Immersive Technologies and Applications on Arts, Culture and Tourism

A special issue of Technologies (ISSN 2227-7080). This special issue belongs to the section "Information and Communication Technologies".

Deadline for manuscript submissions: 31 December 2024 | Viewed by 18241

Special Issue Editors


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Guest Editor
Department of Informatics, Faculty of Information Science and Informatics, Ionian University, 49100 Corfu, Greece
Interests: medium access control in ad hoc networks; performance issues in wireless networks; information dissemination; service discovery; facility location; energy consumption and recharging in wireless sensor networks; network cost reduction in cloud computing environments; routing in wireless sensor networks; MAC for vehicular networks; synchronization issues in distributed systems; cloud gaming; smart agriculture
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Audio and Visual Arts, Ionian University, Corfu, Greece
Interests: virtual reality; augmented/mixed/extended reality; fog/ubiquitous computing; smart cities
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Tourism, Ionian University, Corfu, Greece
Interests: mixed reality; extended reality; virtual environments; digital cultural heritage; virtual exhibitions; digital arts; videogames; user interaction

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Guest Editor
Department of Informatics, Ionian University, Tsirigoti Square 7, 49100 Corfu, Greece
Interests: multimedia cloud computing; cloud gaming; (mobile-) edge computing; fog computing; performance issues in IoT and wireless networks; facility location; resource allocation; server/service placement; distributed interactive, immersive and future-generation applications; social networks; network resource/cost optimization
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Archives, Library Science and museum Studies, Ionian University, Corfu, Greece
Interests: byzantine and postbyzantine art and archaeology; byzantine and postbyzantine iconography; byzantine and postbyzantine murals; cultural heritage conservation; cultural heritage and archaeology; digital culture

Special Issue Information

Dear Colleagues,

Recent advancements in immersive technologies have led to the realization of a number of applications that for a long period had been discussed or designed in theoretical works and developed as partially functional prototypes. Nowadays, hardware and software implementations of immersive technologies are used in arts, culture and tourism to provide the means for the creation, curation, communication, promotion and understanding of the considered subjects, and such technologies, applications and solutions are the main topic of interest for this Special Issue. The decision to focus on arts and culture has been made due to the increased interest in using immersive technologies in these subjects. Immersive technologies and applications that are specifically designed for artistic creation or exploration as well as for use on various cultural domains including digital archaeology, immersive visual (and audio) representations, digital museum guides and services, applications targeted at open-air museums and cultural heritage sites are among the topics of interest. Tourism is also considered, given that a significant portion of such technologies and applications are used by tourists interested in arts and culture, and thus the use of these solutions is accompanied by specific demands and requirements. Regarding tourism, this Special Issue is primarily focused on artistic and cultural tourism, but other types of tourism applications should not be excluded regarding the use of immersive technologies and applications.

This Special Issue is devoted to works identifying challenges in the described field, theoretical and experimental approaches to tackle them, as well as fully developed and effective approaches or systems. Researchers and practitioners are invited to share their research experiences and works.

Topics of interest include, but are not limited to:

  • Virtual reality, augmented reality, mixed reality and audio-augmented reality;
  • Holography and hologram technology;
  • Art and immersive technologies;
  • Immersive hardware solutions;
  • Software implementations, frameworks and libraries;
  • Immersive applications and distributed (cloud/edge) computing;
  • Immersive environments for artistic creation and/or dissemination;
  • Immersive applications in digital art (computer art, animation, virtual art, Internet art, pixel art, interactive art, 3D printing, etc.);
  • Human–computer interaction (human–computer interfaces, ubiquitous, natural and adaptive interfaces, assistive technologies, extended reality);
  • Prototypes and demo applications;
  • Audio-visual and multimedia design;
  • Videogames, gaming, and interactive multimedia;
  • Immersive technologies in archaeology;
  • Digital preservation, digital archaeology, 3D data acquisition and curation tools;
  • Cultural and artistic tourism;
  • Digital culture, virtual museums, and interactive exhibitions.

