Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (26)

Search Parameters:
Keywords = museum mobile application

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
15 pages, 4518 KiB  
Article
Synergy of Art, Science, and Technology: A Case Study of Augmented Reality and Artificial Intelligence in Enhancing Cultural Heritage Engagement
by Ailin Chen, Rui Jesus and Márcia Vilarigues
J. Imaging 2025, 11(3), 89; https://doi.org/10.3390/jimaging11030089 - 19 Mar 2025
Viewed by 764
Abstract
In recent years, there has been growing interest in taking advantage of the technological progress in information technology and computer science to enhance the synergy between multidisciplinary organisations with a mutual objective of improving scientific knowledge and engaging society in cultural activities. Such [...] Read more.
In recent years, there has been growing interest in taking advantage of the technological progress in information technology and computer science to enhance the synergy between multidisciplinary organisations with a mutual objective of improving scientific knowledge and engaging society in cultural activities. Such an example of collaboration networks includes those where governmental, scientific and cultural institutions work in unison to provide services that support research through the use of technology while disseminating information and promoting cultural heritage. Here, we present a case study implementing the results of the work between multidisciplinary departments of the NOVA University Lisbon and third-party cultural heritage organisations. In particular, a mobile and desktop PC application uses augmented reality to showcase results obtained from analysis of artwork by Amadeo de Souza-Cardoso using artificial intelligence. The mobile application is intended to be used to enhance museum visitors’ experience and strengthen the link between scientific, governmental, and heritage organisations. Full article
Show Figures

Figure 1

21 pages, 2536 KiB  
Article
Phygital Experience Platform for Textile Exhibitions in Small Local Museums
by Supaporn Chai-Arayalert, Supattra Puttinaovarat and Wanida Saetang
Heritage 2025, 8(1), 35; https://doi.org/10.3390/heritage8010035 - 20 Jan 2025
Viewed by 1665
Abstract
This study introduces a comprehensive phygital framework tailored for small local museums, addressing the unique challenges of textile exhibitions. By seamlessly integrating physical artifacts with advanced digital tools through a user-centered design–thinking approach, the platform transforms traditional museum visits into hybrid experiences. The [...] Read more.
This study introduces a comprehensive phygital framework tailored for small local museums, addressing the unique challenges of textile exhibitions. By seamlessly integrating physical artifacts with advanced digital tools through a user-centered design–thinking approach, the platform transforms traditional museum visits into hybrid experiences. The research addresses challenges faced by small museums, such as limited interactivity, static information presentation, and resource constraints. The findings demonstrate that the phygital platform significantly enhances visitor satisfaction, usability, and engagement. Features like mobile applications, chatbots, and gamification foster dynamic interactions, increasing interest in historical textile collections. The evaluation highlights positive impacts on visitor learning and accessibility, with high usability scores and favorable feedback confirming the platform’s success. By bridging physical and digital realms, the platform empowers small local museums to modernize their exhibition experience offerings while preserving their authenticity and cultural significance. This study contributes to the growing literature on phygital strategies in museum contexts, offering practical recommendations for implementing such platforms in resource-constrained settings. The findings underscore the potential of phygital approaches to foster deeper connections with cultural heritage, ensure broader accessibility, and support sustainable visitor engagement. Full article
Show Figures

