Virtual Reality Technologies and Applications for Cultural Heritage

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Information Applications".

Deadline for manuscript submissions: closed (28 February 2021) | Viewed by 23832

Special Issue Editor


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Guest Editor
Software Engineering and Computer Graphics, University of Granada, 18071 Granada, Spain
Interests: computer graphics; virtual reality; geometric modeling; interaction; GIS; 3D digitization; software for cultural heritage; 3D information systems

Special Issue Information

Dear Colleagues,

Virtual Reality has become a mature technology. At present, its use is not only limited to industrial applications. For instance, during the last decade, it has been applied to Cultural Heritage, not only as an exhibition medium for museums, but also helping in many other fields, such as restoration or documentation.

Nevertheless, its application to Cultural Heritage is not straightforward. On one hand, these techniques can be used with different purposes, and it is necessary to investigate which areas of Cultural Heritage are suitable for the incorporation of Virtual Reality technology. On the other hand, the special nature of Cultural Heritage make it necessary to adapt the technology to the special requirements of Cultural Heritage models, installations, and users.

This Special Issue on Virtual Reality Technologies and Applications for Cultural Heritage aims to report and review recent achievements on the application of Virtual, Augmented, and Mixed Reality to Cultural Heritage, covering methodologies, installations, applications, software, and hardware.

The key areas of this Special Issue include but are not limited to: Virtual Reconstruction Issues, 3D scanning and digitization, enhancing the 3D model, enriching the 3D model with semantic information, emerging visualization technologies, stereo-displays, haptic and multimodal interaction, innovative interaction techniques, deploying and developing methodologies, and tools for museums installations.

Prof. Dr. Juan Carlos Torres
Guest Editor

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Keywords

  • Virtual Museum
  • Virtual Reality
  • Cultural Heritage
  • Augmented Reality
  • 3D Digitization
  • Virtual Environments
  • Interaction Techniques

Published Papers (4 papers)

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Research

20 pages, 5292 KiB  
Article
Developing a Virtual Museum: Experience from the Design and Creation Process
by Felipe Besoain, Liza Jego and Ismael Gallardo
Information 2021, 12(6), 244; https://doi.org/10.3390/info12060244 - 10 Jun 2021
Cited by 17 | Viewed by 5896
Abstract
Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences. We have used the design and creation [...] Read more.
Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences. We have used the design and creation strategy to develop a virtual reality experience for the Oculus GO and Quest HDM. We digitized 30 pieces from nine local museums to provide an experience guided by a character that represents the main artisan work of the local region. A usability test was performed, showing that participants felt a high degree of immersion and realism. They were able to complete the assigned tasks, and results suggest that the software meets the main objective. Furthermore, the creation of this virtual reality (VR) experience has shown how important it is to make users a part of the creation process, as well as to develop a process to make the software useful to them and other users. Some recommendations are made based on the experience of the development, and comments are given on each step of the design and creation strategy. Full article
(This article belongs to the Special Issue Virtual Reality Technologies and Applications for Cultural Heritage)
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30 pages, 10142 KiB  
Article
Virtual Restoration and Virtual Reconstruction in Cultural Heritage: Terminology, Methodologies, Visual Representation Techniques and Cognitive Models
by Eva Pietroni and Daniele Ferdani
Information 2021, 12(4), 167; https://doi.org/10.3390/info12040167 - 13 Apr 2021
Cited by 50 | Viewed by 10090
Abstract
Today, the practice of making digital replicas of artworks and restoring and recontextualizing them within artificial simulations is widespread in the virtual heritage domain. Virtual reconstructions have achieved results of great realistic and aesthetic impact. Alongside the practice, a growing methodological awareness has [...] Read more.
Today, the practice of making digital replicas of artworks and restoring and recontextualizing them within artificial simulations is widespread in the virtual heritage domain. Virtual reconstructions have achieved results of great realistic and aesthetic impact. Alongside the practice, a growing methodological awareness has developed of the extent to which, and how, it is permissible to virtually operate in the field of restoration, avoid a false sense of reality, and preserve the reliability of the original content. However, there is not yet a full sharing of meanings in virtual restoration and reconstruction domains. Therefore, this article aims to clarify and define concepts, functions, fields of application, and methodologies. The goal of virtual heritage is not only producing digital replicas. In the absence of materiality, what emerges as a fundamental value are the interaction processes, the semantic values that can be attributed to the model itself. The cognitive process originates from this interaction. The theoretical discussion is supported by exemplar case studies carried out by the authors over almost twenty years. Finally, the concepts of uniqueness and authenticity need to be again pondered in light of the digital era. Indeed, real and virtual should be considered as a continuum, as they exchange information favoring new processes of interaction and critical thinking. Full article
(This article belongs to the Special Issue Virtual Reality Technologies and Applications for Cultural Heritage)
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16 pages, 19175 KiB  
Article
“I Want to Experience the Past”: Lessons from a Visitor Survey on How Immersive Technologies Can Support Historic Interpretation
by Stella A. Ress and Francesco Cafaro
Information 2021, 12(1), 15; https://doi.org/10.3390/info12010015 - 31 Dec 2020
Viewed by 2656
Abstract
This paper utilizes a visitor survey conducted at an open-air museum in New Harmony, Indiana to discuss design guidelines for immersive technologies that support historic interpretation–specifically, the visitor’s ability to experience the past. We focus on three themes that emerged from the survey: [...] Read more.
This paper utilizes a visitor survey conducted at an open-air museum in New Harmony, Indiana to discuss design guidelines for immersive technologies that support historic interpretation–specifically, the visitor’s ability to experience the past. We focus on three themes that emerged from the survey: (1) Visitors at this site skewed older, with nearly a quarter over 70; (2) Despite literature suggesting the opposite, visitors at New Harmony liked to learn from a tour guide; and, (3) Visitors said they wanted to “experience the past.” The very notion of a single “experience” of the past, however, is complicated at New Harmony and other historic sites because they interpret multiple periods of significance. Ultimately, our findings suggest immersive technologies must be suited for older visitors, utilize the tour guide, and facilitate visitors’ ability to “experience the past” in such a way that they feel immersed in multiple timelines at the same site. Full article
(This article belongs to the Special Issue Virtual Reality Technologies and Applications for Cultural Heritage)
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17 pages, 3651 KiB  
Article
Revealing Hidden Local Cultural Heritage through a Serious Escape Game in Outdoor Settings
by Stavroula Tzima, Georgios Styliaras and Athanasios Bassounas
Information 2021, 12(1), 10; https://doi.org/10.3390/info12010010 - 25 Dec 2020
Cited by 17 | Viewed by 4038
Abstract
Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, [...] Read more.
Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game. Full article
(This article belongs to the Special Issue Virtual Reality Technologies and Applications for Cultural Heritage)
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