Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural]
This article brings together the methodological processes, from the technical and the visual, for the design an application in augmented reality (AR), focused on the awareness of the importance of the architectural heritage of the city of Medellin, in the context of the Colciencias call N. 570 for A...
- Autores:
- Tipo de recurso:
- Fecha de publicación:
- 2016
- Institución:
- Universidad de Medellín
- Repositorio:
- Repositorio UDEM
- Idioma:
- spa
- OAI Identifier:
- oai:repository.udem.edu.co:11407/4364
- Acceso en línea:
- http://hdl.handle.net/11407/4364
- Palabra clave:
- Augmented Reality
Content
Cultural Heritage
Frameworks
Mobile
- Rights
- License
- http://purl.org/coar/access_right/c_16ec
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dc.title.spa.fl_str_mv |
Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural] |
title |
Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural] |
spellingShingle |
Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural] Augmented Reality Content Cultural Heritage Frameworks Mobile |
title_short |
Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural] |
title_full |
Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural] |
title_fullStr |
Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural] |
title_full_unstemmed |
Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural] |
title_sort |
Augmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural] |
dc.contributor.affiliation.spa.fl_str_mv |
Cárdenas, M.I.Z., Magíster en Comunicación Digital., Profesora Universidad de Medellín, Facultad de Comunicación, Colombia |
dc.subject.keyword.eng.fl_str_mv |
Augmented Reality Content Cultural Heritage Frameworks Mobile |
topic |
Augmented Reality Content Cultural Heritage Frameworks Mobile |
description |
This article brings together the methodological processes, from the technical and the visual, for the design an application in augmented reality (AR), focused on the awareness of the importance of the architectural heritage of the city of Medellin, in the context of the Colciencias call N. 570 for Art and Culture. General objective: To design and implement an application with augmented reality content for the reactivation of the Cisneros Marketplace. Specific objectives: (I) To characterize the architectural elements susceptible to be applied under augmented reality; (II) to propose a scenario of experience between technology, heritage and citizenship; (III) to design the graphic proposal and the generation of digital contents. Methodology: Quantitative and qualitative. The following research moments were created in order to collect the data: (I) Raising of a state of the art on the subject; (II) identifying planimetry and recreation resources of the city in order to visually reconstruct the building; (III) development of 2D and 3D prototypes for the digital space realization; (IV) refinement of content and data that will accompany the experience; and (V) testing with the different technological structures that will allow to generate the final model in augmented reality for mobile applications. Results: Experimental tests were performed with different audiences, ranging from 21 to 46 years of age. Because the application was developed and evaluated only for devices with Android operating system, in situ tests were organized in the physical area where the Marketplace was located. Conclusions: The possibilities offered by augmented reality in heritage sites have grown exponentially in recent years due to its great appeal to the public, constituting an important resource within the most avant-garde cultural programs. For this project, it is an opportunity for expansion and to make known this technology in the city and country. |
publishDate |
2016 |
dc.date.created.none.fl_str_mv |
2016 |
dc.date.accessioned.none.fl_str_mv |
2017-12-19T19:36:50Z |
dc.date.available.none.fl_str_mv |
2017-12-19T19:36:50Z |
dc.type.eng.fl_str_mv |
Article |
dc.type.coarversion.fl_str_mv |
http://purl.org/coar/version/c_970fb48d4fbd8a85 |
dc.type.coar.fl_str_mv |
http://purl.org/coar/resource_type/c_6501 http://purl.org/coar/resource_type/c_2df8fbb1 |
dc.type.driver.none.fl_str_mv |
info:eu-repo/semantics/article |
dc.identifier.issn.none.fl_str_mv |
17947111 |
dc.identifier.uri.none.fl_str_mv |
http://hdl.handle.net/11407/4364 |
dc.identifier.doi.none.fl_str_mv |
10.17151/kepes.2016.13.14.3 |
dc.identifier.reponame.spa.fl_str_mv |
reponame:Repositorio Institucional Universidad de Medellín |
