法研究过。此外,本文还使用了空间句法分析——一种用于计算房间和空间之间关系的数学工具——来评估情感分析的结果与涂鸦及其制造者的可见性之间的关系。这样的分析将提供与Casa delle nozze d’argento的公共和私人空间规模有关的消极、中性和积极的涂鸦例子的位置信息。
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引用次数: 0
Photogrammetry of architectural heritage amid climate change and seismic risk: Adobe, rock, and brick structures in the Andes Mountain Range and plains of Mendoza, Argentina 气候变化和地震风险下建筑遗产的摄影测量:阿根廷门多萨安第斯山脉和平原上的土坯、岩石和砖结构
Q1 Social Sciences Pub Date : 2025-11-24 DOI: 10.1016/j.daach.2025.e00482
Cristina Prieto-Olavarría , Horacio Chiavazza , Andrés Lo Vecchio Repetto , Gerónimo Gandulfo
This study focuses on the three-dimensional reconstruction of three heritage buildings constructed from adobe, brick, and stone, located in the central-western Argentina (Mendoza Province). These structures are situated in the Andes Mountain Range and the arid eastern plains, areas highly vulnerable to climate change, droughts and earthquakes. The research employs the Structure from Motion (SfM) technique using Unmanned Aerial Vehicles (UAVs). Given the increasing impact of climate change, the concerns raised by international organizations, and recent research emphasizing the active role of heritage professionals, this study highlights the urgency of utilizing geospatial technologies to accurately document and preserve the morphometry and textures of vernacular architecture at risk. The primary objective is to create a comprehensive 3D digital archive to support documentation, conservation, diagnosis, restoration, and management efforts aimed at safeguarding these cultural assets. The reconstruction process has facilitated the identification of possible construction phases and provided detailed insights into existing conservation issues requiring urgent intervention. From this perspective, we reaffirm that such surveys are instrumental in preserving historical evidence and understanding its interaction with the environment. Vernacular architecture, in particular, embodies valuable knowledge for addressing climate change and serves as a crucial source of resilience for local communities.
本研究的重点是对位于阿根廷中西部(门多萨省)的三座由土坯、砖和石头建造的遗产建筑进行三维重建。这些建筑位于安第斯山脉和干旱的东部平原,这些地区极易受到气候变化、干旱和地震的影响。该研究采用了无人驾驶飞行器(uav)的运动结构(SfM)技术。鉴于气候变化的影响越来越大,国际组织提出了关注,以及最近的研究强调了遗产专家的积极作用,本研究强调了利用地理空间技术准确记录和保护濒危乡土建筑形态和肌理的紧迫性。主要目标是创建一个全面的3D数字档案,以支持旨在保护这些文化资产的文档、保存、诊断、修复和管理工作。重建过程有助于确定可能的建设阶段,并提供了需要紧急干预的现有保护问题的详细见解。从这个角度来看,我们重申这些调查有助于保存历史证据并了解其与环境的相互作用。特别是乡土建筑,体现了应对气候变化的宝贵知识,是当地社区恢复力的重要来源。
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引用次数: 0
Gamifying cultural heritage: A comparative study of handheld and wearable MR technologies 游戏化文化遗产:手持式和可穿戴式磁共振技术的比较研究
Q1 Social Sciences Pub Date : 2025-11-22 DOI: 10.1016/j.daach.2025.e00477
Leman Figen Gül , Derya Güleç Özer , Elif Sezen Yağmur-Kilimci , Emirhan Coşkun , Begum Moralioglu , Varlık Yücel
This article presents a comparative, technology-focused analysis with the creation of a game-based route for Yedikule Fortress as its core focus, undertaken as a part of a comprehensive research initiative. We present the development of a narrative-driven, gamified route delivered via two platforms: an Android-based Augmented Reality (AR) tablet application and a Mixed Reality (MR) head-mounted display (HoloLens 2). The route incorporates game elements—such as trivia, treasure hunts, and object completion—within a narrative framework to foster deeper engagement with the site's historical and cultural layers. Employing an experimental mixed-method approach, we iteratively designed, implemented, and refined the experience on both platforms, guided by expert feedback. Special attention was given to aligning game mechanics with the site's spatial and interpretative context, adapting to each platform's affordances for user interaction and narrative delivery. Our findings contribute to the understanding and advancement of spatial computing in creating engaging, educational, and culturally meaningful digital heritage experiences.
