Innovative technology hits the theatre stage

    The Tonys are here—let's celebrate the latest and most creative uses of technology in theatre.MAY 03, 2017With the annual Tony Awards steadily approaching, many are looking towards the current atmosphere of theatre and musical arts. It's clear how technology has...

Tools of The Trade

The tools of the trade for digital preservation continue to improve thanks to advances in technology and research. As the technology improves, these tools also become smaller and cheaper making them more accessible to the heritage preservation communities around the...

ViMM Milestone Event 12-13 April 2018, Berlin

The ViMM consensus building event in Berlin on 12 and 13 April, involved 100+ experts in Digital Cultural Heritage in reshaping and helping prioritise over 40 Propositions for the ViMM Manifesto and Roadmap on the future of Digital Cultural Heritage in Europe. The...

ESTIMOTE: Reality Matters

The physical world defined by software. People and assets can be located programmatically. The app provides contextual information, and Estimote beacons surface this information as one walks through the space. The app includes everything from text, to images, to audio and video guides about both the structure itself and the artwork housed within.

Occupy white walls

To say it’s a PC sandbox-building, AI-driven MMO where people play with Art, developed by people who really love architecture and abstract characters… would be a bit of a mouthful.

We could have named it ‘World of curation craft’, or ‘Clash of artistically and architecturally curious people’ but we chose Occupy White Walls.
OWW for short.

Virtual Reality in Gaming

VR game libraries, like PlayStation or SteamVR provide hundreds of games today. When VR technology overcomes the problem of movement for players and possibly introduces all human senses, virtual reality in gaming could become as powerful as the real world gaming.

What Color Were the Dinosaurs?

Little L, interactive exhibition about the Australian polar dinosaur – Immerse into the world of dinosaurs using VR equipment
Visitors of the show can use a special headset and virtual air brush to color their own 3D-printed dinosaur. The direct transmission onto the big screen allows them to not only observe but also co-create the exhibit, while photographs of their creations are shared through social networks.

VIMM Thematic Area 2: Directions Working Group 2.3: Future in Mind

The chairwoman WG 2.3: Francesca Guerrera
The experts WG 2.3 are: Ez Yuan, Ghislaine Boddington, Petja Janžekovič, Aleksandra Kostič, Tadej Vindiš, Jasper Ceelen, Bram Elewaut, Andre Selton, Marco Streefkerk

The Working Group 2.3 Future in Mind of the VIMM Thematic Area 2-Directions has provided the outcome of work: a vast list of 41 best practices and state of the art examples of platform, collaborative projects and business models in order to gain sustainability used in cultural heritage VR/AR. It included an analysis of some bad practices and examples too. Even though far fewer posts were written about the future, we do feel this subject is of paramount importance if we want to work on future-proof solutions and advice for legislation that can be applied for longer than a few years.

More:

http://www.kibla.org/fileadmin/kibla/Kibela/2018/ViMM/VIMM_TA2_WG2_3_Outcome.pdf

VIMM TA2: Working Group 2.2: Meaningful Content Connected To The Real World

TA2, WG 2.2: Meaningful Content Connected To The Real World

The chairwoman: Kaja Antlej
The experts of Working Group 2.2 are: Vincent De Koning, Savvas Varitimiadis, Nausikaä El-Mecky, Petja Janžekovič, Eleni Kirioti, Sander Muenster, Tadej Vindiš, Sophia Adam, Lieke Wijnia, Aleksandra Kostič

The Working Group 2.2 Technologies and Tools of the VIMM Thematic Area 2-Directions has provided the outcome of work: a vast list of 89 best practices and state of the art examples of virtual reality, augmented reality and mixed reality used in cultural heritage, in order to find out what the characteristics of VR as a medium are, to discover what stories can be told using AR/VR/MR and to recognise how these stories remain connected to the real world. The expert group consisting of international experts on the field of new media, storytelling and cultural heritage created and assessed a list concerning five topics: 21 cases of media – what kinds of media support the AR/VR/MR experience, 18 cases of interactivity – how can content connect to the user, 31 cases of storytelling – how do we connect content pieces between them and to the general message, 12 cases of meaningful content vs. the real world – how does content connect to the real world and 7 cases of media characteristics – how can we define VR as a medium.

VIMM TA2 Directions Working Group 2.1: Technology and Tools, Outcome

VIMM TA2: DIRECTIONS
WORKING GROUP 2.1:
Technologies and Tools
Outcome of Work

The Working Group 2.1 Technologies and Tools of the VIMM Thematic Area 2-Directions has provided the outcome of work: a vast list of 89 best practices and state of the art examples of design (14), user experience (15), tools (14), user interaction (15), and technologies (31) in order to create an overview of available tools and technologies surrounding virtual reality (VR), augmented reality (AR) and mixed reality (MR) that are, can be, or should be used by cultural heritage (CH) and to create an overview of tools and technologies that are required by CH to create VR/AR/MR. It included an analysis of some bad practices and examples too.

Members in WG 2.1 are Aleksandra Kostič as the chairwoman and distinguished experts from fields of digital media and cultural heritage: Davide Spalazzo, Margaretha Mazura, Dick van Dijk, Petja Janžekovič, Florian Niebling, Els de Rooy, Snežana Stabi, Cristina Vannini, Tadej Vindiš

Around the World in 80 Models Wrap-Up

Sketchfab Masters Abby Crawford and Néstor F. Marqués have lead us around the globe and through thousands of years of history via amazing 3D models in their blog series Around the World in 80 Models which came to a close last week. In this final post in the series, they reflect on their great achievement!

Travel AR Slovenia Lift off – CtrlArt – creative content in motion

The TravelAR Slovenia tourism app is an exciting, interactive Augmented Reality experience for visitors of the towns of Kočevje and Črnomelj (in Slovenia) who would like to discover the local tourist attractions and learn more about its cultural heritage. The app gives users historical and touristic information in a playful way in the form of dynamic AR narratives and 3d reconstructions on designated locations in both towns.

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