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We are studying a new technology for digital exhibition of Japanese classical writing and drawing works. We developed two type of contents based on AR technology. 1. show Honkoku text corresponding to a part of the image a camera held on. 2. show other famous drawings of the Shukuba a camera faced on, and also other links to interesting web sites related with the Shukuba. We report and show demos...
The purpose of this paper is to illustrate an Internet of Everything based integrated security system for archaeological areas capable of ensuring visitors security, cultural heritage preservation/protection and great usability for visitors, with particular reference to visitors with disabilities. Genetic Algorithms (GAs) have been used to design the integrated security system, in particular for fields...
In this paper, we propose an all-in-one mobile outdoor augmented reality (AR) framework for a cultural heritage site. The framework was designed to incorporate computer vision-based augmented reality technology and ontology-based data-authoring technology. Through this framework, we clearly explain how to create 3D visual data for camera pose estimation and how to connect AR content with a cultural...
Museum visitor experiences differ from person to person, from cognitive to affective experiences. Progress in information technology has provided us with the opportunity to improve both the quantity and personalization of cultural information, privileging the cognitive experience against the affective. Computer vision promises to be an extraordinary enabling technology for augmenting visitor experiences,...
The paper focuses on current practice regarding the application of mobile Augmented Reality (AR) technologies for enabling learning in the context of cultural heritage. It also presents ARmuseum, an application developed for the Museum of Industrial Olive Oil Production in Lesvos (MBEL). Finally, it discusses a number of issues related to the evaluation of mobile AR applications for cultural institutions.
We have developed a mobile augmented reality application with historical photographs and information about a historical street. We follow a design science research methodology and use an extended version of the technology acceptance model (TAM) to study the acceptance of this application. A prototype has been developed in accordance with general principles for usability design, and two surveys have...
Mobile phone technology is popular globally, more and more people are communicating by mobile phones in different cultural environments. The aim of this study is to explore the mobile phone technology adoption by analyzing the influence of the age, gender and occupation of five different cohort samples from Beijing and Portsmouth. The findings are expected to support Hofstede's I/C cultural dimension...
Traditional formal education asks students studying in classroom and listening to teacher's lecturing. Recent years, teachers are taking students out from the classroom and doing field trip for learning history and cultural contents. Students can benefit from situated learning theory by interacting with the historical objects, local people, and cultural atmosphere. This research combines treasure...
This paper presents an architecture to support fast prototyping of augmented reality systems, based on virtual reality. The architecture defines simulation services separated from other aspects of the system. These services support incremental evolution of simulated prototypes into nonsimulated systems. Focus is also placed on user interaction,through the definition of an interaction architecture...
Computing technology is radically changing the manner in which we work and communicate with computers. ubiquitous virtual reality (U-VR) has been researched in order to apply the concept of virtual reality and its technology into ubiquitous computing. In this paper, we analyze past research on ubiquitous virtual reality and find future research direction.
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