Figure 1

24 pages, 7093 KiB  
Article
Comparison of Manual, Automatic, and Voice Control in Wheelchair Navigation Simulation in Virtual Environments: Performance Evaluation of User and Motion Sickness
by Enrique Antonio Pedroza-Santiago, José Emilio Quiroz-Ibarra, Erik René Bojorges-Valdez and Miguel Ángel Padilla-Castañeda
Sensors 2025, 25(2), 530; https://doi.org/10.3390/s25020530 - 17 Jan 2025
Cited by 1 | Viewed by 1414
Abstract
Mobility is essential for individuals with physical disabilities, and wheelchairs significantly enhance their quality of life. Recent advancements focus on developing sophisticated control systems for effective and efficient interaction. This study evaluates the usability and performance of three wheelchair control modes manual, automatic, [...] Read more.
Mobility is essential for individuals with physical disabilities, and wheelchairs significantly enhance their quality of life. Recent advancements focus on developing sophisticated control systems for effective and efficient interaction. This study evaluates the usability and performance of three wheelchair control modes manual, automatic, and voice controlled using a virtual reality (VR) simulation tool. VR provides a controlled and repeatable environment to assess navigation performance and motion sickness across three scenarios: supermarket, museum, and city. Twenty participants completed nine tests each, resulting in 180 trials. Findings revealed significant differences in navigation efficiency, distance, and collision rates across control modes and scenarios. Automatic control consistently achieved faster navigation times and fewer collisions, particularly in the supermarket. Manual control offered precision but required greater user effort. Voice control, while intuitive, resulted in longer distances traveled and higher collision rates in complex scenarios like the city. Motion sickness levels varied across scenarios, with higher discomfort reported in the city during voice and automatic control. Participant feedback, gathered via a Likert scale questionnaire, highlighted the potential of VR simulation for evaluating user comfort and performance. This research underscores the advantages of VR-based testing for rapid prototyping and user-centered design, offering valuable insights into improving wheelchair control systems. Future work will explore adaptive algorithms to enhance usability and accessibility in real world applications. Full article
Show Figures

Figure 1

13 pages, 3049 KiB  
Article
Valorization of Historical Natural History Collections Through Digitization: The Algarium Vatova–Schiffner
by Linda Seggi, Raffaella Trabucco and Stefano Martellos
Plants 2024, 13(20), 2901; https://doi.org/10.3390/plants13202901 - 17 Oct 2024
Cited by 2 | Viewed by 1268
Abstract
Digitization of Natural History Collections (NHCs) and mobilization of their data are pivotal for their study, preservation, and accessibility. Furthermore, thanks to digitization and mobilization, Natural History Museums can better showcase their collections, potentially attracting more visitors. However, the optimization of digitization workflows, [...] Read more.
Digitization of Natural History Collections (NHCs) and mobilization of their data are pivotal for their study, preservation, and accessibility. Furthermore, thanks to digitization and mobilization, Natural History Museums can better showcase their collections, potentially attracting more visitors. However, the optimization of digitization workflows, especially when addressing small and/or historical NHCs, remains a challenge. Starting from a practical example, this contribution aims at providing a general guideline for the digitization of historical NHCs, with a particular focus on pre-digitization planning, during which some decisions should be made for ensuring a smooth, cost- and time-effective digitization process. The digitization of the algarium by Aristocle Vatova and Victor Schiffner was carried out following an image-to-data workflow, which allowed for reducing the handling of the specimens. The metadata were organized according to the Darwin Core standard scheme, and, together with the digital images of the specimens, have been made available to the scientific community and to the general public via an online portal. Thanks to the application of digital technologies and standardized methods, the accessibility of the collection has been enhanced, and its integration with historical data is possible, highlighting the relevance of shared experiences and protocols in advancing the digital transformation of natural history heritage. Full article
Show Figures

