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Syllabification of the Divine Comedy
We provide a syllabification algorithm for the Divine Comedy using techniques from probabilistic and constraint programming. We particularly focus on the synalephe, addressed in terms of the "propensity" of a word to take part in a synalephe with ...
Computer Vision Tagging the Metropolitan Museum of Art's Collection: A Comparison of Three Systems
Computer vision algorithms are increasingly being applied to museum collections to identify patterns, colors, and subjects by generating tags for each object image. There are multiple off-the-shelf systems that offer an accessible and rapid way to ...
Multi-modality Search and Recommendation on Palestinian Cultural Heritage Based on the Holy-Land Ontology and Extrinsic Semantic Resources
The Cultural Heritage (CH) sector and its associated tourism services have been affected notably by the advancement of the Internet as well as the explosive growth of smartphones and other handheld devices. These days, visitors can access reliable CH ...
Casual Leisure in Rich-Prospect: Advancing Visual Information Behavior for Digital Museum Collections
As digital cultural collections become increasingly sophisticated in their scope and functionality, there is a need to build an in-depth understanding concerning the information behaviors of users in this new domain. Research has demonstrated that many ...
Augmented Reality in Outdoor Settings: Evaluation of a Hybrid Image Recognition Technique
New technologies such as Augmented Reality (AR) have already been exploited in the promotion of unique and well-known cultural assets. Nevertheless, different types of heritage assets can be found scattered in many different places, in both urban and ...
Ontological Modeling for Excavation Documentation and Virtual Reconstruction of an Ancient Egyptian Site
In this article we introduce our semantic modeling approach for data from over 50 years of excavations at Tell el-Daba in Egypt. The CIDOC CRM with some of its extensions is used as an ontological framework to provide the semantics for creating a ...
Machine Learning Based Assembly of Fragments of Ancient Papyrus
The task of assembling fragments in a puzzle-like manner into a composite picture plays a significant role in the field of archaeology as it supports researchers in their attempt to reconstruct historic artifacts. In this article, we propose a method ...
We Dare You: A Lifecycle Study of a Substitutional Reality Installation in a Museum Space
In this article, we present a lifecycle study of We Dare You, a substitutional reality installation that combines visual and tactile stimuli. The installation is set up in a center for architecture, and invites visitors to explore its facade while ...
Architectural Jewels of Lublin: A Modern Computerized Board Game in Cultural Heritage Education
Lublin is a city located in the eastern part of Poland, which is an important place of cultural heritage, being the venue where the Polish-Lithuanian Union was signed 450 years ago in 2019. This article presents “Architectural Jewels of Lublin,” a ...
How to Analyze, Preserve, and Communicate Leonardo's Drawing? A Solution to Visualize in RTR Fine Art Graphics Established from “the Best Sense”
Original hand drawings by Leonardo are astonishing collections of knowledge, superb representations of the artist's way of working, which proves the technical and cultural peak of the Renaissance era. However, due to their delicate and fragile nature, ...
FESRCT: A Framework for the Event Semantic Retrieval of Cultural Tourism
We present a framework for the event semantic retrieval of cultural tourism. Nowadays, information and communication technologies are ubiquitous and pervasive and have greatly promoted the development of cultural tourism. Cultural tourism should utilize ...
The Role of Haptic Feedback and Gamification in Virtual Museum Systems
This article reports the results of a research aimed to evaluate the ability of a haptic interface to improve the user experience (UX) with virtual museum systems. In particular, two user studies have been carried out to (1) compare the experience ...
Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum
This empirical study was conducted to design, develop, and evaluate children's experiences with a game-based mobile guide (GBMG) application at Sarawak Cultural Village (SCV). The Interaction Design lifecycle model was used for the systematic ...
Cross-collection Linking of Botanical Imagery in Ghent Altarpiece to Learn More about Van Eyck’s Masterpiece and to Explore a Region’s Plant Richness and Diversity over Time
As people on average only spent 20 seconds(s) observing an artwork, they mostly miss a lot of informative details that are contained within it. As an example, the 75 different plants that can be found in the Ghent Altarpiece is something not a lot of ...
Use of Tools: UX Principles for Interactive Narrative Authoring Tools
The technology supporting Interactive Digital Narrative (IDN) is of particular significance to cultural heritage research. IDN technology provides a means of engagement in cultural heritage sites, a medium for culturally significant stories, and ...
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