<p><strong>Abstract.</strong> In this paper, we propose a workflow for recreating places of cultural heritage in Virtual Reality (VR) using structure from motion (SfM) photogrammetry. The unique texture of heritage places makes them ideal for full photogrammetric capture. An optimized model is created from the photogrammetric data so that it is small enough to render in a real-time environment. The optimized model, combined with mesh maps (texture maps, normal maps, etc.) looks like the original high detail model. The capture of a whole space makes it possible to create a VR experience with six degrees of freedom (6DoF) that allows the user to explore the historic place. Creating these experiences can bring people to cultural heritage that is either endangered or too remote for some people to access. The workflow described in this paper will be demonstrated with the case study of Myin-pya-gu, an 11th century temple in Bagan, Myanmar.</p>
<p><strong>Abstract.</strong> Accessibility plays a main role among the aspects that contribute to the conservation of Cultural Heritage sites. Seismic stability, fragility of the artefacts, conflicts, deterioration, natural disasters, climate change and visitors’ impact are only some of the possible causes that might lead to the inaccessibility of a heritage site for both researchers and visitors.</p><p>The increasing potential of Information and Communication Technologies (ICT) in the conservation field has resulted in the development of Augmented and Virtual reality (AR and VR) experiences. These ones can be very effective for what concerns the description of the visual experience, but also improve the understanding of a site and even became analytic research tools.</p><p>This paper presents an inaccessible Buddhist temple in the Myanmar city of Bagan as a case study for the realization of a VR experience that aims at providing accessibility to knowledge and therefore a better understanding of the cultural value. In order to evaluate the effectiveness of the VR for this purpose, a user study has been conducted and its results are reported.</p>
<p><strong>Abstract.</strong> In recent years, Augmented Reality (AR) technology has experienced considerable progress and the combination of AR and 3D modeling opens up new opportunities regarding 3D data visualization and interaction. Consequently, the dissemination of cultural heritage can benefit from these technologies in order to display the cultural assets as realistically and interactively as possible. In this way, high-accuracy 3D models are integrated in the real world.</p><p>Nevertheless, progress has also still been limited due to several factors. The paper presents a case study based on the recreation of the Queen Victoria sculpture in an AR application. Furthermore, the environment of the sculpture is simulated by panoramic images, inside the Library of Parliament in Ottawa, Canada. The main problems for the development of an AR smartphone application from panoramic images and photogrammetric 3D data are described in this paper. The characteristics of AR systems are explained in detail, analyzing all the steps involved and the available solutions considered.</p>
<p><strong>Abstract.</strong> Digital tools have brought new techniques for recording and fabrication allowing for the augmentation of traditional processes in repairs and restorations. Traditional mechanical and chemical techniques require physical contact to the artefacts of interest, while LiDAR Scanning, photogrammetry and structured light scanning provide non-invasive solutions. Analog recording technologies have always informed fabrication processes, but contemporary digital recording can produce complete geometry for fabrication. In this paper, we discuss recording and fabrication technologies and how they have been applied for heritage conservation.</p>
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