Figure 1

20 pages, 3517 KiB  
Article
A Holistic Approach for Enhancing Museum Performance and Visitor Experience
by Panos I. Philippopoulos, Ioannis C. Drivas, Nikolaos D. Tselikas, Kostas N. Koutrakis, Elena Melidi and Dimitrios Kouis
Sensors 2024, 24(3), 966; https://doi.org/10.3390/s24030966 - 1 Feb 2024
Cited by 6 | Viewed by 5013
Abstract
Managing modern museum content and visitor data analytics to achieve higher levels of visitor experience and overall museum performance is a complex and multidimensional issue involving several scientific aspects, such as exhibits’ metadata management, visitor movement tracking and modelling, location/context-aware content provision, etc. [...] Read more.
Managing modern museum content and visitor data analytics to achieve higher levels of visitor experience and overall museum performance is a complex and multidimensional issue involving several scientific aspects, such as exhibits’ metadata management, visitor movement tracking and modelling, location/context-aware content provision, etc. In related prior research, most of the efforts have focused individually on some of these aspects and do not provide holistic approaches enhancing both museum performance and visitor experience. This paper proposes an integrated conceptualisation for improving these two aspects, involving four technological components. First, the adoption and parameterisation of four ontologies for the digital documentation and presentation of exhibits and their conservation methods, spatial management, and evaluation. Second, a tool for capturing visitor movement in near real-time, both anonymously (default) and eponymously (upon visitor consent). Third, a mobile application delivers personalised content to eponymous visitors based on static (e.g., demographic) and dynamic (e.g., visitor movement) data. Lastly, a platform assists museum administrators in managing visitor statistics and evaluating exhibits, collections, and routes based on visitors’ behaviour and interactions. Preliminary results from a pilot implementation of this holistic approach in a multi-space high-traffic museum (MELTOPENLAB project) indicate that a cost-efficient, fully functional solution is feasible, and achieving an optimal trade-off between technical performance and cost efficiency is possible for museum administrators seeking unfragmented approaches that add value to their cultural heritage organisations. Full article
(This article belongs to the Section Sensor Networks)
Show Figures

Figure 1

17 pages, 7855 KiB  
Article
Utilizing Stereography to Compare Cultural Heritage in the Past and Now: An Interactive AR Application
by Cecilia Maria Bolognesi, Daniele Sorrenti and Deida Bassorizzi
Appl. Sci. 2023, 13(15), 8773; https://doi.org/10.3390/app13158773 - 29 Jul 2023
Cited by 2 | Viewed by 1646
Abstract
Due to the astonishing speed in technological progress for new heterogeneous experiences, the Mixed Reality continuum represents nowadays an invaluable tool for cultural heritage applications, and the possibility of seemingly natural interaction with virtual elements is paving the way for more immerse, ve [...] Read more.
Due to the astonishing speed in technological progress for new heterogeneous experiences, the Mixed Reality continuum represents nowadays an invaluable tool for cultural heritage applications, and the possibility of seemingly natural interaction with virtual elements is paving the way for more immerse, ve and deeply enjoyable experiences, both in dedicated spaces, such as museums and exhibitions, and in public spaces via the latest mobile AR technologies. This paper illustrates the complete workflow followed for the design and implementation of an Augmented Reality application on a holographic table, along with critical latency-quality tradeoffs encountered when combining both high-fidelity surveys and latency-sensibility devices and experiences. A workaround is provided in order to mitigate the impact of low-importance models on the overall latency utilizing a software toolchain employing Google Maps/Earth web applications; each software comprises the toolchain Free and Open-Source Software (FOSS) for a more adaptive workaround with a wider range of suitable applications. The application is then tested with the students of LaborA, which is the modeling laboratory of “Politecnico di Milano”. Full article
(This article belongs to the Special Issue Advanced Technologies in Digitizing Cultural Heritage Volume II)
Show Figures