本文将以《Yedikule Fortress》的游戏路线创建为核心焦点,并作为一项综合研究计划的一部分进行比较和技术分析。我们展示了通过两个平台提供的叙事驱动的游戏化路线的开发:基于android的增强现实(AR)平板应用程序和混合现实(MR)头戴式显示器(HoloLens 2)。这条路线结合了游戏元素——如琐事、寻宝和完成目标——在一个叙事框架内,以促进对该网站历史和文化层次的更深层次的参与。我们采用实验性混合方法,在专家反馈的指导下,在两个平台上迭代设计、实现和完善体验。特别注意将游戏机制与场地的空间和解释性背景结合起来,适应每个平台的用户交互和叙事传递的能力。我们的研究结果有助于理解和推进空间计算在创造引人入胜、具有教育意义和文化意义的数字遗产体验方面的应用。
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引用次数: 0
Cultural narratives through Augmented Reality (AR): Hidden stories in the Chinatown Storytelling Centre 通过增强现实(AR)的文化叙事:唐人街故事中心的隐藏故事
Q1 Social Sciences Pub Date : 2025-11-21 DOI: 10.1016/j.daach.2025.e00476
Wenjie Xu

Objectives

This study evaluates the usability and impact of the "Hidden Stories" augmented reality (AR) application at the Chinatown Storytelling Centre, a cultural institution dedicated to preserving Chinese Canadian heritage. The research aimed to assess how AR storytelling enhances visitor engagement, emotional connection, and educational outcomes in a museum context.

Methods

A functional AR prototype was developed, allowing interactive exploration of artifacts and narratives through marker-based scanning and gamified challenges. The study involved 47 participants, primarily students and academics, who evaluated the prototype using the System Usability Scale (SUS) and Museum Experience Scale (MES). Factor analysis was also conducted to validate the MES dimensions, including an assessment of sampling adequacy and factor loadings, providing evidence of the structural validity of the scale.

Results

The AR prototype achieved an SUS score of 77.34 ± 8.21, suggesting an above-average evaluation of the system's usability and maturity. The response from the MES questionnaire supplied significantly higher scores for the AR-naïve participants on “engagement,” “knowledge/learning,” “experiential meaning,” and “emotional connection.” Participants without prior AR experience exhibited a stronger response across all measured dimensions of the experience compared to those with AR experience.

Conclusions

Overall, the use of AR at the Chinatown Storytelling Centre achieved the expected outcomes. Most participants found the AR experience engaging and educational, offering potential for deeper emotional connections with the content. These findings emphasize the significant potential of AR storytelling within art museums, inspiring further exploration of cultural narrative dissemination and educational approaches in the future. While the results suggest AR storytelling has strong potential for positive cultural learning outcomes, future studies should include a larger, more diverse sample to more fully capture the experiences of different demographic groups.
