2021
DOI: 10.14236/ewic/eva2021.7
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Augmented Reality Experience for Inaccessible Areas in Museums

Abstract: In recent years, new innovations have been introduced into the cultural heritage sector, aimed at offering more engaging and accessible tours to the public. The article discusses the development process of the VirgilTell project, for the visit of inaccessible places in the Racconigi Castle, one of the Savoy residences in Piedmont (Italy), by the UXD Team of Politecnico di Torino. The places assigned to the project are being restored and therefore excluded from the tour. The VirgilTell experience aims to includ… Show more

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Cited by 9 publications
(6 citation statements)
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“…Regardless of the availability of technology, the question remains: how can we minimize the difference between the real and virtual worlds? To achieve this goal, it is necessary to reflect on the potential of various technologies to create an immersive experience that is contextually relevant to the audience while also paying attention to the professional and ethical aspects of the project [9]. Visitors are fascinated when stories are told that they can relate to and when they feel like the protagonists of a new reality [12].…”
Section: Discussionmentioning
confidence: 99%
“…Regardless of the availability of technology, the question remains: how can we minimize the difference between the real and virtual worlds? To achieve this goal, it is necessary to reflect on the potential of various technologies to create an immersive experience that is contextually relevant to the audience while also paying attention to the professional and ethical aspects of the project [9]. Visitors are fascinated when stories are told that they can relate to and when they feel like the protagonists of a new reality [12].…”
Section: Discussionmentioning
confidence: 99%
“…Consequently, AR provides us with a whole new level of exploration while the user is still present in the real world. "Inaccessibility therefore becomes an opportunity to experiment with new forms of communication, from storytelling to gaming, through the use of VR and AR, optimized in relation to the characteristics of the user groups" [38]. In the same paper, we could again see the inclusion of narration as well as the use of actors and 3D models.…”
Section: Ar and Mr In Cultural Heritagementioning
confidence: 96%
“…Regardless of when the technology is available, how can the user tell the difference between the real and virtual worlds? Reflecting on the possibilities provided by various technologies can result in an experience contextually relevant to the message sent to the audience as part of the project's ethical approach (Germak et al 2021). Visitors are fascinated when stories are told that they can relate to, where a unique and true viewpoint is offered, and when they feel like the protagonists of a new reality (Han et al 2017).…”
Section: Conclusion and Further Developmentmentioning
confidence: 99%