Figure 1

27 pages, 5695 KiB  
Article
Investigating the Relationship between Users’ Behavioral Intentions and Learning Effects of VR System for Sustainable Tourism Development
by Po-Yuan Su, Peng-Wei Hsiao and Kuo-Kuang Fan
Sustainability 2023, 15(9), 7277; https://doi.org/10.3390/su15097277 - 27 Apr 2023
Cited by 20 | Viewed by 3818
Abstract
Macao is a tourist city. It is home to the Ruins of Saint Paul’s, a unique 100-year-old landmark, which is still standing with manual maintenance, even after three fires and reconstruction events. Therefore, the continuous preservation of its culture, heritage education, and construction [...] Read more.
Macao is a tourist city. It is home to the Ruins of Saint Paul’s, a unique 100-year-old landmark, which is still standing with manual maintenance, even after three fires and reconstruction events. Therefore, the continuous preservation of its culture, heritage education, and construction are important issues for Macao. With the development of digital technology in recent years, users can quickly search historical sites and save two-dimensional and three-dimensional images and videos through smartphones. These methods also enhance the communication power of culture. Virtual browsing on a smartphone requires computing power and storage space; yet, virtual reality devices are not widely used. Therefore, augmented reality and virtual reality are rarely used simultaneously for three-dimensional interactive guided tours and operation experiences on the same theme. However, by quickly creating virtual reality scenarios and preserving historical sites on mobile devices, 4DAGE’s 4DKanKan technology can provide augmented reality and metaverse virtual reality experiences. 4DKanKan can also integrate mobile guides and navigation software to connect mobile devices and assist in cultural inheritance and conduct sustainable education. This research linked this technology to the web by incorporating augmented reality and virtual reality technology to make designs and discussed the influences among service design, behavioral intentions, and learning effects. We collated and analyzed relevant data and text materials through systematic testing, observation, operation processes, and semi-structured interviews. The PLS multigroup structural model was used to explore and analyze the degree of influence and explanatory power of system quality, information quality, behavioral intention, and learning effects among themselves. The results of this study show that most users accepted the proposed innovative mode of operation and found it to be interesting and fun. Augmented reality is not limited by space or time; however, virtual reality devices taking too long to operate, switching too frequently, and having too many functional interfaces can cause operational problems. This study identified and modified the influencing factors and problems of the proposed system, with the aim of continuing to expand the applications of 4DKanKan to other cultural attractions or museums in the future. In addition, the research results can provide a reference for the sustainable development of related cultural sites. Full article
(This article belongs to the Special Issue Sustainable Learning in Education of Sustainability)
Show Figures

Figure 1

33 pages, 8075 KiB  
Article
Artful—An AR Social Self-Guided Tour App for Cultural Learning in Museum Settings
by Athina Grammatikopoulou and Nikos Grammalidis
Information 2023, 14(3), 158; https://doi.org/10.3390/info14030158 - 2 Mar 2023
Cited by 12 | Viewed by 4195
Abstract
The cultural heritage sector has often acted as catalyst in allowing groups to coexist harmonically by investing in intercultural dialogue. Nonetheless, the vast majority of cultural experiences offered by cultural institutions rarely take provisions to make such experiences inclusive for groups with diverse [...] Read more.
The cultural heritage sector has often acted as catalyst in allowing groups to coexist harmonically by investing in intercultural dialogue. Nonetheless, the vast majority of cultural experiences offered by cultural institutions rarely take provisions to make such experiences inclusive for groups with diverse sociocultural characteristics. In this context, this study explores the hypothesis that the adoption of Web 2.0 design patterns could enhance the public’s participation and inclusion by making visitors co-creators of the offered cultural experience, and help museums transform into more inclusive spaces by enhancing knowledge sharing and social learning. A self-guided tour tool with augmented reality and social features is proposed to facilitate the creation of an online learning community for museum staff and visitors, and to enable information sharing and interactions. Initially, the paper’s theoretical background is presented, focusing on the analysis of social educational theories. Next, a state-of-the-art analysis is conducted. The two aforementioned analyses provide both direction and impetus to the design process and research inquiry. Following this, the key functionalities of the proposed application are presented. A preliminary small-scale experiment conducted in an art exhibition showed that its use could be efficient, as positive feedback was obtained. Full article
(This article belongs to the Special Issue eXtended Reality for Social Inclusion and Educational Purpose)
Show Figures

