Virtual Museums (VMs) and their audiences have always been studied as separated worlds. Recently the importance of cross-methodological studies has been accepted by the academic sector for their usefulness in the process of assessing the impact of such VMs. Hedonic aspects, such as emotions, senses, perception, and environmental atmosphere rather than technicalities, like usability and affordance, have indeed played a precise and crucial role in the meaning-making of the world around us. This contribution will highlight the need for a collaborative sharing of ideas among designers and developers, creators and technicians, in order to reach sensory immersion and emotional involvement in VMs that will translate into enhanced participation and the predisposition to assimilate and memorize cultural contents. It has been stated that “a virtual museum is a digital entity.” As such, it is inevitably based on technology, on its user interface (UI), on the visualization solutions it employs, and on its usability and ability to interact with the end user in order to transfer a certain message. VMs are designed to complement, enhance, or augment the ordinary museum experience through contextualization, narration, personalization, interactivity and richness of content. This contribution originates not only from the lessons learned in twenty years of research by CNR ITABC, but it also moves one step further in the direction of exchanged experiences and good practices between the humanistic and the technological sectors, therefore contributing to the promotion of lifelong learning in Virtual Museums.
The web and its recent advancements represent a great opportunity to build universal, rich, multi-user and immersive Web3D/WebXR applications targeting Cultural Heritage field—including 3D presenters, inspection tools, applied VR games, collaborative teaching tools and much more. Such opportunity although, introduces additional challenges besides common issues and limitations typically encountered in this context. The “ideal” Web3D application should be able to reach every device, automatically adapting its interface, rendering and interaction models—resulting in a single, liquid product that can be consumed on mobile devices, PCs, Museum kiosks and immersive AR/VR devices, without any installation required for final users. The open-source ATON framework is the result of research and development activities carried out during the last 5 years through national and international projects: it is designed around modern and robust web standards, open specifications and large open-source ecosystems. This paper describes the framework architecture and its components, assessed and validated through different case studies. ATON offers institutions, researchers, professionals a scalable, flexible and modular solution to craft and deploy liquid web-applications, providing novel and advanced features targeting Cultural Heritage field in terms of 3D presentation, annotation, immersive interaction and real-time collaboration.
Research e-infrastructures, digital archives and data services have become important pillars of scientific enterprise that in recent decades has become ever more collaborative, distributed and data-intensive. The archaeological research community has been an early adopter of digital tools for data acquisition, organisation, analysis and presentation of research results of individual projects. However, the provision of e-infrastructure and services for data sharing, discovery, access and (re-)use have lagged behind. This situation is being addressed by ARIADNE, the Advanced Research Infrastructure for Archaeological Dataset Networking in Europe. This EU-funded network has developed an e-infrastructure that enables data providers to register and provide access to their resources (datasets, collections) through the ARIADNE data portal, facilitating discovery, access and other services across the integrated resources. This paper describes the current landscape of data repositories and services for archaeologists in Europe, and the issues that make interoperability between them difficult to realise. The results of the ARIADNE surveys on users' expectations and requirements are also presented. The main section of the paper describes the architecture of the e-infrastructure, core services (data registration, discovery and access) and various other extant or experimental services. The ongoing evaluation of the data integration and services is also discussed. Finally, the paper summarises lessons learned, and outlines the prospects for the wider engagement of the archaeological research community in the sharing of data through ARIADNE.
In May 2019,
A Night in the Forum
videogame was published in the Sony PlayStation store, for PS VR. It was the final result of the REVEAL EU project, whose goal was to identify strategies, features, and tools to develop educational titles in a more efficient, cost-effective, and valuable way, exploiting their educational, cognitive, and engaging potential for schools and cultural tourism. Environmental Narrative videogames was chosen as a genre suited for this purposes. This article presents how known issues in the production of videogames have been faced, the solutions identified, and results obtained.
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