dc.identifier.instname.spa.fl_str_mv |
instname:Universidad de Medellín |
identifier_str_mv |
17947111 10.17151/kepes.2016.13.14.3 reponame:Repositorio Institucional Universidad de Medellín instname:Universidad de Medellín |
url |
http://hdl.handle.net/11407/4364 |
dc.language.iso.none.fl_str_mv |
spa |
language |
spa |
dc.relation.isversionof.spa.fl_str_mv |
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85014080153&doi=10.17151%2fkepes.2016.13.14.3&partnerID=40&md5=607ecdeab246bc35bf69239061914850 |
dc.relation.ispartofes.spa.fl_str_mv |
Kepes |
dc.relation.references.spa.fl_str_mv |
Abate, A., Acampora, G., Ricciardi, S., An interactive virtual guide for the AR visit of archaeological sites (2011) Journal of Visual Languages and Computing, 22 (6), pp. 415-425 (2013) Warriors Come to Life, p. 4. , http://www.asianart.org/exhibitions_index/app, Asian Art Museum Chong-Moon Lee Center for Asian Art and Culture. iTunes. Recuperado de (2012) Frozen Planet Augmented Reality, p. 2. , https://vimeo.com/42451011, BBC. INDE Appshaker. Recuperado de Betancur, J., (2006) Moscas de Todos Los Colores: Barrio Guayaquil de Medellín, , Medellín: Editorial Universidad de Antioquia Escorcia, D., (2016) El Primer Museo Con Realidad Aumentada Estaría en Barranquilla, , http://www.eltiempo.com/colombia/barranquilla/museo-con-realidad-Aumentada-estaria-enbarranquilla/16378034, (19 de Mayo de) Recuperado de Gillmor, D., (2006) We the Media: Grassroots Journalism by the People, for the People, , OReilly Media González, C., Vallejo, D., Albusac, J., Castro, J., (2012) Realidad Aumentada. Un Enfoque Práctico Con ARToolkit y Blender, , (Carlos González Morcillo, Ed.). España: Bubok Publishing S.L Haugstvedt, A., Krogstie, J., Mobile augmented reality for cultural heritage: A technology acceptance study (2012) IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 247-255. , Atlanta Heras, L., Villarreal, J.L., La realidad aumentada: Una tecnología a la espera de usuarios (2004) Revista Digital Universitaria, 5 (7), pp. 2-9. , http://www.revista.unam.mx/vol.8/num6/art48/int48.htm Izquierdo, M., Mediante realidad aumentada se presentan las estatuas de San Agustín en el Museo Nacional (2016) Recuperado de, , http://www.mincultura.gov.co/prensa/noticias/Paginas/Mediante-realidad-Aumentada-sepresentan-las-estatuas-de-San-Agust%C3%ADn-en-el-Museo-Nacional-.aspx, (18 de Mayo de) Koizumi, N., Tanaka, H., Uema, Y., Inami, M., Chewing jockey: Augmented food texture by using sound based on the cross-modal effect (2011) Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 21 (1-21), p. 4. , http://doi.acm.org/10.1145/2071423.2071449, Recuperado de Marcano, B., Juegos serios y entrenamiento en la sociedad digital (2008) Revista Electrónica Teoría de la Educación. Educación y Cultura en la Sociedad de la Información, 9 (3), pp. 93-107. , http://campus.usal.es/~teoriaeducacion/DEFAULT.htm, Recuperado de Marcano, B., Juegos serios y entrenamiento en la sociedad digital (2008) Teoría de la Educación: Educación y Cultura en la Sociedad de la Información, 9, pp. 93-107 Martín, Y., Pinassi, A., Larrea, M., Bjerg, A., TICs y difusión del patrimonio cultural. Realidad aumentada y virtual en el área fundacional de Bahía Blanca (2012) Realidad, Tendencias y Desafíos en Turismo, 10, pp. 53-73 De Medellín, A., (2006) Sistema Estructurante. Plan Especial de Protección Patrimonial, , https://www.medellin.gov.co/irj/go/km/docs/documents/ServiciosLinea/PlaneacionMunicipal/, Medellín. Recuperado de ObservatorioPoliticasPublicas/resultadosSeguimiento/docs/pot/Documentos/patrimonio.pdf Milgram, P., Fumio, K., (1994) A Taxonomy of Mixed Reality Visual Displays. IEICE TRANSACTIONS on Information and Systems, pp. 1321-1329. , http://doi.org/0916-8532, E77-D (12) Naoya, K., Masahiko, I., Uema, Y., Takana, H., Chewing jockey: Augmented food texture by using sound based on the cross-modal effect (2011) Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 211-214. , http://doi.org/10.1145/2073370.2073387 Ruiz, D., Realidad Aumentada, educación y museos (2011) Revista Icono 14, 2 (9), pp. 212-226. , http://icono14.net/ojs/index.php/icono14/article/view/24/42, Recuperado de (2015) Skin & Bones Promotional Video, p. 2. , Smithsonians National Museum of Natural History. Smithsonians National Museum of Natural History https://www.youtube.com/watch?v=7agVb4IG16M, Recuperado de |
dc.rights.coar.fl_str_mv |
http://purl.org/coar/access_right/c_16ec |
rights_invalid_str_mv |
http://purl.org/coar/access_right/c_16ec |
dc.publisher.spa.fl_str_mv |
Universidad de Caldas |
