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Book Exploiting the potential of virtual reality  Innovative practices in museums

Download or read book Exploiting the potential of virtual reality Innovative practices in museums written by Nina Boldyreva and published by GRIN Verlag. This book was released on 2018-08-17 with total page 69 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master's Thesis from the year 2018 in the subject Art - Arts Management, , language: English, abstract: This thesis presents a detailed case study analysis of three VR projects ‘Modigliani VR: The Ochre Atelier’ at the Tate Modern, ‘Jupiter Hall’ at the Hermitage Museum, and 'DigiMuse programme’ at the National Museum of Singapore in the context of museological trends and global market. Specifically, it lays the foundation for understanding and analysing the two aspects of this immersive technology: first, how VR applications in museums have fostered the development of partnerships between art and tech worlds which can be understood as a new collaborative ecosystem, and second, how this new type of advanced technological exhibitions can empower to capitalise on these partnership opportunities while achieving museum’s mission. Importantly, this new form of cooperation has an economic component which ensures value creation, in this case, for VR projects, whether in-house, online or in different hosting venues. The attempt is to integrate the findings to demonstrate how VR technology can become a new channel to achieve museum’s objectives while remaining relevant and sustainable, and suggest a list of important factors to consider for an effective use of VR in museum practice. The present research aims at addressing the gap in the current academic literature by providing an analysis of VR in museum practices, in order to guide future designs of museum VR exhibitions. The thesis provides a solid foundation for further studies of this new collaborative ecosystem between the cultural and technological worlds.

Book Virtual and Augmented Reality in Education  Art  and Museums

Download or read book Virtual and Augmented Reality in Education Art and Museums written by Guazzaroni, Giuliana and published by IGI Global. This book was released on 2019-11-22 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Book Museum Practice

Download or read book Museum Practice written by and published by . This book was released on 1998 with total page 572 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Augmented Reality  Virtual Reality  and Computer Graphics

Download or read book Augmented Reality Virtual Reality and Computer Graphics written by Lucio Tommaso De Paolis and published by Springer Nature. This book was released on 2020-08-31 with total page 389 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2-volume set LNCS 12242 and 12243 constitutes the refereed proceedings of the 7th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2020, held in Lecce, Italy, in September 2020.* The 45 full papers and 14 short papers presented were carefully reviewed and selected from 99 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, 3D reconstruction visualization, and applications in the areas of cultural heritage, medicine, education, and industry. * The conference was held virtually due to the COVID-19 pandemic.

Book Creating and Using Virtual Reality

Download or read book Creating and Using Virtual Reality written by Kate Fernie and published by Oxbow Books Limited. This book was released on 2003 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essence of virtual reality lies with computer-based three-dimensional environments. Often termed 'worlds', these conceptual models can be navigated, interacted with and updated in real-time. This Guide to Good Practice is intended for individuals and organisations who are interested in potential ways to use virtual reality within the arts and humanities. It concentrates on the most widely used form of virtual reality today, desk-top virtual reality, which may be distributed and viewed on-line via the World Wide Web. In these systems virtual reality worlds run on users' desk-top computers, are displayed on a standard monitor, and navigated using a mouse or 3-D space ball and keyboard. This Guide introduces virtual reality by considering its history, philosophy and theory, and discusses good practice in planning virtual reality projects. It presents the data management and documentation procedures required to enable models to be maintained, and enjoyed by the audiences for which they are intended. It also explores strategies for archiving and considers how to avoid the loss of virtual reality models as technology changes. A virtual library of case studies illustrates some applications of virtual reality in Archaeology, Architecture, Dance, Design, Fine Art, Heritage, History, Museum Studies and Theatre. Examples of worlds which allow users to interact with each other are also presented.

