Pub Date : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6743832
Fasse-Calvet Isabelle, Didier Dalbera, J. Zoller, Frederique Bertrand
This presentation is an overview of the work realized from 2003 to 2010 as part of a master curriculum at the School of Architecture of Marseille, France. The aim is to highlight how specialized computer tools and digital processes can approach the way architectural concepts were held in the heritage sites and projects studied. In this situation, these tools proved to be true interfaces of analysis and communication, allowing the specification and explicit numerical description of the architecture. However, data relating to architectural modeling and simulation result less of the effects than to the designing processes to which they refer, related to other disciplines specific to the architectural project studied. Numerical data representation and organization is then based on a very important work of consultation and collaboration we have tried to conceptualize in the interfaces of the websites presenting these projects. And treated these architectural examples adopt a didactic dimension promoting learning concepts and architectural knowledge. Real work of synthesis, the quality of restitution of this architectural heritage depends on how are organized, treated and linked data. Thereby this work refers to current issues in terms of multidisciplinary collaborative design, intelligent design wizards and building automation, virtual architecture, and the future impact of information technologies on the processes, procedures and architectural products.
{"title":"Digital restitution of architectural and urban heritage in south of France","authors":"Fasse-Calvet Isabelle, Didier Dalbera, J. Zoller, Frederique Bertrand","doi":"10.1109/DigitalHeritage.2013.6743832","DOIUrl":"https://doi.org/10.1109/DigitalHeritage.2013.6743832","url":null,"abstract":"This presentation is an overview of the work realized from 2003 to 2010 as part of a master curriculum at the School of Architecture of Marseille, France. The aim is to highlight how specialized computer tools and digital processes can approach the way architectural concepts were held in the heritage sites and projects studied. In this situation, these tools proved to be true interfaces of analysis and communication, allowing the specification and explicit numerical description of the architecture. However, data relating to architectural modeling and simulation result less of the effects than to the designing processes to which they refer, related to other disciplines specific to the architectural project studied. Numerical data representation and organization is then based on a very important work of consultation and collaboration we have tried to conceptualize in the interfaces of the websites presenting these projects. And treated these architectural examples adopt a didactic dimension promoting learning concepts and architectural knowledge. Real work of synthesis, the quality of restitution of this architectural heritage depends on how are organized, treated and linked data. Thereby this work refers to current issues in terms of multidisciplinary collaborative design, intelligent design wizards and building automation, virtual architecture, and the future impact of information technologies on the processes, procedures and architectural products.","PeriodicalId":52934,"journal":{"name":"Studies in Digital Heritage","volume":"140 1","pages":"751"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72605164","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 : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6743833
Cécile Armand, Liuying Cao, Xinxin Tan
IAO Scholar (IAO stands for "Lyons Institute for East Asian Studies" - "Institut d'Asie Orientale" in French) is a common platform that hosts six individual doctoral projects covering modern Chinese history. Its first goal is to build a digital archive as a base for a visual history of Modern China. It includes different types of visual materials (advertisements, films/motion pictures, photographs, posters). The project is supported by CNRS (standing for Conseil National de la Recherche Scientifique) - IAO and the platform is hosted by Huma-Num to guarantee its sustainability. We use O meka, a tool specifically designed for historians by historians (by the Center for History and News Media). The platform is structured by the six thematic projects (advertising, beauty, comedy, comics, nude, transportation). Each of us has her/his own separate section, but we can make connections and share contents and resources. As a work in progress and a collaborative project, the platform allows other people to contribute, managing different levels of user, and is open to everyone interested in joining the project under certain conditions. As a public platform, it makes available to everyone original materials or essays by the students at different stages of their research, virtual exhibits, demos, and resources about their research topic while providing control on copyright and the consent of the authors. The presentation during the conference will consist in a general introduction to the global project supported with a transversal virtual exhibit dealing with the visual imagery of Shanghai urban modernity crossing our three individual projects (advertizing, comedy, transportation).
