Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes.
Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance to their roles and highlights the importance of affective components. Building realistic Virtual Humans was traditionally a great challenge requiring a professional motion capturing studio and heavy resources in 3D animation and design. In this paper, a workflow for their implementation is presented, based on current technological trends in wearable mocap systems and advancements in software technology for their implementation, animation, and visualization. The workflow starts from motion recording and segmentation to avatar implementation, retargeting, animation, lip synchronization, face morphing, and integration to a virtual or physical environment. The testing of the workflow occurs in a use case for the Mastic Museum of Chios and the implementation is validated both in a 3D virtual environment accessed through Virtual Reality and on-site at the museum through an Augmented Reality application. The findings, support the initial hypothesis through a formative evaluation, and lessons learned are transformed into a set of guidelines to support the replication of this work.
A roadmap is proposed that defines a systematic approach for craft preservation and its evaluation. The proposed roadmap aims to deepen craft understanding so that blueprints of appropriate tools that support craft documentation, education, and training can be designed while achieving preservation through the stimulation and diversification of practitioner income. In addition to this roadmap, an evaluation strategy is proposed to validate the efficacy of the developed results and provide a benchmark for the efficacy of craft preservation approaches. The proposed contribution aims at the catalyzation of craft education and training with digital aids, widening access and engagement to crafts, economizing learning, increasing exercisability, and relaxing remoteness constraints in craft learning.
This work regards the representation of handicrafts for craft training and demonstration in the environment of an ethnographic heritage museum. The craft of mastic cultivation is chosen as a use case. This paper presents the process of representation and presentation of this craft, following an articulated pipeline approach for data collection, annotation, and semantic representation. The outcomes were used to implement an exhibition that targets the presentation of craft context and craft training, through interactive experiences, mobile applications, and a hands-on training where users reenact the gestures of a mastic cultivator. Preliminary evaluation results show high acceptance for the installation and increased user interest.
The accessibility of Cultural Heritage content for the diverse user population visiting Cultural Heritage Institutions and accessing content online has not been thoroughly discussed. Considering the penetration of new digital media in such physical and virtual spaces, lack of accessibility may result in the exclusion of a large user population. To overcome such emerging barriers, this paper proposes a cost-effective methodology for the implementation of Virtual Humans, which are capable of narrating content in a universally accessible form and acting as virtual storytellers in the context of online and on-site CH experiences. The methodology is rooted in advances in motion capture technologies and Virtual Human implementation, animation, and multi-device rendering. This methodology is employed in the context of a museum installation at the Chios Mastic Museum where VHs are presenting the industrial process of mastic processing for chewing gum production.
A protocol for the representation of traditional crafts and the tools to implement this are proposed. The proposed protocol is a method for the systematic collection and organization of digital assets and knowledge, their representation into a formal model, and their utilization for research, education, and preservation. A set of digital tools accompanies this protocol that enables the online curation of craft representations. The proposed approach was elaborated and evaluated with craft practitioners in three case studies. Lessons learned are shared and an outlook for future work is provided.