Special Issue "Digital Cultural Heritage"

A special issue of Multimodal Technologies and Interaction (ISSN 2414-4088).

Deadline for manuscript submissions: closed (20 April 2018)

Special Issue Editors

Guest Editor
Dr. Cristina Portalés Ricart

Institute of Robotics and Information and Communication Technologies (IRTIC), Universitat de València
Website | E-Mail
Interests: augmented reality, computer vision, reconstruction, multispectral, cultural heritage
Guest Editor
Prof. João M. F. Rodrigues

Instituto Superior de Engenharia, Universidade do Algarve, Faro, Portugal
Website | E-Mail
Interests: computer vision; human-computer interaction; augmented reality; assistive technologies
Guest Editor
Prof. Alexandra Rodrigues Gonçalves

Escola Superior de Gestão, Hotelaria e Turismo, Universidade of the Algarve, Faro, Portugal
Website | E-Mail
Interests: cultural and creative tourism, cultural heritage, cultural management and tourism, quality tourism experiences, tourist experience
Guest Editor
Prof. Esther Alba Pagán

Dean of the Faculty of Geography and History, Universitat de València, Spain
Website | E-Mail
Interests: art history, heritage culture, cultural heritage, cultural heritage management, history, international relations, visual culture, women and culture, women in art, cultural Studies, research methodology, gender studies, media studies, museum studies, digital art history, tools for online heritage visualization, museum information systems, cataloging systems, museology and museography , aesthetics and theories of art, critical theory, art theory, ephermal art
Guest Editor
Prof. Jorge Sebastián Lozano

Expert in History of Arts, Faculty of Geography and History, Universitat de València, Spain
Website | E-Mail
Interests: digital art history, tools for online heritage visualization, museum information systems, female representation in Early Modern court culture, contemporary art and visual culture

Special Issue Information

Dear Colleagues,

Cultural Heritage (CH) is an essential expression of the richness and the diversity of our culture and, therefore, its documentation, interpretation, recreation and dissemination are considered crucial tasks. Information and Communication Technologies (ICT) provide researchers with powerful tools to deal with the digital acquisition, storage, conservation, recreation, reconstruction and representation of CH assets, both tangible and intangible. Every day, new initiatives are materializing this symbiosis between ICT and Social Sciences and Humanities (SSH), e.g., for the accurate multi-dimensional documentation of our cultural legacy, the processing of large amounts of data to identify new correlations among digital heterogeneous collections or the increase of CH awareness by means of advanced representation (visual, tangible, etc.) and interaction approaches. Due to the increasing capabilities of new technologies that triggers the growing complexity in the digital documentation and representation of CH, new challenges arise as regards its preservation over time, re-use and study.

This Special Issue seeks for papers approaching the topic from different perspectives and interdisciplinary proposals, which includes the consideration of different areas of knowledge, those more technical (e.g., IT, architecture, etc.) and those related to SSH (e.g., art history, conservation, etc.).

Dr. Cristina Portalés Ricart
Prof. João M. F. Rodrigues
Prof. Alexandra Rodrigues Gonçalves
Prof. Esther Alba Pagán
Prof. Jorge Sebastián Lozano
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All papers will be peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Multimodal Technologies and Interaction is an international peer-reviewed open access quarterly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) is waived for well-prepared manuscripts submitted to this issue. Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • Digitization
  • Representation
  • Interaction
  • Multitemporal
  • Multidimensional
  • Interdisciplinary

Published Papers (9 papers)

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Editorial

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Open AccessEditorial Digital Cultural Heritage
Multimodal Technologies Interact. 2018, 2(3), 58; https://doi.org/10.3390/mti2030058
Received: 7 September 2018 / Accepted: 10 September 2018 / Published: 11 September 2018
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(This article belongs to the Special Issue Digital Cultural Heritage)

