Elena Bautu

Dr. Elena Bautu

Ovidius University of Constanta, Constanţa, Romania
orcid

Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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30 September 2022 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Răzvan Gabriel BobocRăzvan Gabriel Boboc
Răzvan Gabriel Boboc
Elena BautuElena Bautu
Elena Bautu
FGFlorin Girbacia
Florin Girbacia
NPNorina Popovici
Norina Popovici
Dorin-Mircea PopoviciDorin-Mircea Popovici
Dorin-Mircea Popovici
Augmented reality is a mature technology that uses the real world as a substrate and extends it by overlaying computer-generated information. It has been applied to several domains. In particular, the technology was proven to be useful for the management and preservation of Cultural Heritage. This study provides an overview of the last decade of the use of augmented reality in cultural heritage through a detailed review of the scientific papers in the field. We analyzed the applications published on Scopus and Clarivate Web of Science databases over a period of 9 years (2012–2021). Bibliometric data consisted of 1201 documents, and their analysis was performed using various tools, including ScientoPy, VOS Viewer, and Microsoft Excel. The results revealed eight trending topics of applying augmented reality technology to cultural heritage: 3D reconstruction of cultural artifacts, digital heritage, virtual museums, user experience, education, tourism, intangible cultural heritage, and gamification. Each topic is discussed in detail in the article sections, providing insight into existing applications and research trends for each application field.

1 February 2010 in Journal of Petroleum Science and Engineering
Verified
Journal Article
Closed access
CCConstantin Cranganu
Constantin Cranganu
Elena BautuElena Bautu
Elena Bautu

18 March 2020 in Applied Sciences
Verified
Journal Article
Open access
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Alina BarbulescuAlina Barbulescu
Alina Barbulescu
ABAndrei Bautu
Andrei Bautu
Elena BautuElena Bautu
Elena Bautu
Spatial analysis of hydrological data often requires the interpolation of a variable from point samples. Commonly used methods for solving this problem include Inverse Distance Weighting (IDW) and Kriging (KG). IDW is easily extensible, has a competitive computational cost with respect to KG, hence it is usually preferred for this task. This paper proposes the optimization of finding the IDW parameter using a nature-inspired metaheuristic, namely Particle Swarm Optimization (PSO). The performance of the improved algorithm is evaluated in a complex scenario and benchmarked against the KG algorithm for 51 precipitation series from the Dobrogea region (Romania). Apart from facilitating the process of applying IDW, the PSO implementation for Optimizing IDW (OIDW) is computationally lighter than the traditional IDW approach. Compared to Kriging, OIDW is straightforward to be implemented and does not require the difficult process of identification of the most appropriate variogram for the given data.

23 February 2024 in Journal on Computing and Cultural Heritage
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Journal Article
Open access
Calin NeamtuCalin Neamtu
Calin Neamtu
Radu ComesRadu Comes
Radu Comes
Dorin-Mircea PopoviciDorin-Mircea Popovici
Dorin-Mircea Popovici
Elena BautuElena Bautu
Elena Bautu
LMLiliana Daniela Mateescu-Suciu
Liliana Daniela Mateescu-Suciu
MPMatei-Ioan Popovici
Matei-Ioan Popovici
Cultural institutions are increasingly prioritizing the utilization of diverse mixed reality technologies to enrich the visitor experience during their physical exhibitions. These institutions are actively integrating virtual assets to enhance interactivity and facilitate immersive storytelling experiences. The use of extended reality technologies in cultural heritage dissemination has become a common solution to improve the perception on cultural heritage of their visitors. The objective of the proposed research is to conduct a comparative analysis of three distinct extended reality applications used in cultural heritage experiences. The proposed workflow integrates advanced 3D scanning technology and additive manufacturing techniques to produce tangible replicas which are further enhanced using extended reality technologies, such as augmented reality, desktop virtual reality, and immersive virtual reality. To evaluate the developed extended reality applications, we have conducted various System Usability Scale tools to assess applications’ usability while also trying to identify the most appropriate application that can be integrated within the museum exhibition. From a utility point of view, we found no notable differences in the user perceptions between proposed solutions, whereas from a usability and satisfaction point of view, the most preferred solution was the augmented reality one. The workflow is presented in sufficient detail to ensure the replication of the results.

28 April 2022 in Applied Sciences
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Journal Article
Open access
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Dorin-Mircea PopoviciDorin-Mircea Popovici
Dorin-Mircea Popovici
DIDorin Iordache
Dorin Iordache
Radu ComesRadu Comes
Radu Comes
Calin NeamtuCalin Neamtu
Calin Neamtu
Elena BautuElena Bautu
Elena Bautu
This paper is situated at the intersection of using Virtual Reality as a tool for cultural heritage preservation and using gesture interaction-based technology in order to achieve touchless, distant interaction of users with reconstructed artifacts. Various studies emphasize the positive effect on the cultural experience brought on by the use of Virtual Reality in a museum context. We build our approach on this idea, by modeling and reconstructing museum exhibits, both small artifacts and large architectural edifices. We propose and design navigation and interaction scenarios, at the same time taking into account present day limitations regarding social interaction, imposed during the COVID-19 pandemic. By considering the user in the center of the experience and focusing on enabling him/her to adjust the perspective on the visualized artifacts and to freely interact with them through natural gestures, we allow the user to immerse in the virtual environment and interact with the reconstructed artifacts by means of simple hand gestures, with no touch. Finally, we assess the usability and utility of the Virtual Reality system in a questionnaire-based study with 137 participants over a period of 6 months, whose results we discuss in the paper.

12 July 2009 in Theoretical and Applied Climatology
Verified
Journal Article
Closed access
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Alina BarbulescuAlina Barbulescu
Alina Barbulescu
Elena BautuElena Bautu
Elena Bautu