DH2013 - Track 2https://diglib.eg.org:443/handle/10.2312/123232024-03-28T17:39:34Z2024-03-28T17:39:34ZTutbury Castle : Recovering a period siteInman, LaurenceMorris, Philhttps://diglib.eg.org:443/handle/10.1109/DigitalHeritage.2013-67437752022-03-28T07:46:20Z2013-01-01T00:00:00ZTutbury Castle : Recovering a period site
Inman, Laurence; Morris, Phil
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This paper proposes a method for virtual reconstruction of a ruin in three dimensions, using a number of sources. The case study that accompanies this paper shows an example of the virtual restoration of Tutbury castle in Staffordshire UK which aims to represent it as accurately as possible following previous studies on the history of the castle and archaeological digs. Autodesk Maya is used to assemble the reconstruction of the castle and try out theories where more ambiguous sources replace primary evidence, this is then rendered in Epic's UDK game engine, then displayed in a video fly-through as well as a format suitable for viewing on a website. The project successfully recreates Tutbury Castle's past architecture more accurately than previous representations using ambiguous sources including period paintings, period floor plans, archeological and topological as well as written first hand description as evidence. This could easily be repeated on other ruins with the same successful results, creating a visual documentary of the country's heritage. Using evidence from a number of sources Using 3D games technology to bring evidence together in a realistic, efficient and controllable manner.
2013-01-01T00:00:00ZJerusalem's Holy Mount. On Palimpsestic Places in Situated and Sensory MediaLiestøl, GunnarFriedlander, Larryhttps://diglib.eg.org:443/handle/10.1109/DigitalHeritage.2013-67437742022-03-28T07:46:21Z2013-01-01T00:00:00ZJerusalem's Holy Mount. On Palimpsestic Places in Situated and Sensory Media
Liestøl, Gunnar; Friedlander, Larry
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The aim of this simulation is to provide visitors to one of the world's most contested places with a rich experience of the ties that bind the Abrahamic religions together by means of mobile augmented reality. What would we gain if people of different backgrounds and beliefs visiting the site could explore and experience this rich history on location directly and simultaneously? And, how may we provide an arena for public discourse about such experiences? The paper reports on the use of a mobile augmented reality simulation that reconstructs some of the most important structures on the central part of the Mount. This situated simulation (sitsim) shows how the various epochs and religions have occupied and exploited the same holy place. We describe our design decisions and experience thus far, and indicate further development of the application.
2013-01-01T00:00:00ZOne object many stories: Introducing ICT in museums and collections through digital storytellingIoannidis, YannisRaheb, Katerina ElToli, EleniBoile, MariaKatifori, AkriviMazura, Margarethahttps://diglib.eg.org:443/handle/10.1109/DigitalHeritage.2013-67437722022-03-28T07:46:20Z2013-01-01T00:00:00ZOne object many stories: Introducing ICT in museums and collections through digital storytelling
Ioannidis, Yannis; Raheb, Katerina El; Toli, Eleni; Boile, Maria; Katifori, Akrivi; Mazura, Margaretha
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This paper discusses issues related to digital storytelling and its use in Cultural Heritage institutions. It will demonstrate the usefulness and advantages of digital storytelling by providing concrete examples of adoption and suggest how digital storytelling may be used in different cultural heritage environments. We will identify issues and challenges and also focus on lessons learnt, all of them being important aspects for the further deployment of ICT in museums and collections.
2013-01-01T00:00:00ZMoving Beyond Mobile Tours: Creating Hybrid Spaces through Narrative and Gameplay in the Museum CollectionGoins, ElizabethBranham, ErinEgert, Christopherhttps://diglib.eg.org:443/handle/10.1109/DigitalHeritage.2013-67437732022-03-28T07:46:23Z2013-01-01T00:00:00ZMoving Beyond Mobile Tours: Creating Hybrid Spaces through Narrative and Gameplay in the Museum Collection
Goins, Elizabeth; Branham, Erin; Egert, Christopher
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This paper builds on emerging research that focuses on exploring the potential of mobile game applications to improve visitor experience in museums. Mobile applications have gained increased attention as a good technological solution for engaging museum visitors. This paper draws from the experience of Mosaic, a mobile game prototype for the i-OS platform designed to be audience tested with the Getty Villa's permanent collection, to present a design strategy that creates a hybrid space between game and museum. Mosaic attempts to create a hybrid space by blurring the line between museum and game world through integration of objects and spaces with story, user interface and game play.
2013-01-01T00:00:00Z