A phygital approach to cultural heritage: augmented reality at Regaleira

IF 1.6 N/A ARCHAEOLOGY
José Gabriel Andrade, Patrícia Dias
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引用次数: 16

Abstract

In the last two decades, contemporary society has been conceptualized and discussed around the assumption that digital technologies are its most defining feature. Jean Baudrillard’s take on the Fable of Borges suggests a replacement of the physical world by a virtual experiencing life, setting the tone for a pessimistic and somewhat fearful attitude towards technological development. On the verge of the dissemination of disruptive innovations that can be described under the “umbrella” of Internet of Things (IoT), we observe not a replacement, but a deep and complex intertwining of online and offline experiences, sketching the contours of what can become a phygital society. This alternative conceptualization of our contemporary society, combined with the possibilities of technological development, affords new opportunities for the expression and experiencing of culture, and also for the creative industries. In our research, we explore the impact of one augmented reality (AR) app designed for one of the landmarks of the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the visitors. The article provides useful information for heritage spaces that wish to follow this path. It describes the main steps to be taken in the production of content and provides examples of the narrative model that helps people to visit the space and obtain information, knowing stories relevant to the past and present of the cultural heritage. The objective is to clarify, finally, due to the research developed in the Quinta da Regaleira case study, what kind of stories and experiences can be narrated, the strengths of this application, its limitations, and paths for future investigations.
文化遗产的物理数字方法:Regaleira的增强现实
在过去的二十年里,当代社会一直围绕着数字技术是其最具决定性特征的假设进行概念化和讨论。让·鲍德里亚(Jean Baudrillard)对博尔赫斯寓言(Fable of Borges)的诠释表明,虚拟体验生活取代了现实世界,为对技术发展的悲观和有些恐惧的态度奠定了基调。在物联网(IoT)“保护伞”下的颠覆性创新传播的边缘,我们看到的不是替代品,而是线上和线下体验的深刻而复杂的交织,勾勒出可能成为数字社会的轮廓。这种对当代社会的另类概念化与技术发展的可能性相结合,为文化的表达和体验以及创意产业提供了新的机会。在我们的研究中,我们探讨了一款为葡萄牙文化遗产地标之一——金塔达雷加雷亚(Quinta da Regaleira)设计的增强现实(AR)应用程序的影响。我们使用定性数据收集技术探索了这一单一案例研究,旨在讨论这一创新的积极和消极结果,既为文化遗产的活力,也为游客。这篇文章为希望遵循这条道路的遗产空间提供了有用的信息。它描述了在内容生产中要采取的主要步骤,并提供了叙事模式的例子,帮助人们参观空间和获取信息,了解与文化遗产的过去和现在相关的故事。最后,我们的目的是澄清,由于在金塔达雷加莱拉案例研究中发展起来的研究,什么样的故事和经历可以被叙述,这种应用的优势,它的局限性,以及未来调查的路径。
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来源期刊
CiteScore
5.20
自引率
21.70%
发文量
19
审稿时长
20 weeks
期刊介绍: Virtual Archaeology Review (VAR) aims the publication of original papers, interdisciplinary reviews and essays on the new discipline of virtual archaeology, which is continuously evolving and currently on its way to achieve scientific consolidation. In fact, Virtual Archaeology deals with the digital representation of historical heritage objects, buildings and landscapes through 3D acquisition, digital recording and interactive and immersive tools for analysis, interpretation, dissemination and communication purposes by means of multidimensional geometric properties and visual computational modelling. VAR will publish full-length original papers which reflect both current research and practice throughout the world, in order to contribute to the advancement of the new field of virtual archaeology, ranging from new ways of digital recording and documentation, advanced reconstruction and 3D modelling up to cyber-archaeology, virtual exhibitions and serious gaming. Thus acceptable material may emerge from interesting applications as well as from original developments or research. OBJECTIVES: - OFFER researchers working in the field of virtual archaeology and cultural heritage an appropriate editorial frame to publish state-of-the-art research works, as well as theoretical and methodological contributions. - GATHER virtual archaeology progresses achieved as a new international scientific discipline. - ENCOURAGE the publication of the latest, state-of-the-art, significant research and meaningful applications in the field of virtual archaeology. - ENHANCE international connections in the field of virtual archaeology and cultural heritage.
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