IAO学者(IAO是里昂东亚研究所的缩写,法语为“Institut d’Asian Orientale”)是一个公共平台,目前有6个涉及中国近代史的个人博士项目。它的第一个目标是建立一个数字档案,作为现代中国视觉历史的基础。它包括不同类型的视觉材料(广告、电影/电影、照片、海报)。该项目由CNRS (Conseil National de la Recherche Scientifique) - IAO支持,该平台由Huma-Num托管,以保证其可持续性。我们使用O meka,一个由历史学家(由历史和新闻媒体中心)专门为历史学家设计的工具。平台由六个主题项目(广告、美容、喜剧、漫画、裸体、交通)构成。我们每个人都有自己独立的版块,但我们可以建立联系,分享内容和资源。作为一项正在进行的工作和一个协作项目,该平台允许其他人贡献,管理不同级别的用户,并在一定条件下向所有有兴趣加入项目的人开放。作为一个公共平台,它向每个人提供学生在不同研究阶段的原创材料或论文,虚拟展览,演示和关于他们研究主题的资源,同时提供版权控制和作者的同意。会议期间的演讲将包括对全球项目的总体介绍,并辅以横向虚拟展览,通过我们的三个单独项目(广告、喜剧、交通)来处理上海城市现代性的视觉图像。
{"title":"IAO Scholar: A global platform for the digital history of Modern China: By the doctoral students of the Lyons Institute for East Asian Studies (IAO-ENS Lyon)","authors":"Cécile Armand, Liuying Cao, Xinxin Tan","doi":"10.1109/DigitalHeritage.2013.6743833","DOIUrl":"https://doi.org/10.1109/DigitalHeritage.2013.6743833","url":null,"abstract":"IAO Scholar (IAO stands for \"Lyons Institute for East Asian Studies\" - \"Institut d'Asie Orientale\" in French) is a common platform that hosts six individual doctoral projects covering modern Chinese history. Its first goal is to build a digital archive as a base for a visual history of Modern China. It includes different types of visual materials (advertisements, films/motion pictures, photographs, posters). The project is supported by CNRS (standing for Conseil National de la Recherche Scientifique) - IAO and the platform is hosted by Huma-Num to guarantee its sustainability. We use O meka, a tool specifically designed for historians by historians (by the Center for History and News Media). The platform is structured by the six thematic projects (advertising, beauty, comedy, comics, nude, transportation). Each of us has her/his own separate section, but we can make connections and share contents and resources. As a work in progress and a collaborative project, the platform allows other people to contribute, managing different levels of user, and is open to everyone interested in joining the project under certain conditions. As a public platform, it makes available to everyone original materials or essays by the students at different stages of their research, virtual exhibits, demos, and resources about their research topic while providing control on copyright and the consent of the authors. The presentation during the conference will consist in a general introduction to the global project supported with a transversal virtual exhibit dealing with the visual imagery of Shanghai urban modernity crossing our three individual projects (advertizing, comedy, transportation).","PeriodicalId":52934,"journal":{"name":"Studies in Digital Heritage","volume":"317 1","pages":"753"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77420239","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 : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6744803
Eiman M. Elgewely, W. Sheta, M. M. Metwalli
Virtual worlds should not be assessed as substitutes of the real world, but rather as an additional dimension that offers a new field for artistic expression. Cyberspace has helped to break free from the shackles of traditional definitions of the built architecture. Cyberspace represents a new challenge to the designers who used to search for spaces of liberation and believed in the unlimited capacities it offers for creativity. This research presents an experimental design approach for the online 3D virtual environments throughout a conceptual design of the Virtual Culture Gates which are a group of online interactive virtual 3D spaces; a gate is majored for the culture of each nation to present some of its aspects inside cyberspace. This research also discusses three major challenges- the design concepts, virtual scenario and content which represent the creative trilogy for a successful 3D virtual environment.
