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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:改革改革的代表形式:混合现实叙事在传达芬兰新教改革的有形和无形遗产方面

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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 seppä (“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 seppä 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)技术相结合来传达文化遗产的案例。通过一个案例,正在讨论代表非物质遗产并进行MR技术可理解的抽象和复杂转换的艺术。 MR应用程序Sananseppä(“ Wordsmith”)代表了芬兰新教改革的历史(1527年以后)。该应用程序已在芬兰西南部的图尔库大教堂内实现。该应用程序提供了一组出现在大教堂内不同地方的短景。从技术上讲,该应用程序可在平板电脑上运行,并且基于3D游戏引擎。蓝牙信标用于粗略定位,而3D点云技术则用于无标记跟踪。该应用程序支持社交媒体服务,并包含指向故事中角色和事件的背景信息的链接。我们认为MR技术非常适合用于传播有形和无形的文化遗产。在我们的案例中,我们研究了如何将与改革相关的不同文化遗产形象化并使其更易理解。在实践中,这意味着将图尔库大教堂,其中的物体以及带有MR的数字元素结合起来,可以显示出改革对芬兰文化和物质环境的影响。教堂内部的变化(通过改革带来的变化的有形证据)非常容易描绘,但可以使诸如风俗习惯或见解之类的非实质性事物变得可见。在3D角色的帮助下,萨南Seppä应用程序显示了改革可能如何影响来自不同背景的人们的日常生活。因此,MR应用程序使过去显得更加复调,而不是采用更传统的调解过去的方式。创建应用程序时,已使用了来自各种来源的参考资料,并且向应用程序的用户提供了有关所使用来源的信息。

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