Page 191 - AC/E Digital Culture Annual Report
P. 191

Commercial systems for detecting natural features were used in these tests to study the correct rendering of virtual graphics – in this case animated virtual characters – in a real setting. It was demonstrated that even these commercial systems still o er unsatisfactory results, and comparison was made with the system developed by the team based on open- code application programming interfaces (APIs) that enabled this experience to be implemented in a real setting.The setting was the ancient Roman Forum of Thessaloniki, an important site where many of the original structures still remain. This space was taken into account from the outset of the study, as the animated virtual characters had the appearance of the ancient inhabitants of this historical place – a resource commonly used to design augmented reality applications for heri- tage dissemination. The possibility was discussed of creating an application with these historical characters in 3D for a mobile application that would be made available to the thousands of visitors to the place [online resource - video].304The research is still underway, though the initial results indicate that the new geometric algebraic model for animations is solid and has great potential. The team is discussing the possibility of applying geometric algebra to the rendering of characters in real time in order to achieve more e ective augmented reality environments.3.4 Audience case studiesAlthough studies of audiences at heritage sites are not unusual and are gaining importance with a view to attracting new visitors, the fact is that there is a signi cant dearth in studies on digital technologies as instruments of cultural mediation.While we are aware of the recent proliferation of apps for portable devices, which are enjoying un- precedented prominence, we should not forgetother mediation tools like installations, kiosks and audioguides, among others. Their interpre- tive and educational role with respect to cultural assets has been assessed, but it is less common to  nd analyses showing the actual relationship between digital content and the end user.That is why a few initiatives are gaining partic- ular prominence in the  eld of research – espe- cially new apps, which focus on highlighting the intrinsic relationship between digital technolo- gies and audiences in connection with dissemi- nating and promoting knowledge of heritage.Madrid Industrial, ItinerariosIn Spain we have recent audience evaluation experiences in relation to apps providing digital content on heritage. In 2015 the Universidada Distancia de Madrid and the Universidad Autónoma de Madrid teamed up to conducta study that highlighted the use of new tech- nologies as an essential means of enhancing industrial heritage. For this purpose an app called Madrid Industrial, Itinerarios was designed to provide users with closer knowledge of what this heritage consists of and what it means to the city (De la Peña et al., 2015).305The app took into account the possibilities of e-learning – that is, learning through multimedia digital content which, thanks to the proliferation of mobile devices, has converted mobile apps into an essential vehicle for transmitting knowledge.The app for smartphones or tablets was de- signed using Ibuild App software, which made it possible to create the content of the application. This content consisted of an audiovisual tourof the industrial heritage of the city of Madrid, for which a menu was created featuring routes, maps, audios and podcasts and a gallery of images and videos.Once the app was available, it was tested by a group of thirty people with various pro les in order to gather more heterogeneous data. In thisAC/E DIGITAL CULTURE ANNUAL REPORT 2017191The use of digital technologies in the conservation, analysis and dissemination of cultural heritage


































































































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