identifies and assesses emerging technical issues, innovations and tools which can improve the ‘digital encounter’ and help establish the main technical ‘pipelines’ for Virtual Museums different, adapted ways to bridge the physical and the digital world depending on the user location.
Digitalisation has a role to play in the conservation and promotion of modern-day cultural heritage but should enhance real-life experiences, rather than replace them, experts say. The Innovation and Cultural Heritage conference, held in Brussels on 20 March 2018, brought together a diverse range of researchers from the fields of science, technology, archaeology, social sciences […]
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.
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:
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
Rather than trying to choose between high-tech, low-tech, and no-tech, parents and teachers should be searching for activities that will engage children in creative thinking and creative expression.