Figure 1

29 pages, 2313 KiB  
Article
Reconstruction of Industrial and Historical Heritage for Cultural Enrichment Using Virtual and Augmented Reality
by Lukas Paulauskas, Andrius Paulauskas, Tomas Blažauskas, Robertas Damaševičius and Rytis Maskeliūnas
Technologies 2023, 11(2), 36; https://doi.org/10.3390/technologies11020036 - 25 Feb 2023
Cited by 34 | Viewed by 6437
Abstract
Because of its benefits in providing an engaging and mobile environment, virtual reality (VR) has recently been rapidly adopted and integrated in education and professional training. Augmented reality (AR) is the integration of VR with the real world, where the real world provides [...] Read more.
Because of its benefits in providing an engaging and mobile environment, virtual reality (VR) has recently been rapidly adopted and integrated in education and professional training. Augmented reality (AR) is the integration of VR with the real world, where the real world provides context and the virtual world provides or reconstructs missing information. Mixed reality (MR) is the blending of virtual and physical reality environments allowing users to interact with both digital and physical objects at the same time. In recent years, technology for creating reality-based 3D models has advanced and spread across a diverse range of applications and research fields. The purpose of this paper is to design, develop, and test VR for kinaesthetic distance learning in a museum setting. A VR training program has been developed in which learners can select and perform pre-made scenarios in a virtual environment. The interaction in the program is based on kinaesthetic learning characteristics. Scenarios with VR controls simulate physical interaction with objects in a virtual environment for learners. Learners can grasp and lift objects to complete scenario tasks. There are also simulated devices in the virtual environment that learners can use to perform various actions. The study’s goal was to compare the effectiveness of the developed VR educational program to that of other types of educational material. Our innovation is the development of a system for combining their 3D visuals with rendering capable of providing a mobile VR experience for effective heritage enhancement. Full article
(This article belongs to the Special Issue Immersive Technologies and Applications on Arts, Culture and Tourism)
Show Figures

Figure 1

28 pages, 11354 KiB  
Article
Location-Based Augmented Reality for Cultural Heritage Education: Creating Educational, Gamified Location-Based AR Applications for the Prehistoric Lake Settlement of Dispilio
by Alexandros Kleftodimos, Maria Moustaka and Athanasios Evagelou
Digital 2023, 3(1), 18-45; https://doi.org/10.3390/digital3010002 - 15 Jan 2023
Cited by 25 | Viewed by 6992
Abstract
Today, augmented reality (AR) applications are being used in many fields, such as advertising, entertainment, tourism, and education. Location-based augmented reality (AR) is a technology where interactive digital content is associated with real-world locations and their geo-based markers. The merging of the real-world [...] Read more.
Today, augmented reality (AR) applications are being used in many fields, such as advertising, entertainment, tourism, and education. Location-based augmented reality (AR) is a technology where interactive digital content is associated with real-world locations and their geo-based markers. The merging of the real-world environment with the digital content occurs when the user reaches these locations. Location-based AR applications are typically experienced using mobile devices with the ability to report the user’s location via GPS. These applications are increasingly used in education, since it has been shown that they positively affect student satisfaction and engagement. Furthermore, it is known in the literature that learner satisfaction and engagement increase when gamification and storytelling techniques are incorporated into the educational process. The aim of the study is to present two location-based, educational augmented-reality applications that utilize gamification and storytelling to provide cultural heritage knowledge about a prehistoric lake settlement. The study also aims to provide ideas and guidance to educators who wish to create applications that transform educational visits to archeological sites and museums into engaging augmented-reality experiences. Both applications underwent a preliminary evaluation using a sample of 71 higher-education students and a sample of 58 school students. The findings showed that the applications scored well in aspects such as ease of use, student satisfaction, and perceived educational usefulness. Full article
(This article belongs to the Collection Multimedia-Based Digital Learning)
Show Figures