{"title":"Virtual cultural gates: Exploring cyberspace potentials for a creative cultural heritage: An experimental design approach for the on-line 3D virtual environments","authors":"Eiman M. Elgewely, W. Sheta, M. M. Metwalli","doi":"10.1109/DigitalHeritage.2013.6744803","DOIUrl":"https://doi.org/10.1109/DigitalHeritage.2013.6744803","url":null,"abstract":"Virtual worlds should not be assessed as substitutes of the real world, but rather as an additional dimension that offers a new field for artistic expression. Cyberspace has helped to break free from the shackles of traditional definitions of the built architecture. Cyberspace represents a new challenge to the designers who used to search for spaces of liberation and believed in the unlimited capacities it offers for creativity. This research presents an experimental design approach for the online 3D virtual environments throughout a conceptual design of the Virtual Culture Gates which are a group of online interactive virtual 3D spaces; a gate is majored for the culture of each nation to present some of its aspects inside cyberspace. This research also discusses three major challenges- the design concepts, virtual scenario and content which represent the creative trilogy for a successful 3D virtual environment.","PeriodicalId":52934,"journal":{"name":"Studies in Digital Heritage","volume":"84 1","pages":"443"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85569624","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 : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6744813
M. Russo, R. Ghose, M. Mattioli
Social inclusion, lifelong learning and the regeneration of competence networks are key processes which foster innovation. Museums may play an important role in these processes and ICT can strongly support the effectiveness of the interventions required. Among them, digital tools used to tell stories are becoming increasingly popular. Narratives in new dimensions enable the formation of personal and community identities, and the construction of meanings [1], [2]. Homm-sw supports multimedia narratives which enhance tangible and intangible heritage in education and cultural mediation, as well as in tourism. Developed by Officina Emilia (Italy) and Crafts Museum (India), the application is online at www.homm-museums-software.org. So far, it implements the engine for creating and managing the activity ‘networks-of-stories’, to create a nonlinear and open multimedia narration [3],[4]. In the last decade, digital storytelling has spread rapidly due to the growth and possibilities offered by new ICT devices [5], [6]. Together with crowd sourcing it can deepen and enrich the understanding of tangible and intangible heritage. Digital storytelling still faces some critical challenges: creation of content on tangible and intangible heritage, classification and re-use of existing documents and clips, cooperative and coordinated production of new content. Moreover, for effective exploratory paths and a more analytical approach to browsing material, contents must be set in the overall perspective of the narrations, to ensure narration is coherent. Finally, validation and dissemination of related outcomes must respect scientific standards. Homm-sw is based on four pillars: (1) a web system for creating and managing the community of users, authors, administrators of the sw platform and of contents; (2) ICT information points in the museum that integrate contents; (3) a website with a personal workspace that allows for the possibility to ‘prolong the visit after the visit’; (4) a working group for production and content management, and a set of collaboration tools used to expand the storage of content. Homm-sw has tools that: support educators, also in contrasting learning difficulties, in developing inclusive and collaborative educational practices; support curators; facilitate crowd sourcing; create a personal web repository of contents and connections; share contents to be published, if approved by the administrator; create a network of contents and applications, at different levels for different users and specific needs. Homm-sw extends the museum experience. Before the visit: users can have a general look at museum contents and note, in their online personal desktop, what they are interested in. During the visit: users can retrieve their notes and add what is available on the museum's exhibits and augmented reality, hands-on activities and multimedia contents, living laboratories, demonstration programs. Homm-sw in the onsite-mode allows only notes and memo