本研究评估了唐人街故事中心“隐藏故事”增强现实(AR)应用程序的可用性和影响,该中心是一个致力于保护加拿大华人遗产的文化机构。该研究旨在评估AR讲故事如何在博物馆环境中增强游客参与度、情感联系和教育成果。方法开发了一个功能增强现实原型,允许通过基于标记的扫描和游戏化挑战对文物和叙述进行交互式探索。该研究涉及47名参与者,主要是学生和学者,他们使用系统可用性量表(SUS)和博物馆体验量表(MES)评估原型。还进行了因子分析来验证MES维度,包括对抽样充分性和因子负荷的评估,为量表的结构有效性提供证据。结果AR原型的SUS得分为77.34±8.21,系统的可用性和成熟度均高于平均水平。MES问卷的回答为AR-naïve参与者在“参与”、“知识/学习”、“体验意义”和“情感联系”方面提供了显著更高的分数。与有AR经验的参与者相比,没有AR经验的参与者在所有测量维度上都表现出更强的反应。总体而言,在唐人街讲故事中心使用AR达到了预期的效果。大多数参与者认为增强现实体验引人入胜,具有教育意义,为与内容建立更深层次的情感联系提供了可能。这些发现强调了增强现实在艺术博物馆中讲故事的巨大潜力,激发了未来对文化叙事传播和教育方法的进一步探索。虽然结果表明AR讲故事具有积极的文化学习成果的强大潜力,但未来的研究应该包括更大,更多样化的样本,以更充分地捕捉不同人口群体的经验。
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引用次数: 0
Digital preservation of micro-gestures in the making process of Indonesian iconic traditional rattan chair using immersive 360° learning videos and photogrammetry 利用沉浸式360°学习视频和摄影测量技术,对印尼标志性传统藤椅制作过程中的微手势进行数字化保存
Q1 Social Sciences Pub Date : 2025-11-20 DOI: 10.1016/j.daach.2025.e00478
Deny Willy Junaidy , Muhammad Nabil Oktanuryansyah , Khalda Fadhilah Arisya , Linda Mawali , Muhammad Dhani , Intan Rizky Mutiaz , Deni Suwardhi
Although rattan artifacts have been extensively archived, limited studies have focused on documenting the knowledge and craftsmanship skills of artisans preparing traditional rattan chairs. These skills involve tacit knowledge, which is often very difficult to capture and transfer. This study aimed to preserve the creation process of iconic Cirebon rattan chairs (Papasan, Bahama, Kelek, Gentong, and Keong), which have been produced for over 50 years, through the use of digitization. By combining 360° video technology and photogrammetric techniques, the study created immersive learning videos that captured artisans' subtle and difficult-to-observe micro-gestures. The 360° video technology recorded the micro-gestures of artisans, and photogrammetry provided realistic three-dimensional visualizations of the furniture and tools used. Testing through visual recall demonstrated that the 360° learning videos could effectively teach delicate and subtle micro-gestures, such as the use of the chest, knees, armpits, soles, and toes, unique to rattan chair making.
虽然藤制品已经被广泛地存档,但有限的研究集中在记录工匠准备传统藤椅的知识和工艺技能上。这些技能涉及隐性知识,通常很难获取和转移。这项研究旨在通过使用数字化技术来保存50多年来生产的标志性的Cirebon藤椅(Papasan, Bahama, Kelek, Gentong和Keong)的创作过程。通过结合360°视频技术和摄影测量技术,该研究创造了身临其境的学习视频,捕捉了工匠微妙而难以观察的微手势。360°视频技术记录了工匠的微手势,摄影测量提供了使用的家具和工具的逼真三维可视化。通过视觉回忆测试表明,360°学习视频可以有效地教授藤椅制作特有的微妙微手势,如胸部、膝盖、腋窝、鞋底和脚趾的使用。
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引用次数: 0
“The track seen with Polycam”: a comparative study of SfM-based 3D documentation applied to architectural structures and decorative motifs at the Holy Sepulchre (Jerusalem) “用Polycam看到的轨迹”:基于sfm的3D文档应用于圣墓(耶路撒冷)的建筑结构和装饰图案的比较研究
Q1 Social Sciences Pub Date : 2025-11-20 DOI: 10.1016/j.daach.2025.e00480
Federica Vacatello, Alessandro Melega
This paper presents a comparative analysis of two Structure from Motion (SfM) photogrammetry tools — Agisoft Metashape (desktop) and Polycam (mobile) — applied to the 3D documentation of architectural features and decorative elements at the Church of the Holy Sepulchre in Jerusalem. Conducted within an ongoing archaeological investigation by Sapienza University of Rome, this study evaluates the effectiveness, accuracy, and workflow adaptability of both platforms in field conditions. Two wall sections (LW J32 and LW J76) and a decorated marble base (G72) were selected for detailed modeling using both tools. Results show that Metashape delivers high-resolution meshes suitable for advanced archaeological analysis, particularly under controlled lighting and with DSLR image sets. In contrast, Polycam enables rapid, on-site documentation in spatially constrained areas, producing geometrically accurate models with acceptable visual quality. The integration of Polycam and Metashape workflows also demonstrated potential for hybrid strategies, where mobile scanning complements high-end processing. This approach proved especially effective in documenting partially obstructed or hard-to-access features. The study confirms the value of using both tools in a complementary manner to enhance archaeological recording, visualization, and interpretation workflows in complex excavation settings.