Figure 1

12 pages, 2082 KiB  
Article
An Augmented Reality CBIR System Based on Multimedia Knowledge Graph and Deep Learning Techniques in Cultural Heritage
by Antonio M. Rinaldi, Cristiano Russo and Cristian Tommasino
Computers 2022, 11(12), 172; https://doi.org/10.3390/computers11120172 - 30 Nov 2022
Cited by 8 | Viewed by 2791
Abstract
In the last few years, the spreading of new technologies, such as augmented reality (AR), has been changing our way of life. Notably, AR technologies have different applications in the cultural heritage realm, improving available information for a user while visiting museums, art [...] Read more.
In the last few years, the spreading of new technologies, such as augmented reality (AR), has been changing our way of life. Notably, AR technologies have different applications in the cultural heritage realm, improving available information for a user while visiting museums, art exhibits, or generally a city. Moreover, the spread of new and more powerful mobile devices jointly with virtual reality (VR) visors contributes to the spread of AR in cultural heritage. This work presents an augmented reality mobile system based on content-based image analysis techniques and linked open data to improve user knowledge about cultural heritage. In particular, we explore the uses of traditional feature extraction methods and a new way to extract them employing deep learning techniques. Furthermore, we conduct a rigorous experimental analysis to recognize the best method to extract accurate multimedia features for cultural heritage analysis. Eventually, experiments show that our approach achieves good results with respect to different standard measures. Full article
(This article belongs to the Special Issue Computational Science and Its Applications 2022)
Show Figures

Figure 1

22 pages, 7039 KiB  
Article
Novel Mobile Application System for Implementation of an Eco-Incentive Scheme
by Hua Huang, Daizhong Su and Wenjie Peng
Sustainability 2022, 14(5), 3055; https://doi.org/10.3390/su14053055 - 5 Mar 2022
Cited by 3 | Viewed by 3205
Abstract
In order to incentivise consumers to engage in sustainable consumption, a mobile application system is developed to implement an eco-incentive scheme, in which eco-credits are awarded to consumers who recycle and reuse end-of-life products and in which they can use the eco-credits for [...] Read more.
In order to incentivise consumers to engage in sustainable consumption, a mobile application system is developed to implement an eco-incentive scheme, in which eco-credits are awarded to consumers who recycle and reuse end-of-life products and in which they can use the eco-credits for discounts in shopping, exchange the eco-credits for museum/theatre tickets, or make donations for tree planting. In this paper, the related concept and eco-incentive scheme are introduced first; the infrastructure of the mobile application system is presented; and the process of system development is detailed. The mobile system infrastructure consists of three layers: a database server; communication and integration; and four functional modules including user registration and login, obtaining eco-credits, spending/donating eco-credits, and viewing eco-credit history. Multiple mobile development techniques are utilised to implement the mobile application system. A case study was conducted, demonstrating that the mobile application for eco-incentive can efficiently support consumers in recycling products and managing their reward records. The literature review and user survey revealed that there has not been a mobile application system with the eco-incentive functions of the mobile app presented in this paper, which indicates the novelty of this research. Full article
(This article belongs to the Special Issue Everyday ICT Consumption and Sustainability)
Show Figures

Figure 1

29 pages, 157276 KiB  
Article
Traditional Craft Training and Demonstration in Museums
by Christodoulos Ringas, Eleana Tasiopoulou, Danae Kaplanidi, Nikolaos Partarakis, Xenophon Zabulis, Emmanouil Zidianakis, Andreas Patakos, Nikolaos Patsiouras, Effie Karuzaki, Michalis Foukarakis, Ilia Adami, Nedjma Cadi, Evangelia Baka, Nadia Magnenat Thalmann, Dimitrios Makrygiannis, Alina Glushkova, Sotirios Manitsaris, Vito Nitti and Lucia Panesse
Heritage 2022, 5(1), 431-459; https://doi.org/10.3390/heritage5010025 - 24 Feb 2022
Cited by 19 | Viewed by 5568
Abstract
This work regards the representation of handicrafts for craft training and demonstration in the environment of an ethnographic heritage museum. The craft of mastic cultivation is chosen as a use case. This paper presents the process of representation and presentation of this craft, [...] Read more.
This work regards the representation of handicrafts for craft training and demonstration in the environment of an ethnographic heritage museum. The craft of mastic cultivation is chosen as a use case. This paper presents the process of representation and presentation of this craft, following an articulated pipeline approach for data collection, annotation, and semantic representation. The outcomes were used to implement an exhibition that targets the presentation of craft context and craft training, through interactive experiences, mobile applications, and a hands-on training where users reenact the gestures of a mastic cultivator. Preliminary evaluation results show high acceptance for the installation and increased user interest. Full article
Show Figures

