Museums have been the main centers for the dissemination of cultural heritage throughout history. In recent years, they have been increasingly digitizing their content, so that it is now common for each museum to have free digital content available on the Web. This can be photographs of the works with detailed information or even objects created in three dimensions. It is also common to find virtual museums, which might be a representation of an existing museum that has been digitized or a museum created only in digital format. This paper describes the creation of a virtual museum of Spanish clothing from the 16th century, one that exists only in digital format, accessible from a computer or digital tablet. In order to create the museum, various documentation and drawings or pictures of the clothing of that time were studied. The costumes were then created in a specialized 3D costume-modeling program called Marvelous Designer. A 3D model of the exhibition hall was created in Blender, and finally, everything was assembled in the Unity videogame engine, where the interactive part was also added, allowing the virtual visitors to walk through the hall as if they were visiting a real museum.
In this paper, we introduce LagunAR, a mobile outdoor Augmented Reality (AR) application for providing heritage information and 3D visualization on a city scale. The LagunAR application was developed to provide historical information about the city of La Laguna in the XVI century, when it was the main city in the Canary Islands. The application provides a reconstructed 3D model of the city at that time that is shown on a mobile phone over-imposed on the actual city using geolocation. The geolocated position is used also for providing information of several points of interest in the city. The paper describes the design and implementation of the application and details the optimization techniques that have been used to manage the full information of the city using a mobile phone as a sensor and visualization tool. We explain the application usability study carried out using a heuristic test; in addition it is probed by users in a qualitative user test developed as preliminary research. Results show that it is possible to develop a real-time application that shows the user a city-scale 3D model and also manages the information of the points of interest.
In recent years, Virtual Reality (VR) has emerged as a powerful tool for disseminating Cultural Heritage (CH), often incorporating Virtual Humans (VHs) to guide users through historical recreations. The advent of Large Language Models (LLMs) now enables natural, unscripted communication with these VHs, even on limited devices. This paper details a natural interaction system for VHs within a VR application of San Cristóbal de La Laguna, a UNESCO World Heritage Site. Our system integrates Speech-to-Text, LLM-based dialogue generation, and Text-to-Speech synthesis. Adhering to user-centered design (UCD) principles, we conducted two studies: a preliminary study revealing user interest in historically adapted language, and a qualitative test that identified key user experience improvements, such as incorporating feedback mechanisms and gender selection for VHs. The project successfully developed a prioritized user experience, focusing on usability evaluation, immersion, and dialogue quality. We propose a generalist methodology and recommendations for integrating unscripted VH dialogue in VR. However, limitations include dialogue generation latency and reduced quality in non-English languages. While a formative usability test evaluated the process, the small sample size restricts broad generalizations about user behavior.
10 October 2014 in Journal of Mathematical Imaging and Vision
The use of 3D visualization technologies offers a unique opportunity to reconstruct historical cities that no longer exist or have been substantially modified. In this paper, we use the oldest preserved map of the city of San Cristóbal de La Laguna, created in 1588 by the engineer Leonardo Torriani, as the basis for its 3D virtual recreation. This map shows the first non-fortified Spanish colonial city whose plan provided a model for the colonial cities in America. These distinct features made San Cristóbal de La Laguna a UNESCO world heritage site. In our work, we present a map-based workflow for 3D reconstruction that balances fidelity to the original map with the integration of other historical sources and the current status of the city. This leads to the development of several 3D models from those distinct sources whose integration provides the 3D reconstruction of the city in the 16th century. The results of this project can be applied to other similar maps that were created in Europe at that time.
Non-equispaced Fast Fourier transform (NFFT) is a very important algorithm in several technological and scientific areas such as synthetic aperture radar, computational photography, medical imaging, telecommunications, seismic analysis and so on. However, its computation complexity is high. In this paper, we describe an efficient NFFT implementation with a hardware coprocessor using an All-Programmable System-on-Chip (APSoC). This is a hybrid device that employs an Advanced RISC Machine (ARM) as Processing System with Programmable Logic for high-performance digital signal processing through parallelism and pipeline techniques. The algorithm has been coded in C language with pragma directives to optimize the architecture of the system. We have used the very novel Software Develop System-on-Chip (SDSoC) evelopment tool that simplifies the interface and partitioning between hardware and software. This provides shorter development cycles and iterative improvements by exploring several architectures of the global system. The computational results shows that hardware acceleration significantly outperformed the software based implementation.