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Liarokapis Fotis

Bio: Liarokapis Fotis is an academic researcher from Coventry University. The author has contributed to research in topics: Exhibition & Cultural heritage. The author has an hindex of 1, co-authored 1 publications receiving 310 citations.

Papers
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Journal ArticleDOI
TL;DR: In this paper, the advantages and limitation involved with a presentation of old and new methods and of the tools used for their creation are discussed, as well as their advantages and limitations.

362 citations


Cited by
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Journal ArticleDOI
TL;DR: The article surveys the state-of-the-art in augmented-, virtual-, and mixed-reality systems as a whole and from a cultural heritage perspective and identifies specific application areas in digital cultural heritage and makes suggestions as to which technology is most appropriate in each case.
Abstract: A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is a well-established trend worldwide. Several studies demonstrate that the use of new and combined media enhances how culture is experienced. The benefit is in terms of both number of people who can have access to knowledge and the quality of the diffusion of the knowledge itself. In this regard, CH uses augmented-, virtual-, and mixed-reality technologies for different purposes, including education, exhibition enhancement, exploration, reconstruction, and virtual museums. These technologies enable user-centred presentation and make cultural heritage digitally accessible, especially when physical access is constrained. A number of surveys of these emerging technologies have been conducted; however, they are either not domain specific or lack a holistic perspective in that they do not cover all the aspects of the technology. A review of these technologies from a cultural heritage perspective is therefore warranted. Accordingly, our article surveys the state-of-the-art in augmented-, virtual-, and mixed-reality systems as a whole and from a cultural heritage perspective. In addition, we identify specific application areas in digital cultural heritage and make suggestions as to which technology is most appropriate in each case. Finally, the article predicts future research directions for augmented and virtual reality, with a particular focus on interaction interfaces and explores the implications for the cultural heritage domain.

473 citations

Journal ArticleDOI
TL;DR: This report focuses on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games, and provides an overview of existing literature of relevance to the domain.
Abstract: Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented.

268 citations

Journal ArticleDOI
TL;DR: This survey explores Virtual Reality and Augmented Reality within social learning spaces, such as classrooms and museums, while also extending into relevant social interaction concepts found within more reality-based and social immersive media frameworks.
Abstract: In this survey, we explore Virtual Reality and Augmented Reality within social learning spaces, such as classrooms and museums, while also extending into relevant social interaction concepts found within more reality-based and social immersive media frameworks. To provide a foundation for our findings we explore properties and interactions relevant to educational use in social learning spaces; in addition to several learning theories such as constructivism, social cognitive theory, connectivism, and activity theory, within a CSCL lens, to build a theoretical foundation for future virtual reality/augmented reality educational frameworks. Several virtual reality/augmented reality examples for learning are explored, and several promising areas to further research, such as a greater focus on accessibility, the interplay between the physical and virtual environments, and suggestions for updated learning theory foundations, are proposed.

113 citations

Journal ArticleDOI
TL;DR: In this paper, the authors provide a framework for assessing technological innovation in cultural institutions, and discuss the ramifications of such an assessment framework for cultural policy, which is illustrated using the results of a recent research project that evaluated the UK National Theatre's NT Live experiment and the Tate Gallery's use of a web-based exhibition.
Abstract: Publicly-funded cultural institutions such as theatre companies, symphony orchestras, museums, libraries and so on are increasingly engaging with new technologies as a means of improving their operational efficiency and extending the range of ways in which they pursue their cultural missions. For example, opera companies are broadcasting performances by satellite to cinemas, and art museums are using the Internet to show virtual exhibitions. These developments have implications for funding authorities who need to update their policy approaches to encompass a range of new technological phenomena. This paper provides a framework for assessing technological innovation in cultural institutions, and discusses the ramifications of such a framework for cultural policy. The paper is illustrated using the results of a recent research project that evaluated the UK National Theatre’s NT Live experiment and the Tate Gallery’s use of a web-based exhibition as strategies to expand their audience reach.

112 citations

Journal ArticleDOI
TL;DR: A theoretical framework for understanding the online strategies of museums’ use of Web and social media, their sources of online value and some measurements of Internet performance, such as the Alexa Internet ranking and the number of followers of museums in social media is presented.

111 citations