Prof. Dr. Konstantinos Oikonomou
Dr. Vasileios Komianos
Dr. Konstantinos Vogklis
Dr. Athanasios Tsipis
Dr. Aikaterini Kontopanagou
Guest Editors

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Keywords

  • immersive technologies
  • virtual/augmented/mixed reality
  • virtual environments
  • holography
  • digital heritage
  • cultural heritage
  • digital arts
  • digital archaeology
  • virtual exhibitions/museums
  • interactive exhibitions
  • cultural/artistic tourism
  • videogames
  • interactive multimedia

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Published Papers (5 papers)

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Research

31 pages, 5975 KiB  
Article
Introducing Digitized Cultural Heritage to Wider Audiences by Employing Virtual and Augmented Reality Experiences: The Case of the v-Corfu Project
by Vasileios Komianos, Athanasios Tsipis and Katerina Kontopanagou
Technologies 2024, 12(10), 196; https://doi.org/10.3390/technologies12100196 - 13 Oct 2024
Viewed by 2010
Abstract
In recent years, cultural projects utilizing digital applications and immersive technologies (VR, AR, MR) have grown significantly, enhancing cultural heritage experiences. Research emphasizes the importance of usability, user experience, and accessibility, yet holistic approaches remain underexplored and many projects fail to reach their [...] Read more.
In recent years, cultural projects utilizing digital applications and immersive technologies (VR, AR, MR) have grown significantly, enhancing cultural heritage experiences. Research emphasizes the importance of usability, user experience, and accessibility, yet holistic approaches remain underexplored and many projects fail to reach their audience. This article aims to bridge this gap by presenting a complete workflow including systematic requirements analysis, design guidelines, and development solutions based on knowledge extracted from previous relevant projects. The article focuses on virtual museums covering key challenges including compatibility, accessibility, usability, navigation, interaction, computational performance and graphics quality, and provides a design schema for integrating virtual museums into such projects. Following this approach, a number of applications are presented. Their performance with respect to the aforementioned key challenges is evaluated. Users are invited to assess them, providing positive results. To assess the virtual museum’s ability to attract a broader audience beyond the usual target group, a group of underserved minorities are also invited to use and evaluate it, generating encouraging outcomes. Concluding, results show that the presented workflow succeeds in yielding high-quality applications for cultural heritage communication and attraction of wider audiences, and outlines directions for further improvements in digitized heritage applications. Full article
(This article belongs to the Special Issue Immersive Technologies and Applications on Arts, Culture and Tourism)
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20 pages, 36563 KiB  
Article
grARffiti: The Reconstruction and Deployment of Augmented Reality (AR) Graffiti
by Naai-Jung Shih and Ching-Hsuan Kung
Technologies 2024, 12(9), 169; https://doi.org/10.3390/technologies12090169 - 17 Sep 2024
Viewed by 1616
Abstract
Graffiti relies on social instrumentation for its creation on spatial structures. It is questioned whether different mechanisms exist to transfer social and spatial hierarchies under a new model for better engagement, management, and governance. This research aims to replace physical graffiti using augmented [...] Read more.
Graffiti relies on social instrumentation for its creation on spatial structures. It is questioned whether different mechanisms exist to transfer social and spatial hierarchies under a new model for better engagement, management, and governance. This research aims to replace physical graffiti using augmented reality (AR) in smartphones. Contact-free AR graffiti starts with the creation of 3D graffiti; this is followed by an AR cloud platform upload, quick response (QR) code access, and site deployment, leading to the secondary reconstruction of a field scene using smartphone screenshots. The working structure was created based on the first 3D reconstruction of graffiti details as AR models and second 3D reconstruction of field graffiti on different backgrounds using a photogrammetry method. The 3D graffiti can be geotagged as a personal map and 3D printed for collections. This culture-engaged AR creates a two-way method of interacting with spatial structures where the result is collected as a self-governed form of social media. The reinterpreted context is represented by a virtual 3D sticker or symbolized name card shared on the cloud. The hidden or social hierarchy was reinterpreted by a sense of ritual without altering any space. The application of digital stickers in AR redefines the spatial order, typology, and governance of graffiti. Full article
(This article belongs to the Special Issue Immersive Technologies and Applications on Arts, Culture and Tourism)
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16 pages, 1564 KiB  
Article
Exploring the Digital Atmosphere of Museums: Perspectives and Potential
by Sofia Paschou and Georgios Papaioannou
Technologies 2023, 11(5), 149; https://doi.org/10.3390/technologies11050149 - 22 Oct 2023
Viewed by 3108
Abstract
This paper contributes to the field of museum and visitor experience in terms of atmosphere by discussing the “museum digital atmosphere” or MDA, a notion that has been introduced and found across museums in Greece. Research on museum atmospherics has tended to focus [...] Read more.