{"title":"Homm-sw: Networks-of-stories to value tangible and intangible heritage in museums","authors":"M. Russo, R. Ghose, M. Mattioli","doi":"10.1109/DigitalHeritage.2013.6744813","DOIUrl":"https://doi.org/10.1109/DigitalHeritage.2013.6744813","url":null,"abstract":"Social inclusion, lifelong learning and the regeneration of competence networks are key processes which foster innovation. Museums may play an important role in these processes and ICT can strongly support the effectiveness of the interventions required. Among them, digital tools used to tell stories are becoming increasingly popular. Narratives in new dimensions enable the formation of personal and community identities, and the construction of meanings [1], [2]. Homm-sw supports multimedia narratives which enhance tangible and intangible heritage in education and cultural mediation, as well as in tourism. Developed by Officina Emilia (Italy) and Crafts Museum (India), the application is online at www.homm-museums-software.org. So far, it implements the engine for creating and managing the activity ‘networks-of-stories’, to create a nonlinear and open multimedia narration [3],[4]. In the last decade, digital storytelling has spread rapidly due to the growth and possibilities offered by new ICT devices [5], [6]. Together with crowd sourcing it can deepen and enrich the understanding of tangible and intangible heritage. Digital storytelling still faces some critical challenges: creation of content on tangible and intangible heritage, classification and re-use of existing documents and clips, cooperative and coordinated production of new content. Moreover, for effective exploratory paths and a more analytical approach to browsing material, contents must be set in the overall perspective of the narrations, to ensure narration is coherent. Finally, validation and dissemination of related outcomes must respect scientific standards. Homm-sw is based on four pillars: (1) a web system for creating and managing the community of users, authors, administrators of the sw platform and of contents; (2) ICT information points in the museum that integrate contents; (3) a website with a personal workspace that allows for the possibility to ‘prolong the visit after the visit’; (4) a working group for production and content management, and a set of collaboration tools used to expand the storage of content. Homm-sw has tools that: support educators, also in contrasting learning difficulties, in developing inclusive and collaborative educational practices; support curators; facilitate crowd sourcing; create a personal web repository of contents and connections; share contents to be published, if approved by the administrator; create a network of contents and applications, at different levels for different users and specific needs. Homm-sw extends the museum experience. Before the visit: users can have a general look at museum contents and note, in their online personal desktop, what they are interested in. During the visit: users can retrieve their notes and add what is available on the museum's exhibits and augmented reality, hands-on activities and multimedia contents, living laboratories, demonstration programs. Homm-sw in the onsite-mode allows only notes and memo","PeriodicalId":52934,"journal":{"name":"Studies in Digital Heritage","volume":"2014 1","pages":"463"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88019693","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 : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6743777
P. Kyriakou, S. Hermon
Summary form only given. Before the digital age, the only way for museum visitors to experience what a museum has to offer, was to actually visit it. However, this adds limitations to the visitors as not all people are able to go to certain places, or even at certain hours. Therefore, there was a need to develop a new concept of museum that will be accessible to all users, at all times, from everywhere. The answer is online virtual museums. This paper aims to describe the work in progress of creating a system that builds dynamically generated 3 D virtual museums based on the user's preferences using a video game engine. Furthermore, we describe the process we followed to build a virtual museum using virtual copies of real archaeological artifacts, describing the problems we faced and how we dealt with them. The 3 D environment of the 3 D virtual museum is a walk-through virtual space, similar to those of the first-person shooter games, which accommodates in specific positions the objects that the user has selected. In this case the user has an avatar which uses to move around in the scene, resembling user experience from the video game world. The user sees the virtual world through the eyes of the avatar and he has the feeling of being in a first-person virtual world. The user is able to walk around using the arrows keys and look using the mouse. Additionally, he is able to use the mouse to interact with objects, so as to enrich his virtual museum experience. The goal of this work is to dynamically build a virtual world containing the museum along with the items positioned in locations according to the user's preferences. The user will be able to set his/her preferences and to choose the content that he is interested in using a user friendly Graphical Unit Interface (GUI). Subsequently, a new scene will be created and introduced to the user. The system's features will include classification filters, search fields, sorting on specific attributes of the items of the museum, like chronology and location. The items used in the system are 3 D models of archaeological items created by The Cyprus Institute (CVI). Finally, our motivation for this work is to provide users a rich experience where they will explore details and information of the archaeological artifacts, that otherwise would remain "hidden", by studying the 3 D digital replicas.
