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Exploiting Cross-Reality Technologies for Cultural Heritage Dissemination

Exploiting Cross-Reality Technologies for Cultural Heritage Dissemination
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Author(s): Chairi Kiourt (Athena – Research and Innovation Center in Information, Communication, and Knowledge Technologies, Greece), Helena G. Theodoropoulou (Athena – Research and Innovation Center in Information, Communication, and Knowledge Technologies, Greece), Anestis Koutsoudis (Athena – Research and Innovation Center in Information, Communication, and Knowledge Technologies, Greece), Jorgos Alexis Ioannakis (Athena – Research and Innovation Center in Information, Communication, and Knowledge Technologies, Greece), George Pavlidis (Athena – Research and Innovation Center in Information, Communication, and Knowledge Technologies, Greece)and Dimitris Kalles (Hellenic Open University, Greece)
Copyright: 2020
Pages: 24
Source title: Applying Innovative Technologies in Heritage Science
Source Author(s)/Editor(s): George Pavlidis (Athena – Research and Innovation Center in Information, Communication and Knowledge Technologies, Greece)
DOI: 10.4018/978-1-7998-2871-6.ch005

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Abstract

One of the most challenging tasks in cross reality environment simulations is the generation of realistic and attractive worlds. The continuous evolution of computer game industry has a dramatic effect on such tasks as younger generations have higher expectations and demands in terms of realism. Virtual, Augmented, and mixed reality-based museums allow the efficient dissemination of cultural heritage thesaurus and are considered a popular application domain for cross reality environments due to their broad appeal. One of their primary scopes is to enrich user experience by introducing intuitive means of interaction with artefacts while offering knowledge in a more pleasant way than most of the traditional approaches. This chapter focuses on the development aspects of realistic simulations of cross reality environments for cultural heritage applications. It covers aspects related to modern 3D graphics and game engines, 3D digitization, and modelling. It discusses on the combination of these technologies in order to produce realistic, pleasant, and educative environments.

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