One of the most important applications of information technologies in culture and education is content creation by digitizing objects of material culture (MCO). This content is named digital heritage. Rather large databases have been created. Digital heritage processing means for the purpose of culture and education are developed and are being developed. Works regarding digitization and development of software and information systems of digital heritage of various applications is carried out under government orders and at the initiative of noncommercial associations, private persons, and companies, and sure enough it will be in progress for many decades. Creation and use of digital heritage is a vast area of human activity, which dramatically alters humanity mentality, culture, ways of education and so on. The activity has many aspects-political, legal, technical, scientific, economic and others, each of which is being actively developed. Therefore, any studies in this direction are relevant. The majority of digitized MCO are kept and used in the form of digital images. When working with digital images two problems of copy quality evaluation arise: content transfer accuracy and form transfer accuracy. Nowadays there are no legal principles and approaches to rating these non-quantitative indicators. At the same time the issue is important and relevant since different standpoint regarding the notion of "quality" and different aims pursued by creators and distributors of the content as well as users' interests may lead to serious conflicts and become effective means in cyber wars. The paper offers classification of correspondence of MCO original and its digital copy by content, and also considers some technical aspects of digitization technology and subsequent visualization of images that allow providing high technical quality of copies and avoiding repeated digitization in the future.
Individual stereoscopic virtual reality devices have become very popular all over the world. Their advantages in comparison with traditional means of presenting stereo images are to provide a large viewing angle, taking into account the location and movement of the observer, binding the image to the direction of his gaze. To obtain a high-quality and comfortable visualization system, it is necessary to achieve a certain ratio of technical parameters. In this paper, we consider the limitations of the depth of a three-dimensional image reproduced in helmets of virtual and augmented reality, due to the stereoscopic nature of its formation. Methods and results of the estimated calculations of the boundary distances for different conditions for the demonstration of three-dimensional stereoscopic images are given. Experimental studies of the overall parameters of optical circuits of seven different types of virtual reality helmets have been carried out. It is shown that most of them, especially the most accessible as cheaper and often used in a social environment, are not suitable for demonstrating deep scenes of the surrounding visual environment. Recommendations for their modernization are given.
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