{"title":"Building a dynamically generated virtual museum using a game engine","authors":"P. Kyriakou, S. Hermon","doi":"10.1109/DigitalHeritage.2013.6743777","DOIUrl":"https://doi.org/10.1109/DigitalHeritage.2013.6743777","url":null,"abstract":"Summary form only given. Before the digital age, the only way for museum visitors to experience what a museum has to offer, was to actually visit it. However, this adds limitations to the visitors as not all people are able to go to certain places, or even at certain hours. Therefore, there was a need to develop a new concept of museum that will be accessible to all users, at all times, from everywhere. The answer is online virtual museums. This paper aims to describe the work in progress of creating a system that builds dynamically generated 3 D virtual museums based on the user's preferences using a video game engine. Furthermore, we describe the process we followed to build a virtual museum using virtual copies of real archaeological artifacts, describing the problems we faced and how we dealt with them. The 3 D environment of the 3 D virtual museum is a walk-through virtual space, similar to those of the first-person shooter games, which accommodates in specific positions the objects that the user has selected. In this case the user has an avatar which uses to move around in the scene, resembling user experience from the video game world. The user sees the virtual world through the eyes of the avatar and he has the feeling of being in a first-person virtual world. The user is able to walk around using the arrows keys and look using the mouse. Additionally, he is able to use the mouse to interact with objects, so as to enrich his virtual museum experience. The goal of this work is to dynamically build a virtual world containing the museum along with the items positioned in locations according to the user's preferences. The user will be able to set his/her preferences and to choose the content that he is interested in using a user friendly Graphical Unit Interface (GUI). Subsequently, a new scene will be created and introduced to the user. The system's features will include classification filters, search fields, sorting on specific attributes of the items of the museum, like chronology and location. The items used in the system are 3 D models of archaeological items created by The Cyprus Institute (CVI). Finally, our motivation for this work is to provide users a rich experience where they will explore details and information of the archaeological artifacts, that otherwise would remain \"hidden\", by studying the 3 D digital replicas.","PeriodicalId":52934,"journal":{"name":"Studies in Digital Heritage","volume":"58 8 1","pages":"443"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83668657","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 : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6744802
E. Goins
Video games have the potential to immerse players in an interactive world. However, educational history games have been fairly limited in their approach and have tended to ignore the social and cultural aspects of history. Pox and the City is a prototype role playing game that explores narrative and gameplay strategies in order to focus on the social history of smallpox vaccination. The basic design of the game is based on a three body problem: that medical progress depends on the interaction of the doctor, the patient and the disease. Players have to successfully interact with different social classes, make business decisions and treat patients with a number of different illnesses in order to complete the game. In addition, the project brings in archival documents as primary source material that the player must access through the library in order to complete mini-games and quests. The gameplay of Pox and the City focuses on social interaction rather than abstracted plague mechanisms to express the complex historic social issues that faced early 19th century doctors in Edinburgh, Scotland.
电子游戏有可能让玩家沉浸在互动世界中。然而,教育性历史游戏的方法相当有限,往往忽略了历史的社会和文化方面。《痘与城市》是一款角色扮演游戏的原型,它探索了故事和游戏策略,以关注天花疫苗接种的社会历史。游戏的基本设计是基于一个三体问题:医疗进步取决于医生、病人和疾病之间的互动。为了完成游戏,玩家必须成功地与不同的社会阶层互动,做出商业决策,治疗患有多种不同疾病的病人。此外,该项目还引入了档案文件作为主要来源材料,玩家必须通过图书馆才能完成迷你游戏和任务。《Pox and The City》的玩法侧重于社交互动,而不是抽象的瘟疫机制,以表达19世纪早期苏格兰爱丁堡医生所面临的复杂历史社会问题。
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Pub Date : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6744797
Huaxiang He, Daopin Cheng, M. Mo
Since the 21st century, the ecology of communication of cultural heritage has changed significantly thanks in large part to new media technology. For the existing social order and cultural ecology, new media technology has both advantages and disadvantages. The advantages are apparent, but the disadvantages are hidden and less discussed by scientists exclude a few humanists. Here are some of the facts: (1) the more complex and vivid the media symbol environment is, the more beguiling the resulting stereotypes are, and the greater the likelihood is that people will mix up the real world with the cyberworld; (2) compared with traditional media such as radio and television, ethics anomie in network communication is more serious, especially the copyright infringement, defaming and invasion of privacy. (3) network changed people's space-time concept, formed specific bias of communication which makes certain types of information can more easily spread and be accepted than other information; (4) under the action of multi factors including above three elements, the mechanism of cultural inheritance and variation is destroyed, communication effects gaps arise, which probably make the cultural heritage encounter even more serious ecological crisis on the whole. In order to enhance understanding and explore the rule of online communication of cultural heritage, this paper put forward an angle of discussing the problem from the aspects of motivation, path and effect based on the investigation into the status quo of online communication of digital heritage. The status quo of online communication of digital cultural heritage is not optimistic. Select several well-known portal sites such as MSN, AOL and Yahoo! to make a rough survey of the web content, we find that it is not easy to acquire information about cultural heritage from t