dc.publisher.faculty.spa.fl_str_mv |
Facultad de Comunicación |
dc.source.spa.fl_str_mv |
Scopus |
institution |
Universidad de Medellín |
repository.name.fl_str_mv |
Repositorio Institucional Universidad de Medellin |
repository.mail.fl_str_mv |
repositorio@udem.edu.co |
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1814159127497146368 |
spelling |
2017-12-19T19:36:50Z2017-12-19T19:36:50Z201617947111http://hdl.handle.net/11407/436410.17151/kepes.2016.13.14.3reponame:Repositorio Institucional Universidad de Medellíninstname:Universidad de MedellínThis article brings together the methodological processes, from the technical and the visual, for the design an application in augmented reality (AR), focused on the awareness of the importance of the architectural heritage of the city of Medellin, in the context of the Colciencias call N. 570 for Art and Culture. General objective: To design and implement an application with augmented reality content for the reactivation of the Cisneros Marketplace. Specific objectives: (I) To characterize the architectural elements susceptible to be applied under augmented reality; (II) to propose a scenario of experience between technology, heritage and citizenship; (III) to design the graphic proposal and the generation of digital contents. Methodology: Quantitative and qualitative. The following research moments were created in order to collect the data: (I) Raising of a state of the art on the subject; (II) identifying planimetry and recreation resources of the city in order to visually reconstruct the building; (III) development of 2D and 3D prototypes for the digital space realization; (IV) refinement of content and data that will accompany the experience; and (V) testing with the different technological structures that will allow to generate the final model in augmented reality for mobile applications. Results: Experimental tests were performed with different audiences, ranging from 21 to 46 years of age. Because the application was developed and evaluated only for devices with Android operating system, in situ tests were organized in the physical area where the Marketplace was located. Conclusions: The possibilities offered by augmented reality in heritage sites have grown exponentially in recent years due to its great appeal to the public, constituting an important resource within the most avant-garde cultural programs. For this project, it is an opportunity for expansion and to make known this technology in the city and country.spaUniversidad de CaldasFacultad de Comunicaciónhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85014080153&doi=10.17151%2fkepes.2016.13.14.3&partnerID=40&md5=607ecdeab246bc35bf69239061914850KepesAbate, A., Acampora, G., Ricciardi, S., An interactive virtual guide for the AR visit of archaeological sites (2011) Journal of Visual Languages and Computing, 22 (6), pp. 415-425(2013) Warriors Come to Life, p. 4. , http://www.asianart.org/exhibitions_index/app, Asian Art Museum Chong-Moon Lee Center for Asian Art and Culture. iTunes. Recuperado de(2012) Frozen Planet Augmented Reality, p. 2. , https://vimeo.com/42451011, BBC. INDE Appshaker. Recuperado deBetancur, J., (2006) Moscas de Todos Los Colores: Barrio Guayaquil de Medellín, , Medellín: Editorial Universidad de AntioquiaEscorcia, D., (2016) El Primer Museo Con Realidad Aumentada Estaría en Barranquilla, , http://www.eltiempo.com/colombia/barranquilla/museo-con-realidad-Aumentada-estaria-enbarranquilla/16378034, (19 de Mayo de) Recuperado deGillmor, D., (2006) We the Media: Grassroots Journalism by the People, for the People, , OReilly MediaGonzález, C., Vallejo, D., Albusac, J., Castro, J., (2012) Realidad Aumentada. Un Enfoque Práctico Con ARToolkit y Blender, , (Carlos González Morcillo, Ed.). España: Bubok Publishing S.LHaugstvedt, A., Krogstie, J., Mobile augmented reality for cultural heritage: A technology acceptance study (2012) IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 247-255. , AtlantaHeras, L., Villarreal, J.L., La realidad aumentada: Una tecnología a la espera de usuarios (2004) Revista Digital Universitaria, 5 (7), pp. 2-9. , http://www.revista.unam.mx/vol.8/num6/art48/int48.htmIzquierdo, M., Mediante realidad aumentada se presentan las estatuas de San Agustín en el Museo Nacional (2016) Recuperado de, , http://www.mincultura.gov.co/prensa/noticias/Paginas/Mediante-realidad-Aumentada-sepresentan-las-estatuas-de-San-Agust%C3%ADn-en-el-Museo-Nacional-.aspx, (18 de Mayo de)Koizumi, N., Tanaka, H., Uema, Y., Inami, M., Chewing jockey: Augmented food texture