This paper contributes to the field of museum and visitor experience in terms of atmosphere by discussing the “museum digital atmosphere” or MDA, a notion that has been introduced and found across museums in Greece. Research on museum atmospherics has tended to focus on physical museum spaces and exhibits. By “atmosphere”, we mean the emotional state that is a result of public response adding to the overall museum experience. The MDA is therefore studied as the specific emotional state caused by the use of digital applications and technologies. The stimulus–organism–response or SOR model is used to define the MDA, so as to confirm and reinforce the concept. To that end, a qualitative methodological approach is used; we conduct semi-structured interviews and evaluate findings via content analysis. The sample consists of 17 specialists and professionals from the field, namely museologists, museographers, museum managers, and digital application developers working in Greek museums. Ultimately, this research uses the SOR model to reveal the effect of digital tools on the digital atmosphere in Greek museums. It also enriches the SOR model with additional concepts and emotions taken from real-life situations, adding new categories of variables. This research provides the initial data and knowledge regarding the concept of the MDA, along with its importance. Full article
(This article belongs to the Special Issue Immersive Technologies and Applications on Arts, Culture and Tourism)
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15 pages, 3436 KiB  
Article
Digital Interaction with Physical Museum Artifacts
by Andreas Pattakos, Emmanouil Zidianakis, Michalis Sifakis, Michalis Roulios, Nikolaos Partarakis and Constantine Stephanidis
Technologies 2023, 11(3), 65; https://doi.org/10.3390/technologies11030065 - 25 Apr 2023
Cited by 3 | Viewed by 4999
Abstract
In the digital information world, visualizing information in public spaces has been implemented in various formats and for application contexts such as advertisement, useful information provision, and provision of critical information in the cases of accidents, natural disasters, etc. Among the different types [...] Read more.
In the digital information world, visualizing information in public spaces has been implemented in various formats and for application contexts such as advertisement, useful information provision, and provision of critical information in the cases of accidents, natural disasters, etc. Among the different types of information displays, in this research work, the focus is given to the ones that extend the experience of people visiting cultural heritage institutions. To this end, the design and implementation of an interactive display case that aims to overcome the “non-touch policy” of museums are presented. This novel display allows visitors to get engaged with artifacts and information through touch-based interaction with the ambition to extend the target audience and impact of museum content. The conducted study demonstrates that the interactive display case is an effective solution for providing relevant information to visitors, enhancing their engagement with exhibits, and improving their overall experience. The proposed solution is user-friendly, engaging, and informative, making it ideal for museums and other public exhibit spaces. Full article
(This article belongs to the Special Issue Immersive Technologies and Applications on Arts, Culture and Tourism)
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29 pages, 2313 KiB  
Article
Reconstruction of Industrial and Historical Heritage for Cultural Enrichment Using Virtual and Augmented Reality
by Lukas Paulauskas, Andrius Paulauskas, Tomas Blažauskas, Robertas Damaševičius and Rytis Maskeliūnas
Technologies 2023, 11(2), 36; https://doi.org/10.3390/technologies11020036 - 25 Feb 2023
Cited by 19 | Viewed by 4856
Abstract
Because of its benefits in providing an engaging and mobile environment, virtual reality (VR) has recently been rapidly adopted and integrated in education and professional training. Augmented reality (AR) is the integration of VR with the real world, where the real world provides [...] Read more.
Because of its benefits in providing an engaging and mobile environment, virtual reality (VR) has recently been rapidly adopted and integrated in education and professional training. Augmented reality (AR) is the integration of VR with the real world, where the real world provides context and the virtual world provides or reconstructs missing information. Mixed reality (MR) is the blending of virtual and physical reality environments allowing users to interact with both digital and physical objects at the same time. In recent years, technology for creating reality-based 3D models has advanced and spread across a diverse range of applications and research fields. The purpose of this paper is to design, develop, and test VR for kinaesthetic distance learning in a museum setting. A VR training program has been developed in which learners can select and perform pre-made scenarios in a virtual environment. The interaction in the program is based on kinaesthetic learning characteristics. Scenarios with VR controls simulate physical interaction with objects in a virtual environment for learners. Learners can grasp and lift objects to complete scenario tasks. There are also simulated devices in the virtual environment that learners can use to perform various actions. The study’s goal was to compare the effectiveness of the developed VR educational program to that of other types of educational material. Our innovation is the development of a system for combining their 3D visuals with rendering capable of providing a mobile VR experience for effective heritage enhancement. Full article
(This article belongs to the Special Issue Immersive Technologies and Applications on Arts, Culture and Tourism)
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