Research

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Open AccessArticle TinajAR: An Edutainment Augmented Reality Mirror for the Dissemination and Reinterpretation of Cultural Heritage
Multimodal Technologies Interact. 2018, 2(2), 33; https://doi.org/10.3390/mti2020033
Received: 24 May 2018 / Revised: 14 June 2018 / Accepted: 16 June 2018 / Published: 19 June 2018
Cited by 1 | PDF Full-text (3614 KB) | HTML Full-text | XML Full-text
Abstract
The use of augmented reality (AR) in cultural heritage (CH) applications opens a whole set of possibilities, including the virtual transformation of CH elements. This paper presents TinajAR, a mirror-based AR application designed to serve both as an edutainment application in the field
[...] Read more.
The use of augmented reality (AR) in cultural heritage (CH) applications opens a whole set of possibilities, including the virtual transformation of CH elements. This paper presents TinajAR, a mirror-based AR application designed to serve both as an edutainment application in the field of CH and also as an artistic expression. As an edutainment application, TinajAR features a multi-marker video-based AR application designed to show virtual ceramic pieces and explain the pottery process through virtual avatars. As an artistic expression, TinajAR seeks to reinterpret an ancient type of cellar called calado, which was used in the past for storing wine in northern Spain. The reinterpretation consists in giving a different but meaningful use to the space. TinajAR was used by around 1800 people during a ceramics exhibition in La Rioja, Spain and was assessed at the satisfaction level with 56 users by means of a system usability scale, giving very satisfactory results. Full article
(This article belongs to the Special Issue Digital Cultural Heritage)
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Open AccessArticle Flow, Staging, Wayfinding, Personalization: Evaluating User Experience with Mobile Museum Narratives
Multimodal Technologies Interact. 2018, 2(2), 32; https://doi.org/10.3390/mti2020032
Received: 24 April 2018 / Revised: 6 June 2018 / Accepted: 6 June 2018 / Published: 11 June 2018
Cited by 3 | PDF Full-text (6147 KB) | HTML Full-text | XML Full-text | Supplementary Files
Abstract
A multitude of challenges comes into play when attempting to design (and evaluate) an interactive digital storytelling experience for use by visitors in a museum. This paper reports on the evaluation of the prototype mobile-based storytelling “guides” designed, developed and deployed as part
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A multitude of challenges comes into play when attempting to design (and evaluate) an interactive digital storytelling experience for use by visitors in a museum. This paper reports on the evaluation of the prototype mobile-based storytelling “guides” designed, developed and deployed as part of a research project at the Acropolis Museum in Athens, Greece. Experiences designed for different visitor profiles were evaluated several times throughout the iterative design process, in a number of on-site studies, and with more than 180 museum visitors of all ages (with this paper reporting on two studies conducted with a total of 53 users visiting individually or in pairs). The evaluation methods included ethnography (i.e., observation of visitors in the Museum’s galleries), pre- and post-experience in-depth interviews and questionnaires to measure the Users’ Experience (UX), as well as data logging. The analysis of the data focused on themes representing components of the experiences, such as interactive story plot and narration, staging and way-finding in the physical space, personalization and social interaction. Our findings confirmed that understanding UX and what makes it effective or not in the rich context of a cultural setting is a complex endeavor. The paper discusses our findings and proposes relevant recommendations for the design of digital experiences for cultural, educational, and recreational purposes. Full article
(This article belongs to the Special Issue Digital Cultural Heritage)
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Open AccessCommunication Interactive Tools for the Preservation, Dissemination and Study of Silk Heritage—An Introduction to the SILKNOW Project
Multimodal Technologies Interact. 2018, 2(2), 28; https://doi.org/10.3390/mti2020028
Received: 19 April 2018 / Revised: 12 May 2018 / Accepted: 13 May 2018 / Published: 15 May 2018
Cited by 2 | PDF Full-text (1477 KB) | HTML Full-text | XML Full-text
Abstract
Silk was a major factor for progress in Europe, mostly along the Western Silk Road’s network of production and market centers. The silk trade also allowed for the exchange of ideas and innovations, having impacts at economic, technical, functional, cultural and symbolic levels.
[...] Read more.
Silk was a major factor for progress in Europe, mostly along the Western Silk Road’s network of production and market centers. The silk trade also allowed for the exchange of ideas and innovations, having impacts at economic, technical, functional, cultural and symbolic levels. However, silk has today become a seriously endangered heritage. Although many European specialized museums are devoted to its preservation, they usually lack the size and resources to take advantage of state-of-the-art digital technologies. The aim of this paper is twofold; firstly, we introduce SILKNOW, an interdisciplinary project that has been recently funded by the H2020 Programme of the European Union in order to preserve and promote the heritage of silk textiles; secondly, we introduce a set of interactive tools related to the project. Full article
(This article belongs to the Special Issue Digital Cultural Heritage)
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Open AccessArticle Behind the 3D Scene: A GIS Approach for Managing the Chronological Information of Historic Buildings
Multimodal Technologies Interact. 2018, 2(2), 26; https://doi.org/10.3390/mti2020026
Received: 12 April 2018 / Revised: 7 May 2018 / Accepted: 8 May 2018 / Published: 11 May 2018
Cited by 2 | PDF Full-text (12310 KB) | HTML Full-text | XML Full-text
Abstract
Historic buildings are representations of cultural systems throughout time. Thus, it is important to shed light on any given historic building’s chronological information by means of restitution, that is, the descriptions of different (re)compositions of a building for different historical states. However, the
[...] Read more.