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Pub Date : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6744806
Samir Bhowmik
Summary form only given. Building Information Modeling (BIM) for new museum building design has been in use since the past decade. It allows architects, engineers and consultants to digitally co-design structures and exhibit spaces needed for museum collections. This process leads to a complete digitization of the physical museum, creating a parametric model that opens up a possibility for future integration with the museum's and community's digital artifacts. Museums are also currently in the process of exploring participatory digital strategies with their user communities and engage them in collection, digitization and archival processes. A new element in the participation by visitors and community would be to engage them digitally with the museum's building model and its physical space. Can BIM, community's and visitors' historic digital collections be integrated to create a shared and collaborative museum digital ecosystem? How will this digital building model of a historic museum space serve as a parametric platform for the digital artifacts of the participating community? Could a museum exhibit the community's digital artifacts via 3d Projection Mapping using the BIM model of the interior of the museum? By this, visitors and community could then insert their own historic collections into the museum, exhibit them through AV projections and thus transform the museum space as a stage for the display of the community's collections. Along these lines, this paper investigates various digital and participatory methods to engage user communities with museum buildings. It also explores inherent challenges towards an integrated museum model, and raises questions of sustainability that come along with it.
{"title":"The parametric Museum: Combining Building Information Modeling, 3D Projection Mapping with a community's digital collections for Cultural heritage museums","authors":"Samir Bhowmik","doi":"10.1109/DigitalHeritage.2013.6744806","DOIUrl":"https://doi.org/10.1109/DigitalHeritage.2013.6744806","url":null,"abstract":"Summary form only given. Building Information Modeling (BIM) for new museum building design has been in use since the past decade. It allows architects, engineers and consultants to digitally co-design structures and exhibit spaces needed for museum collections. This process leads to a complete digitization of the physical museum, creating a parametric model that opens up a possibility for future integration with the museum's and community's digital artifacts. Museums are also currently in the process of exploring participatory digital strategies with their user communities and engage them in collection, digitization and archival processes. A new element in the participation by visitors and community would be to engage them digitally with the museum's building model and its physical space. Can BIM, community's and visitors' historic digital collections be integrated to create a shared and collaborative museum digital ecosystem? How will this digital building model of a historic museum space serve as a parametric platform for the digital artifacts of the participating community? Could a museum exhibit the community's digital artifacts via 3d Projection Mapping using the BIM model of the interior of the museum? By this, visitors and community could then insert their own historic collections into the museum, exhibit them through AV projections and thus transform the museum space as a stage for the display of the community's collections. Along these lines, this paper investigates various digital and participatory methods to engage user communities with museum buildings. It also explores inherent challenges towards an integrated museum model, and raises questions of sustainability that come along with it.","PeriodicalId":52934,"journal":{"name":"Studies in Digital Heritage","volume":"77 1","pages":"449"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74193473","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 : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6743745
Motoko Okumoto, T. Ako, Koji Kato
The Great East Japan Earthquake happened on March 11, 2011. And many cultural properties were damaged. Japanese government has rescued them and stored them temporarily at museums to offer them emergency protection. The museum of Tohoku Gakuin University (TGU) is one of these museums, this museums accepted 1500-2000 items had been stored at Ayukawa treasure house in Miyagi. The museum of TGU had repaired and restored these items with student volunteers. They tried to record the process of this repair and restoration projects. At present, these documents have been digitalized in order to share the information for others. This paper analyzes the use of the digital data for different purposes.
