This thesis presents research at the intersection of Extended Reality (XR) and Cultural Heritage - Virtual Heritage (VH). Prior research in VH has used Virtual Reality (VR) for immersive visualisation and Augmented Reality (AR) has been used for enhancing exhibitions. These reality technologies were primarily configured for use within museums, which are limited in terms of physical touch and handling capabilities and remote accessibility. Recent advances in XR and its rapid growth and affordability across various consumer devices are providing new opportunities for cultural heritage to be accessed outside the walls of the museums. However, virtual exhibitions and physical visits are different in many ways. Challenges remain for XR in its ab...
The most common way to consume art is through observation and acknowledgement of its existence. From...
This book constitutes the proceedings of the Second Joint International Conference on Serious Games,...
The purpose of this study is to explore the effects of Augmented Reality (AR) and Virtual Reality (V...
This thesis presents research at the intersection of Extended Reality (XR) and Cultural Heritage - V...
This research investigates the factors and ways in which users initiate conversations and engage in ...
A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is...
© 2018 ACM. A multimedia approach to the diffusion, communication, and exploitation of Cultural ...
The incorporation of different types of media promotes a multimodal approach to the dissemination, c...
The aim of this thesis is to explore augmented reality technology and the methods in which it can be...
Immersive technologies (Virtual, Augmented, and Mixed Reality) are widely used in cultural heritage ...
The Augmented Representation of Cultural Objects (ARCO) system, developed as a part of an EU ICT pro...
In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed...
The digital era has been one of the most popular topics that has drawn a vast amount of attention ov...
Augmented reality (AR) is being adopted at heritage settings as a means of creating and delivering e...
Emerging mixed reality (MR) technologies, such as Microsoft HoloLens, present many exciting opportun...
The most common way to consume art is through observation and acknowledgement of its existence. From...
This book constitutes the proceedings of the Second Joint International Conference on Serious Games,...
The purpose of this study is to explore the effects of Augmented Reality (AR) and Virtual Reality (V...
This thesis presents research at the intersection of Extended Reality (XR) and Cultural Heritage - V...
This research investigates the factors and ways in which users initiate conversations and engage in ...
A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is...
© 2018 ACM. A multimedia approach to the diffusion, communication, and exploitation of Cultural ...
The incorporation of different types of media promotes a multimodal approach to the dissemination, c...
The aim of this thesis is to explore augmented reality technology and the methods in which it can be...
Immersive technologies (Virtual, Augmented, and Mixed Reality) are widely used in cultural heritage ...
The Augmented Representation of Cultural Objects (ARCO) system, developed as a part of an EU ICT pro...
In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed...
The digital era has been one of the most popular topics that has drawn a vast amount of attention ov...
Augmented reality (AR) is being adopted at heritage settings as a means of creating and delivering e...
Emerging mixed reality (MR) technologies, such as Microsoft HoloLens, present many exciting opportun...
The most common way to consume art is through observation and acknowledgement of its existence. From...
This book constitutes the proceedings of the Second Joint International Conference on Serious Games,...
The purpose of this study is to explore the effects of Augmented Reality (AR) and Virtual Reality (V...