本文介绍了两种SfM摄影测量工具——Agisoft Metashape(桌面)和Polycam(移动)——应用于耶路撒冷圣墓教堂建筑特征和装饰元素的3D文档的比较分析。在罗马Sapienza大学正在进行的考古调查中,该研究评估了这两种平台在野外条件下的有效性、准确性和工作流程适应性。两个墙段(LW J32和LW J76)和一个装饰大理石底座(G72)被选中使用这两种工具进行详细的建模。结果表明,Metashape提供适合高级考古分析的高分辨率网格,特别是在受控照明和单反图像集下。相比之下,Polycam可以在空间受限的区域内快速进行现场文档记录,生成具有可接受视觉质量的几何精确模型。Polycam和Metashape工作流程的集成也展示了混合策略的潜力,其中移动扫描补充了高端处理。这种方法被证明在记录部分阻碍或难以访问的特性时特别有效。该研究证实了在复杂的挖掘环境中,以互补的方式使用这两种工具来增强考古记录、可视化和解释工作流程的价值。
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引用次数: 0
A sailing simulator for the revival of the Tagus River nautical heritage 为复兴塔霍河航海遗产的航海模拟器
Q1 Social Sciences Pub Date : 2025-11-04 DOI: 10.1016/j.daach.2025.e00475
Pedro Fazenda , Rama Samy Modeliar , Nuno Covão , Laura Baeta , Manuel Lopes
Virtual museums lack the tangible experience of traditional exhibitions, but excel in accessibility, allowing global audiences to engage with cultural heritage interactively and at their own pace. They also play a vital role in safeguarding artifacts in digital form, ensuring their preservation for future generations. This article presents the development of a 3D sailing simulator designed to preserve and revive Portuguese nautical heritage by virtually reconstructing traditional Tagus River sailboats, including the Falua and the Muleta fishing boat, and allowing to sail them. The 3D models, created in Blender using Primitive-Based Modeling, were optimized for real-time performance while retaining historical accuracy. A key challenge was balancing visual realism with computational efficiency to enable physics-based simulation in Unity. The simulator integrates aerodynamic and hydrodynamic modeling to replicate realistic interactions between sails, wind, and water, providing an engaging and hands-on experience. It reproduces the sailing dynamics of the Falua across all points of sail and the unique sideways trawling technique of the Muleta, while also allowing users to experiment with sail configurations and wind conditions. In doing so, the project demonstrates how modern digital technologies can both preserve intangible maritime practices and offer immersive educational experiences that foster appreciation of cultural heritage.
