VIRTUAL IN REAL.INTERACTIVE SOLUTIONS FOR LEARNING AND COMMUNICATIONIN THE NATIONAL ARCHAEOLOGICAL MUSEUM OF MARCHE

VIRTUAL IN REAL.INTERACTIVE SOLUTIONS FOR LEARNING AND COMMUNICATIONIN THE NATIONAL ARCHAEOLOGICAL MUSEUM OF MARCHE
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马尔凯国家考古博物馆中的虚拟学习和交流互动解决方案

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发表时间:
2017
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影响因子:
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通讯作者:
L. Ruggeri
L. Ruggeri
中科院分区:
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文献类型:
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作者:
P. Clini;R. Nespeca;L. Ruggeri

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抽象的。今天,信息和通信技术是博物馆展览的有利补充。这项工作旨在实现马尔凯国家考古博物馆(马纳姆)文物数字化利用的创新系统,以创建一个共享博物馆,通过“在互动中学习”和“教育娱乐”的模式提高文化内容的知识。主要的新奇之处是为数字文物实施了独立的多媒体装置,将真实和虚拟的场景结合起来,以丰富体验、知识和多感官感知。使用近景摄影测量(CRP)技术创建了一个数字图书馆(DL),该技术应用于属于不同类别的21件考古文物。丰富的其他数据(文本、图像、多媒体),所有3D模型流入云数据服务器,在个别展览中从云数据服务器中调用。特别是,我们选择了三种类型的技术解决方案:视觉、触觉、空间。所有解决方案都考虑了组交互的可能性,允许适当数量的用户参与交互。分享经验可以带来更大的参与度,产生比单独访问更高的沟通效率。从《博物馆游客行为分析》中,我们得到了关于用户需求和互动解决方案效率的调查。这项工作的主要结果是在参观博物馆期间增加了参观者,特别是学生,增加了对历史和文化内容的学习,增加了用户的参与,产生了教育影响。
Abstract. Today the ICTs are favourable additions to museum exhibitions. This work aims to realize an innovative system of digital exploitation of artefacts in the National Archaeological Museum of Marche (MANaM), in order to create a shared museum that will improve the knowledge of cultural contents through the paradigm "learning by interacting" and “edutainment”. The main novelty is the implementation of stand-alone multimedia installations for digital artefacts that combine real and virtual scenarios in order to enrich the experience, the knowledge and the multi-sensory perception. A Digital Library (DL) is created using Close Range Photogrammetry (CRP) techniques applied to 21 archaeological artefacts belonging to different categories. Enriched with other data (texts, images, multimedia), all 3D models flow into the cloud data server from which are recalled in the individual exhibitions. In particular, we have chosen three types of technological solutions: VISUAL, TACTILE, SPATIAL. All the solutions take into account the possibility of group interaction, allowing the participation of the interaction to an appropriate number of users. Sharing the experience enables greater involvement, generating communicative effectiveness much higher than it would get from a lonely visit. From the “Museum Visitors Behaviour Analysis” we obtain a survey about users’ needs and efficiency of the interactive solutions. The main result of this work is the educational impact in terms of increase in visitors, specially students, learning increase of historical and cultural content, greater user involvement during the visit to the museum.