by using sound based on the cross-modal effect (2011) Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 21 (1-21), p. 4. , http://doi.acm.org/10.1145/2071423.2071449, Recuperado deMarcano, B., Juegos serios y entrenamiento en la sociedad digital (2008) Revista Electrónica Teoría de la Educación. Educación y Cultura en la Sociedad de la Información, 9 (3), pp. 93-107. , http://campus.usal.es/~teoriaeducacion/DEFAULT.htm, Recuperado deMarcano, B., Juegos serios y entrenamiento en la sociedad digital (2008) Teoría de la Educación: Educación y Cultura en la Sociedad de la Información, 9, pp. 93-107Martín, Y., Pinassi, A., Larrea, M., Bjerg, A., TICs y difusión del patrimonio cultural. Realidad aumentada y virtual en el área fundacional de Bahía Blanca (2012) Realidad, Tendencias y Desafíos en Turismo, 10, pp. 53-73De Medellín, A., (2006) Sistema Estructurante. Plan Especial de Protección Patrimonial, , https://www.medellin.gov.co/irj/go/km/docs/documents/ServiciosLinea/PlaneacionMunicipal/, Medellín. Recuperado deObservatorioPoliticasPublicas/resultadosSeguimiento/docs/pot/Documentos/patrimonio.pdfMilgram, P., Fumio, K., (1994) A Taxonomy of Mixed Reality Visual Displays. IEICE TRANSACTIONS on Information and Systems, pp. 1321-1329. , http://doi.org/0916-8532, E77-D (12)Naoya, K., Masahiko, I., Uema, Y., Takana, H., Chewing jockey: Augmented food texture by using sound based on the cross-modal effect (2011) Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 211-214. , http://doi.org/10.1145/2073370.2073387Ruiz, D., Realidad Aumentada, educación y museos (2011) Revista Icono 14, 2 (9), pp. 212-226. , http://icono14.net/ojs/index.php/icono14/article/view/24/42, Recuperado de(2015) Skin & Bones Promotional Video, p. 2. , Smithsonians National Museum of Natural History. Smithsonians National Museum of Natural Historyhttps://www.youtube.com/watch?v=7agVb4IG16M, Recuperado deScopusAugmented reality application for dissemination of cultural heritage [Aplicación en realidad aumentada para divulgación del patrimonio cultural]Articleinfo:eu-repo/semantics/articlehttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1Cárdenas, M.I.Z., Magíster en Comunicación Digital., Profesora Universidad de Medellín, Facultad de Comunicación, ColombiaCárdenas M.I.Z.Magíster en Comunicación Digital., Profesora Universidad de Medellín, Facultad de Comunicación, ColombiaAugmented RealityContentCultural HeritageFrameworksMobileThis article brings together the methodological processes, from the technical and the visual, for the design an application in augmented reality (AR), focused on the awareness of the importance of the architectural heritage of the city of Medellin, in the context of the Colciencias call N. 570 for Art and Culture. General objective: To design and implement an application with augmented reality content for the reactivation of the Cisneros Marketplace. Specific objectives: (I) To characterize the architectural elements susceptible to be applied under augmented reality; (II) to propose a scenario of experience between technology, heritage and citizenship; (III) to design the graphic proposal and the generation of digital contents. Methodology: Quantitative and qualitative. The following research moments were created in order to collect the data: (I) Raising of a state of the art on the subject; (II) identifying planimetry and recreation resources of the city in order to visually reconstruct the building; (III) development of 2D and 3D prototypes for the digital space realization; (IV) refinement of content and data that will accompany the experience; and (V) testing with the different technological structures that will allow to generate the final model in augmented reality for mobile applications. Results: Experimental tests were performed with different audiences, ranging from 21 to 46 years of age. Because the application was developed and evaluated only for devices with Android operating system, in situ tests were organized in the physical area where the Marketplace was located. Conclusions: The possibilities offered by augmented reality in heritage sites have grown exponentially in recent years due to its great appeal to the public, constituting an important resource within the most avant-garde cultural programs. For this project, it is an opportunity for expansion and to make known this technology in the city and country.http://purl.org/coar/access_right/c_16ec11407/4364oai:repository.udem.edu.co:11407/43642020-05-27 15:58:06.358Repositorio Institucional Universidad de Medellinrepositorio@udem.edu.co |