Project Category: Virtual Heritage

Virtual Lady Ada, an interactive museum exhibition

Abstract This case study will describe the method on how to create, animate and interact with virtual humans in the context of cultural heritage. Our contribution to these several projects was to show the state of the art of virtual humans and in-teractive applications. We will focus on the interaction loop between the detection of visitors and the reacted expression of the avatar, the dynamic and the integra-tion of metadata such as pictures, storytelling, information that enriched the user experience through an exhibition presented at the biggest museum of computer science in the world: Lady Ada. Keywords  cultural heritage,...

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EMOTIVE PROJECT: THE EXPLORATION OF EGALITARIANISM DIGITAL EDUCATION KIT*

Abstract The Exploration of Egalitarianism Digital Education Kit, developed in the context of the project EMOTIVE, invites students aged 11-14 to investigate the Neolithic site of Çatalhöyük and its egalitarian society. Within the framework of a three-part experience, students are tasked with collaborative decision making and constructive peer-to-peer dialogue as they use 3D printed objects, virtual tours of replica houses, and a multi-user Chatbot, to explore the history of the archaeological site and the nature of egalitarianism. Dialogic methods and pedagogical strategies, drawn from heritage interpretation and history education respectively, are embedded within the digital tools to develop the...

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Literary Myths in Mixed Reality

Abstract In this work, the authors identify a “content-based” shortcoming of modern Mixed Reality (MR) intangible and tangible digital heritage storytelling applications for digital humanities. It is an important problem as the very nature of these applications has often been identified with either misguided storytelling, or non-compelling, non-engaging narratives, except the initial captivating moments due to the immersive 3D visual simulation. The authors propose a new concept that forthcoming MR applications can draw from: “Literature-based MR Presence.” Based on modern literature excerpts associated with the real heritage sites, digital narratives can achieve new depths of Presence (phenomenon of behaving...

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True Augmented Reality Virtual Characters for Digital Cultural Heritage Applications

Abstract This case study presents the basic pipeline to create a 3D virtual character in order to be used to any Digital Cultural Heritage application. The main idea is to obtain a 3D model of a virtual character, which could be either a premade character mesh or by creating one through 3D scanning for instance, then change its appearance and customize it based on the content of the application, animate it (e.g. adding certain movements and animations to it) and finally deploying to the environment where the application is being developed (e.g. a 3D game engine). Once inside the...

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VR Reconstruction of Tel-el-Daba, a Puzzle in 4D

Abstract The aim of the ‘A Puzzle in 4D’ project is to provide long-term preservation for the rich archaeological resources of the excavations at Tell el Daba in Egypt. Digital and non-digital excavation data will be enriched with metadata and prepared for long-term archiving and open-access online publication. Keywords VR Reconstruction, Virtual Archaeology, VR Sites, Digital Reconstruction, Aegypt, Keyword_01, Keyword_02, Keyword_03, Keyword_04,..Keyword_n The overall aim of the A Puzzle in 4D project is the digital long-term preservation of the knowledge and information from the Austrian excavations at Tell el Daba by preparing them for long-term archiving based on national...

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