ENHANCING ACCESSIBILITY TO CULTURAL HERITAGE THROUGH DIGITAL CONTENT AND VIRTUAL REALITY: A CASE STUDY OF THE SARMIZEGETUSA REGIA UNESCO SITE

Authors

  • Radu Comes Department of Design Engineering and Robotics
  • Călin Neamțu Department of Design Engineering and Robotics
  • Zsolt Levente Buna Department of Design Engineering and Robotics
  • Ștefan Bodi Department of Design Engineering and Robotics
  • Daniela Popescu Department of Design Engineering and Robotics
  • Vasile Tompa Department of Design Engineering and Robotics
  • Rareș Ghinea Department of Design Engineering and Robotics
  • Liliana Mateescu-Suciu Department of Ancient History and Archeology, Babeș-Bolyai University, Cluj-Napoca

DOI:

https://doi.org/10.14795/j.v7i3.561

Abstract

The process of documenting cultural heritage digitally has emerged with the recent technological developments. One of the direct consequences of using digital devices to promote cultural heritage is to educate the endusers and to exceed their initial expectations regarding their interaction and engagement with cultural heritage assets. Creativity is encour-aged and stimulated by technology; as a result, cultural heritage domain must use technologies and tools from various domains such as engineering (3D scanning), gaming industry (VR headsets), digital marketing (interactive screens) to create interactive exhibitions. These tools can be paired with classical cultural heritage exhibition methods to attract, engage and support end-users more efficiently and effectively by creating unprecedented interactive. For this endeavor more than 560 artifacts have been digitized, the monuments and the fortress have been digitally reconstructed and integrated in digital applications that were combined with classical museum exhibition methods. By doing so, the paper also brings contributions concerning the methodologies used for deploying state of the art scanning and digitizing technologies. The main motivation was to bring classic exhibition techniques to modern times and to attract the young audiences to museums, thus identifying how they can be more engaged, involved and educated within the mixed museum spaces.

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Author Biographies

  • Radu Comes, Department of Design Engineering and Robotics
    Department of Design Engineering and  Robotics
  • Călin Neamțu, Department of Design Engineering and Robotics
    Department of Design Engineering and  Robotics
  • Zsolt Levente Buna, Department of Design Engineering and Robotics
    Department of Design Engineering and  Robotics
  • Ștefan Bodi, Department of Design Engineering and Robotics
    Department of Design Engineering and  Robotics
  • Daniela Popescu, Department of Design Engineering and Robotics
    Department of Design Engineering and  Robotics
  • Vasile Tompa, Department of Design Engineering and Robotics
    Department of Design Engineering and  Robotics
  • Rareș Ghinea, Department of Design Engineering and Robotics
    Department of Design Engineering and  Robotics
  • Liliana Mateescu-Suciu, Department of Ancient History and Archeology, Babeș-Bolyai University, Cluj-Napoca

    Department of Ancient History and Archeology,
    Babeș-Bolyai University, Cluj-Napoca

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Published

2020-09-30

Issue

Section

Digital and Virtual History

How to Cite

ENHANCING ACCESSIBILITY TO CULTURAL HERITAGE THROUGH DIGITAL CONTENT AND VIRTUAL REALITY: A CASE STUDY OF THE SARMIZEGETUSA REGIA UNESCO SITE. (2020). JOURNAL OF ANCIENT HISTORY AND ARCHAEOLOGY, 7(3). https://doi.org/10.14795/j.v7i3.561

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