Figure 1

38 pages, 15450 KiB  
Article
ATON: An Open-Source Framework for Creating Immersive, Collaborative and Liquid Web-Apps for Cultural Heritage
by Bruno Fanini, Daniele Ferdani, Emanuel Demetrescu, Simone Berto and Enzo d’Annibale
Appl. Sci. 2021, 11(22), 11062; https://doi.org/10.3390/app112211062 - 22 Nov 2021
Cited by 62 | Viewed by 9569
Abstract
The web and its recent advancements represent a great opportunity to build universal, rich, multi-user and immersive Web3D/WebXR applications targeting Cultural Heritage field—including 3D presenters, inspection tools, applied VR games, collaborative teaching tools and much more. Such opportunity although, introduces additional challenges besides [...] Read more.
The web and its recent advancements represent a great opportunity to build universal, rich, multi-user and immersive Web3D/WebXR applications targeting Cultural Heritage field—including 3D presenters, inspection tools, applied VR games, collaborative teaching tools and much more. Such opportunity although, introduces additional challenges besides common issues and limitations typically encountered in this context. The “ideal” Web3D application should be able to reach every device, automatically adapting its interface, rendering and interaction models—resulting in a single, liquid product that can be consumed on mobile devices, PCs, Museum kiosks and immersive AR/VR devices, without any installation required for final users. The open-source ATON framework is the result of research and development activities carried out during the last 5 years through national and international projects: it is designed around modern and robust web standards, open specifications and large open-source ecosystems. This paper describes the framework architecture and its components, assessed and validated through different case studies. ATON offers institutions, researchers, professionals a scalable, flexible and modular solution to craft and deploy liquid web-applications, providing novel and advanced features targeting Cultural Heritage field in terms of 3D presentation, annotation, immersive interaction and real-time collaboration. Full article
(This article belongs to the Special Issue Virtual Reality and Its Application in Cultural Heritage II)
Show Figures

Figure 1

24 pages, 6130 KiB  
Article
Detecting Proximity with Bluetooth Low Energy Beacons for Cultural Heritage
by Paolo Barsocchi, Michele Girolami and Davide La Rosa
Sensors 2021, 21(21), 7089; https://doi.org/10.3390/s21217089 - 26 Oct 2021
Cited by 10 | Viewed by 5105
Abstract
The RE.S.I.STO project targets visitors of Pisa medieval city, with the goal of providing high-quality digital contents accessible with smart devices. We describe the design, implementation and the test phases of the RE.S.I.STO application, whose goal is to automatically detect the proximity between [...] Read more.
The RE.S.I.STO project targets visitors of Pisa medieval city, with the goal of providing high-quality digital contents accessible with smart devices. We describe the design, implementation and the test phases of the RE.S.I.STO application, whose goal is to automatically detect the proximity between visitors and artworks. Proximity is detected with a set of algorithms based on the analysis of Bluetooth Low Energy beacons. We detail our experimental campaigns which reproduce several museum layouts of increasing complexity at two pilot sites, and we compute the performance of the implemented algorithms to detect the nearby artworks. In particular, we test our solution in a wide open space located in our research institute and by performing a real deployment at the Camposanto Monumentale located in Pisa (Italy). The obtained performance varies in the range of 40% to perfect accuracy, according to the complexity of the considered museum layouts. We also describe a set of stress and stability tests aimed at verifying the robustness of the application during the data collection process. Our results show that the mobile application is able to reduce the beacon loss rate, with an average value of 77% of collected beacons. Full article
(This article belongs to the Special Issue Bluetooth Low Energy: Advances and Applications)
Show Figures

Figure 1

Back to TopTop