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Cultural heritage

About: Cultural heritage is a research topic. Over the lifetime, 28201 publications have been published within this topic receiving 273875 citations. The topic is also known as: cultural assets & cultural goods.


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23 Aug 2012
TL;DR: In this article, a new approach called "biocultural design" is proposed to support sustainable development in rural indigenous and local communities, which is rooted in their distinct cultural identities and claims for greater control over land, development and identity.
Abstract: New approaches for sustainable development in rural indigenous and local communities have emerged that are rooted in their distinct cultural identities and claims for greater control over land, development and identity. One such approach is that of biocultural heritage, which emerged out of work to document biocultural diversity undertaken in part by members of the Commission on Environmental, Economic and Social Policy (CEESP) of the International Union for Conservation of Nature (IUCN). CEESP members have developed this work over the past twenty-five years, both through work with the Convention on Biological Diversity (CBD) and other policy forums, but also through the operationalization of rural development policies and programs. One area that has not been fully examined, however, is the contribution of biocultural heritage to local processes of innovation that can explicitly meet communities’ contemporary needs and objectives. This paper presents a new approach called ‘biocultural design’ and seeks to open a conversation about how endogenous innovation could support sustainable development in rural indigenous and local communities. By introducing design thinking to the field of biocultural heritage conservation, biocultural design offers a process for indigenous and local communities to pursue aspirations of self-determination and endogenous development through product/service innovation. It is an approach that may enhance communities’ adaptive capacity in responding to dynamic and changing environments and IUCN’s goal to deploy nature-based solutions to global challenges in the next quadrennial period.

86 citations

Journal ArticleDOI
TL;DR: Two different applications based on the evaluation of multi-temporal Landsat series datasets for the detection of buried Neolithic tells in the area of Thessaly, in Greece and the impact of urban sprawl in the vicinity of UNESCO World Heritage sites and monuments are presented.
Abstract: This paper aims to demonstrate results and considerations regarding the use of remote sensing big data for archaeological and Cultural Heritage management large scale applications. For this purpose, the Earth Engine© developed by Google© was exploited. Earth Engine© provides a robust and expandable cloud platform where several freely distributed remote sensing big data, such as Landsat, can be accessed, analysed and visualized. Two different applications are presented here as follows: the first one is based on the evaluation of multi-temporal Landsat series datasets for the detection of buried Neolithic tells (‘magoules’) in the area of Thessaly, in Greece using linear orthogonal equations. The second case exploits European scale multi-temporal DMSP-OLS Night-time Lights Time Series to visualize the impact of urban sprawl in the vicinity of UNESCO World Heritage sites and monuments. Both applications highlight the considerable opportunities that big data can offer to the fields of archaeology and ...

86 citations

Proceedings ArticleDOI
07 May 2011
TL;DR: This work presents the design and implementation of ShadowStory, a digital storytelling system inspired by traditional Chinese shadow puppetry, and a 7-day field trial in a primary school, finding that it promoted creativity, collaboration, and intimacy with traditional culture among children, as well as interleaved children's digital and physical playing experience.
Abstract: With the fast economic growth and urbanization of many developing countries come concerns that their children now have fewer opportunities to express creativity and develop collaboration skills, or to experience their local cultural heritage. We propose to address these concerns by creating technologies inspired by traditional arts, and allowing children to create and collaborate through playing with them. ShadowStory is our first attempt in this direction, a digital storytelling system inspired by traditional Chinese shadow puppetry. We present the design and implementation of ShadowStory and a 7-day field trial in a primary school. Findings illustrated that ShadowStory promoted creativity, collaboration, and intimacy with traditional culture among children, as well as interleaved children's digital and physical playing experience.

86 citations

01 Jan 2002
TL;DR: In this article, the authors discuss the issues involved in developing immersive and interactive virtual reality archeology projects for the general public and explore some of these issues through examples of immersive virtual heritage applications for the broad public.
Abstract: Virtual Reality (VR) is n still n a novel and innovative technology w hich, through its current applications, has proved to be a useful visualization tool for a variety of domains, especially those that in volve the visualization of abstract concepts and ideas, spaces that are unreachable or no long er e xist, or objects that m ust be e xamined from diverse and unique points of vie w. Resear ch in virtual reality and archeology is a r ecent application which has lately sho wn consider able g rowth, as the development of interactive computer technologies has inevitably impacted even the more traditional sciences and arts. The increasing development of VR technologies, interfaces, interaction techniques, and devices has greatly improved the efficacy and usability of VR, providing more na tural and obvious modes of inter action and motivational elements. This has helped institutions of informal education, such as museums, media research, and cultural centers to embrace advanced virtual technologies and support their transition from the research laboratory to the public realm. Furthermore, the use of these advanced systems for the implementation of her itage pr ograms in pub lic spaces, enables these institutions to in vestigate their educational potential while effectively shaping how they deliver public awareness and entertainment. Further in this paper we will describe some examples of interactive vir tual heritage en vironments developed for learners of all ages and discuss the issues involved in developing immersive and interactive vir tual archeology projects for the general public. The use of immer sive Virtual Reality (VR) tec hnology accounts almost a decade of r esearch perf ormed exclusively b y the academic, military, and industrial research and development communities. However, as VR technologies mature, research is expanding from the military and scientific visualisa tion realm into more m ultidisciplinary ar eas, such as education, archeology, art, culture, and the humanities. As representative institutions involved in the research and presentation of these fields, museums and cultural heritage centres may be in a better position to make use of advanced virtual reality technologies and contribute to a broad-based public acceptance of technology as a tool for the study and presentation of the past. Nevertheless, the prohibitive costs and inaccessibility of immersive VR technologies, coupled with theoretical issues and issues of usa bility, user training, operation, and maintenance, continue to present practical drawbacks, especially for the cultural and educational use of VR. This paper explores some of these issues through examples of immersive virtual heritage applications for the broad public.

86 citations

Journal ArticleDOI
TL;DR: In this paper, the authors identify past and future land use changes in the European Union's (EU's) cultural landscapes, and overlay past and projected plausible future land change trajectories with the spatial distribution of cultural landscapes in the EU.

86 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20244
20232,033
20224,256
20211,681
20202,042
20192,082