Fig 2 - uploaded by Xenophon Zabulis
Content may be subject to copyright.
Museum entrance, video presentation with the most important exhibits

Museum entrance, video presentation with the most important exhibits

Source publication
Poster
Full-text available
This paper presents an Ambient Intelligence infrastructure that fuses state-of-the-art technologies and related applications with digital cultural resources to deliver interactive and immersive user encounters through on-site Virtual Exhibitions (VEs) which respond to the demands of ‘new museology’. The practical exploitation of the concept is pres...

Context in source publication

Context 1
... of the Minoan labyrinth and a design plan of the facilities. The video wall presents multimedia content related to the most important exhibits of the museum presented in chronological sequence, corresponding to the exhibition tour. Graphic designs smoothen the transitions between exhibits in order to give a pleasant overview of the exhibition (Fig. 2). The tour of the archaeological exhibits begins as visitors enter Hall no. II (Fig. 3a left). A screen embedded into the wall presents multimedia content related to the theme of the room, the Peak Sanctuaries. Physical environments of the sanctuaries, architectural conformation, dedicators, offerings and references of cult activity in ...

Similar publications

Article
Full-text available
The focus of this research is digital heritage in emergence. This study deals with how to use digital media tools to collect information about caravanserais (khans) to digitise lost heritage attributes. The study involved researchers compiling information about these caravanserais from references, and digitally mapping and generating identification...
Preprint
Full-text available
In the last decades the rapid development of technologies and methodologies in the field of digitization and 3D modelling has led to an increasing proliferation of 3D technologies in the Cultural Heritage domain. Despite the great potential of 3D digital heritage, the "special effects" of 3D may often overwhelm its importance in research. Projects...
Article
Full-text available
In recent years, the increasing demand for digital cultural content has intensified the digitization challenges for cultural organizations. Among these difficulties, cultural organizations have been struggling to find the financial resources for digitizing their cultural heritage, as well as for storing data, developing digital skills, and implemen...
Article
Full-text available
This paper demonstrates how digital documentation projects support engagement, analysis and interpretation of the reconstruction of Notre Dame de Paris, as well as demonstrating the underpinning processes by which the documentation itself is generated and managed. The digital documentation project is the scientific website which forms a digital eco...

Citations

... In this work, motivated by the potential offered through the augmentation of physical paper with digital information [25,26], we build on the state of the art in mobile technology applied in the domain of tourism and culture [27][28][29] and its application in realworld scenarios [30,31]. As such we propose a system that digitally augments and brings to life historic postcards. ...
Chapter
We present a mobile application that is bringing to life historic photographs of Heraklion by mapping them in historical routes within the city and offering the visitor a dialogue with its social and historical context. At the same time while visiting the public library where these historic photographs are exhibited, the mobile app enhances the provided information by virtually replacing the photographs with alternative views from different historic periods.KeywordsAugmented RealityMobile technologyMobile GuidesCultural Heritage
... In [27,28], a Computer Vision approach is proposed to support non-instrumented, location-based interaction of multiple users with digital representations of large-scale artifacts. A similar approach is followed in [29], where information displays and educative applications are combined with infotainment systems and interactive games for children. Furthermore, other attempts aim not only to provide information but also to personalize content provided in the museum based on the interactive device used and the characteristics of the user accessing an interactive application (e.g., children, families, adults, experts, etc.) [30,31]. ...
Article
Full-text available
Traditional crafts exhibit tangible and intangible dimensions. Intangible dimensions include the practitioner’s gestural know-how in craft practice and have received smaller attention than tangible dimensions in digitization projects. This work presents the process of representation and presentation of the glasswork and is exemplified in the re-creation of a historical object. Following an articulated pipeline approach for data collection, annotation, the crafting process is represented visually and semantically in a way that can be meaningfully presented and utilized in craft training and preservation. The outcomes of the proposed approach were used to implement a Mixed Reality installation. The installation targets craft presentation through an exploration of the workspace, as well as craft training through an interactive experience where users re-enact gestures of a glass master holding a tool and receiving audiovisual feedback on the accuracy of their performance. Preliminary evaluation results show high acceptance of the installation and increased user interest.
Chapter
In this work, we present our approach towards reviving events, historical figures and artefacts in the context of a physical museum exhibition organized by the National Historical Museum in the Old Parliament House as part of the celebration of 200 years since the beginning of the Greek Revolution. In this context, several interactive systems were created to accompany the museum exhibits aiming at augmenting the museum visiting experience through an interactive dialogue with objects, places, persons and events.
Chapter
The incorporation of different types of media promotes a multimodal approach to the dissemination, communication and exploitation of Cultural Heritage in Museums. By utilizing digital technologies allows new forms of interactions with cultural content. Cultural spaces such as museums have been integrating new digital tools, presenting their audiences immersive, interactive, and multisensory experience that is not possible in traditional exhibitions. Withing these approaches a new term of Extended Reality (XR) is emerging and increasing its role in these cultural spaces. XR is the umbrella that englobes all forms of immersion and interaction such as Augmented Reality (AR), Mixed Reality (MR) and Virtual Reality (VR). This article aims to provide a comprehensive state of the art of XR experiences for Cultural Heritage in Museums. To support this goal, a systematic review of the peer-reviewed articles was gathered from the Scopus and Web of Science databases. Results are analyzed and the case studies are presented in this paper.