In addition to the current use of Unmanned Aerial Vehicles in archaeology, oriented to rebuild the historical evolution of an archae- ological area by using aerial photogrammetry and relief of archaeological objects, is possible to consider the fruition through augmented reality.
We present an application of the Augmented Reality technology, for the enhancement of some Apulian archaeological areas, regarding the indigenous population of the Apulia region.
The aim is to improvevisitors’ knowledge about this population, in order to better understand the archaeological areas of the Museo Diffuso “Castello di Alceste”, in San Vito deiNormanni (BR), and the site of Fondo Giuliano, in Vaste (LE). A mobile application (for Android and iOS devices) has been developed for non- specialized audience; by focusing on a planimetric map of the archaeological areas, 3D models are superimposed on, and combined with other kinds of contents (texts, images, video, audio), in order to allow the visitors to fully understanding the history and all of the features of the ancient sites.
The idea of ”Augmented Machine Science” is to use augmented reality to facilitate the understanding of the functioning of Leonardo’s machines through a form of immediate visualization that can be used with a smartphone or a common webcam.
At the Library of the Department of Innovation Engineering will host the exhibition ” Il genio tra le pagine: le macchine di Leonardo in biblioteca” from 12 to 19 May, within which will be exposed part of the “Collezione Manisco” which reproduces some of the machines designed by the first illustrious engineer of all time.
On the occasion of the exhibition, the Augmented and Virtual Reality Laboratory (AVR Lab), through a working group made up of students of the degree courses in Computer Engineering and EuroMACHS (European Heritage, Digital Media and the Information Society), a support to the use of the machines exposed through some technologies able to make their understanding easier and more immediate.
In particular, some applications have been realized based on the technologies of virtual reality, augmented reality and human-machine interaction:
- Leo marker-based: an augmented reality application that allows, by framing a marker with a mobile device, to display some 3D models of the machines present in the Leonardo codes;
- Leo markerless: an augmented reality application that, by framing a code page with a mobile device, recognizes a specific pattern and displays the associated virtual information;
- Leo touchless: an application that, moving the hands in space, allows you to navigate the set of information, images and movies through a simple and immediate interaction.
The exhibition will therefore provide an opportunity not only to deepen the genius of Leonardo as an engineer through the machines created by Giuseppe Manisco, but also to approach these new technological tools to support the use and enhancement of Cultural Heritage.
iPad application, based on an image recognition algorithm, able to visualize virtual information (animation, video, image or text) on video frames caught by iPad camera.
The MediaEvo Project aims to develop a multi-channel and multi-sensorial platform in Cultural Heritage and to test new data processing technologies for the realization of a digital didactic game oriented to the knowledge of medieval history and society.
The game is intended as a means to experience a loyal representation of the possible scenarios (environments, characters and social roles) in the historic- geographical context of Otranto during Frederick Age (XIII century). We chose Otranto as an example town; Otranto is located in the south of Italy. Due to its geographical position (in the extreme East of Italy), Otranto was like a bridge between East and West. The implementation of the edutainment platform is strongly influenced by the definition of the scenery that is the world in which the framework is placed with the related learning objects and learning path, the characters, the scene’s objects, the logic and so the rules of the game, the audio content, the texts and anything related to its use.
The framework will have features of strategy games, in which the decision making capacities of a user has a big impact on the result, which in our case is the achievement of a learning target. Nevertheless the strategy and tactics are in general opposed by unforeseeable factors (provided by the game) connected with the edutainment modules, in order to provide a higher level of participation, which is expressed in terms of the ease with which it is learnt. The idea is to provide a competition between the players, during the learning. The system, on the basis of a well defined learning target and eventually based on knowledge of the user, will continuously propose a learning path (learning path composed of a sequence of learning objects), in order to allow the achievement of particular learning results.
The developed AR application allows a new interaction with 3D models of the town of Otranto in different ages and provides visual and textual information of the main monuments of the town using a simple and friendly user interface.
The main goal of the Human-Computer Interaction technology is to improve interactions between users and computers by making computers more usable and receptive to the user’s needs.
This application provides a new modality of navigation and interaction in a virtual environment using the Wiimote and the Balance Board of Nintendo; the aim is to make the interaction easier for users without any experience of navigation in a virtual world and more efficient for trained users. The application has been developed for the navigation and interaction in the virtual environment of the MediaEvo project, a multi-channel and multi-sensory platform for edutainment in Cultural Heritage.