Book Extended Reality

    Book Details:
  • Author : Lucio Tommaso De Paolis
  • Publisher : Springer Nature
  • Release : 2022-08-25
  • ISBN : 3031155467
  • Pages : 367 pages

Download or read book Extended Reality written by Lucio Tommaso De Paolis and published by Springer Nature. This book was released on 2022-08-25 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two volume proceedings, LNCS 13445 and 13446, constitutes the refereed proceedings of the First International Conference on Extended Reality, XR Salento 2022, held in Lecce, Italy, during July 6–8, 2022. Due to COVID-19 pandemic the conference was held as a hybrid conference. The 42 full and 16 short papers were carefully reviewed and selected from 84 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.

Book Digital Heritage  Progress in Cultural Heritage  Documentation  Preservation  and Protection

Download or read book Digital Heritage Progress in Cultural Heritage Documentation Preservation and Protection written by Marinos Ioannides and published by Springer Nature. This book was released on 2021-04-13 with total page 763 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 8th International Conference on Digital Heritage, EuroMed 2020, held virtually in November 2020. The 37 revised project papers and 30 revised short papers presented were carefully reviewed and selected from 326 submissions. The papers are on topics such as digital data acquisition technologies in CH/2D and 3D data capture methodologies and data processing; remote sensing for archaeology and cultural heritage management and monitoring; interactive environments and applications; reproduction techniques and rapid prototyping in CH; e-Libraries and e-Archives in cultural heritage; virtual museum applications (e-Museums and e-Exhibitions); visualisation techniques (desktop, virtual and augmented reality); storytelling and authoring tools; tools for education; 2D and 3D GIS in cultural heritage; and on-site and remotely sensed data collection.

Book New Digital Practices in Cultural Heritage  Virtual Reality Technologies

Download or read book New Digital Practices in Cultural Heritage Virtual Reality Technologies written by Metty Plunkett and published by Willford Press. This book was released on 2023-09-26 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cultural heritage refers to the legacy of physical artifacts and intangible attributes of a group or society that is inherited from previous generations. It is essential to preserve and protect the cultural heritage by passing it from one generation to the next generation. Virtual reality (VR) technologies create a virtual environment with realistic sense of vision, hearing, and touch. VR plays an important role in the protection and preservation of cultural heritage. During the process of research, exhibition and inheritance, cultural heritage may be damaged or corroded. This damage can be prevented by the use of VR. The three-dimensional models of material cultural heritage can be constructed by using the VR technology. It can also be used for virtual reproduction of cultural heritage based on archaeological research data and literature records for sites and remains that have not been excavated or annihilated. VR technology is also used to create a virtual museum that facilitates the protection and dissemination of cultural heritage. This book outlines the role of virtual reality technologies in preserving and protecting cultural heritage. A number of latest researches have been included herein to keep the readers abreast with the most recent concepts in this area of study.

Book Museums and Digital Culture

Download or read book Museums and Digital Culture written by Tula Giannini and published by Springer. This book was released on 2019-05-06 with total page 590 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores how digital culture is transforming museums in the 21st century. Offering a corpus of new evidence for readers to explore, the authors trace the digital evolution of the museum and that of their audiences, now fully immersed in digital life, from the Internet to home and work. In a world where life in code and digits has redefined human information behavior and dominates daily activity and communication, ubiquitous use of digital tools and technology is radically changing the social contexts and purposes of museum exhibitions and collections, the work of museum professionals and the expectations of visitors, real and virtual. Moving beyond their walls, with local and global communities, museums are evolving into highly dynamic, socially aware and relevant institutions as their connections to the global digital ecosystem are strengthened. As they adopt a visitor-centered model and design visitor experiences, their priorities shift to engage audiences, convey digital collections, and tell stories through exhibitions. This is all part of crafting a dynamic and innovative museum identity of the future, made whole by seamless integration with digital culture, digital thinking, aesthetics, seeing and hearing, where visitors are welcomed participants. The international and interdisciplinary chapter contributors include digital artists, academics, and museum professionals. In themed parts the chapters present varied evidence-based research and case studies on museum theory, philosophy, collections, exhibitions, libraries, digital art and digital future, to bring new insights and perspectives, designed to inspire readers. Enjoy the journey!

