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Reforming the representation of the reformation: Mixed reality narratives in communicating tangible and intangible heritage of the protestant reformation in Finland

机译:改革改革的代表性:混合现实叙述在芬兰新教改革中沟通有形和无形的遗产

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This paper introduces a case in which cultural heritage is communicated by combining historical narrative with Mixed Reality (MR) technology. The art of representing intangible heritage and making abstract and complex transformations comprehensible with MR technology is being discussed through a case example. MR application Sanan sepp? (“Wordsmith”) represents the history of the Protestant Reformation in Finland (1527 onwards). The application has been implemented inside the Turku Cathedral in Southwest Finland. The application offers a set of short scenes appearing in different places inside the Cathedral. Technically, the app runs in a tablet computer, and it is based on a 3D game engine. Bluetooth beacons are used for coarse positioning, and 3D point cloud technology is applied for markerless tracking. The app supports social media services and includes links to background information about the characters and events within the story. We argue that MR technology is more than well suitable for communicating both tangible and intangible cultural heritage. In our case example we examine how different kinds of cultural heritage connected with the reformation can be visualized and made more comprehensible. In practice, this means combining the Turku Cathedral, objects within it and digital elements with MR enables showing how the reformation has affected both Finnish culture and material surroundings. The changes inside a church space — the tangible proof of changes brought by reformation — are rather easy to depict but even more immaterial things like customs or opinions can be made visible. With the help of the 3D characters the Sanan sepp? application shows how the reformation could have affected the everyday life of people from different backgrounds. Thus the MR application makes the past appear more polyphonic than in more traditional ways of mediating the past. Reference material from various sources has been used when creating the application, and users of the application are provided with information about the sources used.
机译:本文介绍了一种通过将历史叙事与混合现实(MR)技术相结合来沟通文化遗产的案例。通过案例示例讨论了代表无形遗产和制作摘要和复杂转换的艺术。申请萨南SEPP先生? (“WordsMith”)代表芬兰新教改革的历史(1527年)。该申请已在芬兰西南部的Turku大教堂内实施。该申请提供了一套出现在大教堂内不同的地方的短景。从技术上讲,该应用程序在平板电脑中运行,它基于3D游戏引擎。蓝牙信标用于粗定位,3D点云技术应用于无标记跟踪。该应用程序支持社交媒体服务,并包括与故事中的字符和事件的背景信息的链接。我们认为,技术技术不仅仅适合沟通有形和无形的文化遗产。在我们的情况下,我们可以检查与改革相关的不同文化遗产如何可视化并使其更加可理解。在实践中,这意味着将图尔库大教堂,其内部的物体和数字元素与MR联合起来,使得改革如何影响芬兰文化和材料环境。教会空间内的变化 - 改革带来的变形的有形证明 - 相当容易描绘,但可以看到更多的异常或意见等异常物品。在Sanan Sepp的3D字符的帮助下?申请表明,改革如何影响来自不同背景的人们的日常生活。因此,先生申请使过去看起来比以更传统的方式调解过去的方式。在创建应用程序时使用来自各种来源的参考资料,并提供应用程序的用户提供有关所用源的信息。

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