虚拟博物馆缺乏传统展览的有形体验,但在可访问性方面表现出色,使全球观众能够按照自己的节奏互动地接触文化遗产。他们还在保护数字形式的文物方面发挥着至关重要的作用,确保为子孙后代保存这些文物。本文介绍了一个3D航海模拟器的开发,旨在通过虚拟重建传统的塔霍河帆船,包括Falua和Muleta渔船,并允许驾驶它们,来保护和复兴葡萄牙的航海遗产。3D模型,在Blender中使用基于原始的建模,优化了实时性能,同时保留了历史的准确性。一个关键的挑战是平衡视觉真实感和计算效率,在Unity中实现基于物理的模拟。该模拟器集成了空气动力学和流体动力学建模,以复制帆、风和水之间的真实相互作用,提供引人入胜的实践体验。它再现了Falua在帆的所有点上的航行动态和Muleta独特的侧向拖网技术,同时也允许用户试验帆的配置和风力条件。通过这样做,该项目展示了现代数字技术如何既可以保护非物质海事实践,又可以提供身临其境的教育体验,从而促进对文化遗产的欣赏。
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引用次数: 0
Resurrecting Antonio Sant'Elia's futurist vision: A journey through digital modeling and virtual reality 复活安东尼奥·圣埃利亚的未来主义愿景:通过数字建模和虚拟现实的旅程
Q1 Social Sciences Pub Date : 2025-10-30 DOI: 10.1016/j.daach.2025.e00473
Weinan Zhao , Alexander Hohman
This study explores how Virtual Reality (VR) can reconstruct Antonio Sant’Elia's unbuilt Futurist city, Città Nuova, transforming visionary architectural speculation into a tangible cultural experience. By combining digital modeling with iterative user feedback, the research demonstrates how immersive technologies can recover lost architectural intentions while revealing their experiential and spatial logic. The project culminates in a fully navigable VR environment developed in Unreal Engine, illustrating both the possibilities and constraints of applying VR in architectural heritage reconstruction. The findings show that VR functions not only as a visualization tool but also as an interpretive medium, translating speculative design into embodied, experiential knowledge. This workflow provides a replicable framework for studying visionary architecture through digital experimentation.
本研究探讨了虚拟现实(VR)如何重建安东尼奥·圣埃利亚(Antonio Sant 'Elia)未建成的未来主义城市citt Nuova,将有远见的建筑投机转化为有形的文化体验。通过将数字建模与迭代用户反馈相结合,该研究展示了沉浸式技术如何在揭示其体验和空间逻辑的同时恢复丢失的建筑意图。该项目最终在虚幻引擎中开发了一个完全可导航的VR环境,说明了在建筑遗产重建中应用VR的可能性和限制。研究结果表明,VR不仅可以作为一种可视化工具,还可以作为一种解释媒介,将推测性设计转化为具体的体验性知识。这个工作流程为通过数字实验研究有远见的建筑提供了一个可复制的框架。
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引用次数: 0
Enhancing access and understanding of ancient manuscripts: the 3D Digital Edition of the Codex Cospi 加强对古代手稿的获取和理解:古抄本3D数字版
Q1 Social Sciences Pub Date : 2025-10-25 DOI: 10.1016/j.daach.2025.e00474
Alice Bordignon , Davide Domenici
Engaging museum visitors with ancient manuscripts poses challenges due to preservation requirements, incomprehensible language, and fragile nature, which prevents physical handling. Innovative approaches and technologies are emerging to enhance accessibility and comprehension for both specialist and general audiences. This study addresses two research questions: RQ1, how can 3D enhance traditional 2D representations of ancient manuscripts? RQ2, how can a reliable and engaging 3D knowledge space be created to facilitate their understanding? These questions are explored by creating the 3D Digital Edition (3DDE) of the Codex Cospi, a Mesoamerican divinatory manuscript with a complex leporello structure. The project highlights the effectiveness of 3D digitisation in capturing and presenting intricate layouts, enabling users to better explore the manuscript's dual sides and contextual layers beyond the limitations of in-site exhibitions and 2D formats. To enrich the artefact representation, the 3DDE seems the best format to integrate interdisciplinary research into a cohesive, interactive virtual space, and employ storytelling techniques to engage a diverse audience. Aimed at both public and academic dissemination, the 3DDE of the Codex Cospi serves as a tool for knowledge production and cultural valorisation, bridging the gap between accessibility and scholarly reliability. Its adaptability makes it suitable for museum exhibitions, education, and research, offering an immersive and enriched understanding of the manuscript's historical and cultural significance.