{"title":"How to share the record of restoration project of cultural properties damaged by Tsunami: The digitalization of the three types of documents recorded by the student volunteers","authors":"Motoko Okumoto, T. Ako, Koji Kato","doi":"10.1109/DigitalHeritage.2013.6743745","DOIUrl":"https://doi.org/10.1109/DigitalHeritage.2013.6743745","url":null,"abstract":"The Great East Japan Earthquake happened on March 11, 2011. And many cultural properties were damaged. Japanese government has rescued them and stored them temporarily at museums to offer them emergency protection. The museum of Tohoku Gakuin University (TGU) is one of these museums, this museums accepted 1500-2000 items had been stored at Ayukawa treasure house in Miyagi. The museum of TGU had repaired and restored these items with student volunteers. They tried to record the process of this repair and restoration projects. At present, these documents have been digitalized in order to share the information for others. This paper analyzes the use of the digital data for different purposes.","PeriodicalId":52934,"journal":{"name":"Studies in Digital Heritage","volume":"14 1","pages":"251"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79522889","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 : 2013-10-01DOI: 10.1109/DigitalHeritage.2013.6743783
Matthew L. Vincent, T. DeFanti, J. Schulze, F. Kuester, T. Levy
Stereo panorama photography is able to create a visual immersive experience in which the viewer is able to see in any direction from a single static point. Acquiring data through CAVEcams [1, 2], we are able to create points of immersion at cultural heritage sites. Through this technique, the user can virtually experience archaeological sites, which they might not otherwise be able to do. These immersive data communicate a sense of place better than an individual photograph is capable of doing. CAVEcam images can be combined with data collected by LiDAR and "Structure from Motion" techniques to create a stereo fusion of gigapixel photography and 3D point cloud data. For museums, this means bringing the context of the artifacts they display to their visitors. Rather than isolated artifacts, visitors can experience where they come from and gain a better understanding for the story behind them. For researchers this means being able to visit their project, even when it is thousands of miles away. Collaborative tools in virtualization systems such as CalVR [3, 4] make it possible for researchers in different parts of the world to work on projects together. For the classroom, it means bringing the environments to the students in ways not previously possible. Hieroglyphs can be read from the walls of tombs, while benchmark sites can be visited and explored in conjunction with classroom lectures and presentations. Ultimately, this tool has very real implications for the preservation and presentation of cultural heritage and archaeology.
{"title":"Stereo panorama photography in archaeology: Bringing the past into the present through CAVEcams and immersive virtual environments","authors":"Matthew L. Vincent, T. DeFanti, J. Schulze, F. Kuester, T. Levy","doi":"10.1109/DigitalHeritage.2013.6743783","DOIUrl":"https://doi.org/10.1109/DigitalHeritage.2013.6743783","url":null,"abstract":"Stereo panorama photography is able to create a visual immersive experience in which the viewer is able to see in any direction from a single static point. Acquiring data through CAVEcams [1, 2], we are able to create points of immersion at cultural heritage sites. Through this technique, the user can virtually experience archaeological sites, which they might not otherwise be able to do. These immersive data communicate a sense of place better than an individual photograph is capable of doing. CAVEcam images can be combined with data collected by LiDAR and \"Structure from Motion\" techniques to create a stereo fusion of gigapixel photography and 3D point cloud data. For museums, this means bringing the context of the artifacts they display to their visitors. Rather than isolated artifacts, visitors can experience where they come from and gain a better understanding for the story behind them. For researchers this means being able to visit their project, even when it is thousands of miles away. Collaborative tools in virtualization systems such as CalVR [3, 4] make it possible for researchers in different parts of the world to work on projects together. For the classroom, it means bringing the environments to the students in ways not previously possible. Hieroglyphs can be read from the walls of tombs, while benchmark sites can be visited and explored in conjunction with classroom lectures and presentations. Ultimately, this tool has very real implications for the preservation and presentation of cultural heritage and archaeology.","PeriodicalId":52934,"journal":{"name":"Studies in Digital Heritage","volume":"7 41 1","pages":"455"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79628663","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}