Historic buildings are representations of cultural systems throughout time. Thus, it is important to shed light on any given historic building’s chronological information by means of restitution, that is, the descriptions of different (re)compositions of a building for different historical states. However, the representation of information beyond the geometric, spatial, and physical characteristics of a historic building carries a crucial importance in the holistic understanding of historical changes. This requirement consists of representation, archival, assessment, and management aspects. Nevertheless, covering all these aspects is still quite challenging. Thus, three-dimensional (3D) visualization in digital platforms is considered, which indeed seems to be the most desirable way today. This article proposes a methodology through adopting an approach based on the Geographical Information System (GIS) and further develops a digital “container” as a 3D digital model for the archiving of a building’s chronological information. This does not only cover the geometric and spatial aspects, but also the historical resources and their reliability. The paper concludes that the developed prototype may lessen the future investigation effort of heritage specialists by making the chronological information of a historical building more integrated and coherent, through increased readability, accessibility, and visibility. This, in turn, supports the planning of restoration projects, as well as provides a static and comprehensive archive. Full article
(This article belongs to the Special Issue Digital Cultural Heritage)
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Open AccessArticle Canon, Value, and Cultural Heritage: New Processes of Assigning Value in the Postdigital Realm
Multimodal Technologies Interact. 2018, 2(2), 25; https://doi.org/10.3390/mti2020025
Received: 21 April 2018 / Revised: 7 May 2018 / Accepted: 8 May 2018 / Published: 11 May 2018
Cited by 1 | PDF Full-text (475 KB) | HTML Full-text | XML Full-text
Abstract
The range of modes through which the new conditions of the postdigital society is leading to a redefinition of the processes of assigning value, and the values themselves, which have hitherto prevailed in the comprehension of cultural heritage, are diverse and broad. Within
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The range of modes through which the new conditions of the postdigital society is leading to a redefinition of the processes of assigning value, and the values themselves, which have hitherto prevailed in the comprehension of cultural heritage, are diverse and broad. Within this framework of critical inquiry, this paper discusses the mechanisms of canon-formation in the context of the web as the new laboratory of cultural production. It is argued that the main dynamics observed can be elucidated under the form of a triad: hypercanonization, socialdecanonization, and transcanonization. These three processes operate simultaneously interlaced and unfold in dialectical tension between the rise of the new (practices, actors, values, ideas), and the maintenance of the old (those structures that already exist). This paper delves into the paths through which such interlace dynamics and tension might reshape the principles by which canonicity develops, as well as poses open questions about the challenges facing us, which should be discussed in further studies and approaches to the problem. Full article
(This article belongs to the Special Issue Digital Cultural Heritage)
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Open AccessArticle A Novel Immersive VR Game Model for Recontextualization in Virtual Environments: The μVRModel
Multimodal Technologies Interact. 2018, 2(2), 20; https://doi.org/10.3390/mti2020020
Received: 28 March 2018 / Revised: 24 April 2018 / Accepted: 24 April 2018 / Published: 27 April 2018
Cited by 1 | PDF Full-text (8723 KB) | HTML Full-text | XML Full-text
Abstract
In recent years, immersive VR had a great boost in terms of adoption and research perspectives, especially those regarding the serious gaming universe. Within the cultural heritage field, virtual re-contextualization of items is a crucial task to be accomplished by individuals to understand
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In recent years, immersive VR had a great boost in terms of adoption and research perspectives, especially those regarding the serious gaming universe. Within the cultural heritage field, virtual re-contextualization of items is a crucial task to be accomplished by individuals to understand a 3D reconstructed environment as a whole and to assign a meaning and a value to a specific cultural object. Immersive VR and consumer HMDs still present several issues related to motion sickness and locomotion: the interest in real-walking techniques outperforming other locomotion methods is growing year by year, although limited by physical constraints, higher costs, or current technology. In this work, we propose a novel game model (μVR) that combines real-walking techniques and an adaptive, game-driven, multi-scale progression to craft immersive re-contextualization applications. The presented model aims to minimize motion sickness while fully exploiting the physical tracked area and augmenting the understanding of what the user is experiencing at different world scales. We define and formalize the μVR model and its components mathematically for the sake of reproducibility, then we present results from a pilot test planned to validate the model on real users. Results assure the usability and effectiveness of VR model even if further implementation needs to be done. Full article
(This article belongs to the Special Issue Digital Cultural Heritage)
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Open AccessArticle Enhancing the Appreciation of Traditional Chinese Painting Using Interactive Technology
Multimodal Technologies Interact. 2018, 2(2), 16; https://doi.org/10.3390/mti2020016
Received: 1 April 2018 / Revised: 12 April 2018 / Accepted: 13 April 2018 / Published: 16 April 2018
Cited by 1 | PDF Full-text (2735 KB) | HTML Full-text | XML Full-text
Abstract
In this paper, we present a two-part study. The first part was a cultural appreciation study. Through this study, we explored the specific approach of cross-cultural aesthetic appreciation and mapped out the potential insights for a prototype design. In the second part, we
[...] Read more.
In this paper, we present a two-part study. The first part was a cultural appreciation study. Through this study, we explored the specific approach of cross-cultural aesthetic appreciation and mapped out the potential insights for a prototype design. In the second part, we carried out a design-led study. We designed a tablet application and conducted focus group studies to explore the interactive technology that assists in the support of cross-cultural audiences’ aesthetic appreciation and engagement of traditional Chinese painting. Based on these findings, we went on to further explore an approach of interactive engagement which is specific to supporting cross-cultural appreciation, while also reflecting upon the interactive design suggestions for the development of aesthetic appreciation to offer various transferable insights to the Human–Computer Interaction (HCI) community. Full article
(This article belongs to the Special Issue Digital Cultural Heritage)
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Review