由于保存要求、难以理解的语言和易碎的性质,很难让博物馆的参观者接触到古代手稿,这给他们带来了挑战。创新的方法和技术正在出现,以提高专家和一般受众的可及性和理解性。本研究解决了两个研究问题:RQ1, 3D如何增强古代手稿的传统2D表征?RQ2,如何建立一个可靠和吸引人的3D知识空间,以促进他们的理解?通过创建Codex Cospi的3D数字版本(3DDE)来探索这些问题,Codex Cospi是一份具有复杂leporello结构的中美洲占卜手稿。该项目强调了3D数字化在捕捉和呈现复杂布局方面的有效性,使用户能够更好地探索手稿的双面和上下文层次,超越了现场展览和2D格式的限制。为了丰富人工制品的表现形式,3DDE似乎是将跨学科研究整合到一个有凝聚力的、互动的虚拟空间中的最佳格式,并采用讲故事的技术来吸引不同的观众。面向公众和学术传播,《国际古物法典》3DDE是知识生产和文化增值的工具,弥合了可获取性和学术可靠性之间的差距。它的适应性使其适合博物馆展览,教育和研究,为手稿的历史和文化意义提供了身临其境和丰富的理解。
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引用次数: 0
Bridging tangible artifacts and its intangible expressions: MAR and CNN integration for reviving the traditional identity of tribal fabrics 连接有形的文物和无形的表达:MAR和CNN的融合,以恢复部落织物的传统身份
Q1 Social Sciences Pub Date : 2025-10-20 DOI: 10.1016/j.daach.2025.e00470
Susmita Roy , Pankaj Pratap Singh , Abhijit Padun
The convergence of tangible artifacts and intangible expressions within the realm of cultural heritage has gained significance in recent years. Intangible cultural heritage (ICH) serves as an expression of the history, customs, traditions, knowledge, beliefs that augment the distinctiveness and uniqueness of communities. The handloom and textiles heritage of NorthEast (NE) tribes of India plays a crucial role for establishing the cultural identity of the tribes of this region. Their traditional fabrics hold oral narratives that reflect the beliefs and customs of their past tribal society. Industrialization had led to commercialization of these fabrics but the oral legacy associated with it remained underappreciated and unrecorded. This research work proposes a system design model with an innovative integration of Mobile Augmented Reality (MAR) and Convolutional Neural Networks (CNN) to revive the traditional identity of tribal fabrics. The heuristic evaluation and user testing of the prototype application developed, yielded positive results, confirming its effectiveness in its usability and potential for promoting ICH, particularly among the young generations. The findings validate the positive outcome of the prototype in elucidating the cultural significance associated with the fabrics shedding light on the rich oral history embedded in these fabrics. By leveraging the MAR, users can interact with physical textiles in a digital space, unveiling the hidden narratives inscribed in the fabric's intricate patterns and motifs.
近年来,在文化遗产领域内,物质文物和非物质表现形式的融合变得越来越重要。非物质文化遗产(ICH)是历史、习俗、传统、知识和信仰的表达,增强了社区的独特性和独特性。印度东北部落的手工织布机和纺织品遗产对建立该地区部落的文化认同起着至关重要的作用。他们的传统织物保留着口头叙述,反映了他们过去部落社会的信仰和习俗。工业化导致了这些织物的商业化,但与之相关的口头遗产仍然没有得到充分的重视和记录。本研究提出了一种结合移动增强现实(MAR)和卷积神经网络(CNN)的系统设计模型,以恢复部落织物的传统身份。对开发的原型应用程序的启发式评估和用户测试产生了积极的结果,证实了其可用性的有效性和促进非物质文化遗产的潜力,特别是在年轻一代中。这些发现证实了原型的积极结果,阐明了与织物相关的文化意义,揭示了这些织物中蕴含的丰富口述历史。通过利用MAR,用户可以在数字空间中与实体纺织品进行交互,揭开织物复杂图案和图案中隐藏的故事。
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引用次数: 0
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Digital Applications in Archaeology and Cultural Heritage
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