Book Virtual and Augmented Reality in Education  Art  and Museums

Download or read book Virtual and Augmented Reality in Education Art and Museums written by and published by . This book was released on 2020 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Book Handbook of Research on Management of Cultural Products  E Relationship Marketing and Accessibility Perspectives

Download or read book Handbook of Research on Management of Cultural Products E Relationship Marketing and Accessibility Perspectives written by Aiello, Lucia and published by IGI Global. This book was released on 2014-01-31 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: An integrated approach to investigate, create, and propose a model for the value creation of cultural products is essential in maintaining its connection with e-relationship marketing; this examination is important in recognizing a common perspective. The Handbook of Research on Management of Cultural Products: E-Relationship Marketing and Accessibility Perspectives examines the potential value of cultural products and how the support of new technologies can enable non-conventional and social-media marketing relationships. This book aims to highlight an emerging subject area in the field of financial management, management of value creation, and marketing that will be essential for scientists, researchers, and practitioners.

Book Design Tools and Methods in Industrial Engineering

Download or read book Design Tools and Methods in Industrial Engineering written by Caterina Rizzi and published by Springer Nature. This book was released on 2019-09-19 with total page 989 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book reports on cutting-edge design methods and tools in industrial engineering, advanced findings in mechanics and material science, and relevant technological applications. Topics span from geometric modelling tools to applications of virtual/augmented reality, from interactive design to ergonomics, human factors research and reverse engineering. Further topics include integrated design and optimization methods, as well as experimental validation techniques for product, processes and systems development, such as additive manufacturing technologies. This book is based on the International Conference on Design Tools and Methods in Industrial Engineering, ADM 2019, held on September 9–10, 2019, in Modena, Italy, and organized by the Italian Association of Design Methods and Tools for Industrial Engineering, and the Department of Engineering “Enzo Ferrari” of the University of Modena and Reggio Emilia, Italy. It provides academics and professionals with a timely overview and extensive information on trends and technologies in industrial design and manufacturing.

Book Augmented Reality Art

    Book Details:
  • Author : Vladimir Geroimenko
  • Publisher : Springer
  • Release : 2014-06-17
  • ISBN : 3319062034
  • Pages : 322 pages

Download or read book Augmented Reality Art written by Vladimir Geroimenko and published by Springer. This book was released on 2014-06-17 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

Book Augmented Reality and Virtual Reality

Download or read book Augmented Reality and Virtual Reality written by M. Claudia tom Dieck and published by Springer. This book was released on 2019-02-19 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.

Book Visual Computing for Cultural Heritage

Download or read book Visual Computing for Cultural Heritage written by Fotis Liarokapis and published by Springer Nature. This book was released on 2020-04-07 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.

Book Seeing the Past with Computers

Download or read book Seeing the Past with Computers written by Kevin Kee and published by U OF M DIGT CULT BOOKS. This book was released on 2019-01-24 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.

Book The Routledge International Handbook of New Digital Practices in Galleries  Libraries  Archives  Museums and Heritage Sites

Download or read book The Routledge International Handbook of New Digital Practices in Galleries Libraries Archives Museums and Heritage Sites written by Hannah Lewi and published by Routledge. This book was released on 2019-10-29 with total page 537 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge International Handbook of New Digital Practices in Galleries, Libraries, Archives, Museums and Heritage Sites presents a fascinating picture of the ways in which today's cultural institutions are undergoing a transformation through innovative applications of digital technology. With a strong focus on digital design practice, the volume captures the vital discourse between curators, exhibition designers, historians, heritage practitioners, technologists and interaction designers from around the world. Contributors interrogate how their projects are extending the traditional reach and engagement of institutions through digital designs that reconfigure the interplay between collections, public knowledge and civic society. Bringing together the experiences of some of today’s most innovative cultural institutions and thinkers, the Handbook provides refreshingly new ideas and directions for the exciting digital challenges and opportunities that lie ahead. As such, it should be essential reading for academics, students, designers and professionals interested in the production of culture in the post-digital age.