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Open AccessReview A Review of Heritage Building Information Modeling (H-BIM)
Multimodal Technologies Interact. 2018, 2(2), 21; https://doi.org/10.3390/mti2020021
Received: 28 March 2018 / Revised: 29 April 2018 / Accepted: 3 May 2018 / Published: 5 May 2018
Cited by 1 | PDF Full-text (3479 KB) | HTML Full-text | XML Full-text
Abstract
Many projects concerning the protection, conservation, restoration, and dissemination of cultural heritage are being carried out around the world due to its growing interest as a driving force of socio-economic development. The existence of reliable, digital three-dimensional (3D) models that allow for the
[...] Read more.
Many projects concerning the protection, conservation, restoration, and dissemination of cultural heritage are being carried out around the world due to its growing interest as a driving force of socio-economic development. The existence of reliable, digital three-dimensional (3D) models that allow for the planning and management of these projects in a remote and decentralized way is currently a growing necessity. There are many software tools to perform the modeling and complete three-dimensional documentation of the intervened monuments. However, the Architecture, Engineering and Construction (AEC) sector has adopted the Building Information Modeling (BIM) standard over the last few decades due to the progress that has been made in its qualities and capabilities. The complex modeling of cultural heritage through commercial BIM software leads to the consideration of the concept of Heritage BIM (H-BIM), which pursues the modeling of architectural elements, according to artistic, historical, and constructive typologies. In addition, H-BIM is considered to be an emerging technology that enables us to understand, document, advertize, and virtually reconstruct the built heritage. This article is a review of the existing literature on H-BIM and its effective implementation in the cultural heritage sector, exploring the effectiveness and the usefulness of the different methodologies that were developed to model families of elements of interest. Full article
(This article belongs to the Special Issue Digital Cultural Heritage)
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