Project iMARECULTURE: Advanced VR, iMmersive Serious Games and Augmented REality as Tools to Raise Awareness and Access to European Underwater CULTURal heritagE

  • D. Skarlatos
  • P. Agrafiotis
  • T. Balogh
  • F. Bruno
  • F. Castro
  • B. Davidde Petriaggi
  • S. Demesticha
  • A. Doulamis
  • P. Drap
  • A. Georgopoulos
  • F. Kikillos
  • P. Kyriakidis
  • F. Liarokapis
  • C. Poullis
  • S. Rizvic
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10058)

Abstract

The project iMARECULTURE is focusing in raising European identity awareness using maritime and underwater cultural interaction and exchange in Mediterranean Sea. Commercial ship routes joining Europe with other cultures are vivid examples of cultural interaction, while shipwrecks and submerged sites, unreachable to wide public are excellent samples that can benefit from immersive technologies, augmented and virtual reality. The projects aim to bring inherently unreachable underwater cultural heritage within digital reach of the wide public using virtual visits and immersive technologies. Apart from reusing existing 3D data of underwater shipwrecks and sites, with respect to ethics, rights and licensing, to provide a personalized dry visit to a museum visitor or augmented reality to the diver, it also emphasizes on developing pre- and after- encounter of the digital or physical museum visitor. The former one is implemented exploiting geospatial enabled technologies for developing a serious game of sailing over ancient Mediterranean and the latter for an underwater shipwreck excavation game. Both games are realized thought social media, in order to facilitate information exchange among users. The project supports dry visits providing immersive experience through VR Cave and 3D info kiosks on museums or through the web. Additionally, aims to significantly enhance the experience of the diver, visitor or scholar, using underwater augmented reality in a tablet and an underwater housing. The consortium is composed by universities and SMEs with experience in diverse underwater projects, existing digital libraries, and people many of which are divers themselves.

Keywords

Underwater Archaeological sites Shipwrecks Maritime Virtual museums Serious games Immersive Holography European identity 

References

  1. 1.
    Demesticha, S.: The 4th-Century-BC Mazotos Shipwreck, Cyprus: a preliminary report. Intl. J. Naut. Archaeol. 40(1), 39–59 (2011)CrossRefGoogle Scholar
  2. 2.
    Drap, P., Merad, D., Hijazi, B., Gaoua, L., Nawaf, M.M., Saccone, M., Chemisky, B., Seinturier, J., Sourisseau, J.-C., Gambin, T.: Underwater photogrammetry and object modeling: a case study of Xlendi Wreck in Malta. Sensors-Basel 15, 30351–30384 (2015)CrossRefGoogle Scholar
  3. 3.
    Azzopardi, E.: The shipwrecks of Xlendi Bay, Gozo, Malta. Intl. J. Naut. Archaeol. 42, 286–295 (2013). doi:10.1111/1095-9270.12020 CrossRefGoogle Scholar
  4. 4.
    Liarokapis, F.: An augmented reality interface for visualizing and interacting with virtual content. Virtual Reality 11(1), 23–43 (2007). SpringerCrossRefGoogle Scholar
  5. 5.
    Poullis, C.: A framework for automatic modeling from pointcloud data. IEEE Trans. Pattern Anal. Mach. Intell. 35(11), 2563–2575 (2013)CrossRefGoogle Scholar
  6. 6.
    Demesticha, S., Skarlatos, D., Neophytou, A.: The 4th-century BC shipwreck at Mazotos, Cyprus: new techniques and methodologies in the 3D mapping of shipwreck excavations. J. Field Archaeol. 39(2), 134–150 (2014)CrossRefGoogle Scholar
  7. 7.
    Georgopoulos, A., Agrafiotis, P.: Documentation of a submerged monument using improved two media techniques. In: 2012 18th International Conference on Virtual Systems and Multimedia (VSMM), pp. 173–180. IEEE (2012)Google Scholar
  8. 8.
    Balletti, C., Beltrame, C., Costa, E., Guerra, F., Vernier, P.: 3D reconstruction of marble shipwreck cargoes based on underwater multi-image photogrammetry. Digit. Appl. Archaeol. Cult. Heritage 3(1), 1–8 (2016)CrossRefGoogle Scholar
  9. 9.
    McCarthy, J., Benjamin, J.: Multi-image photogrammetry for underwater archaeological site recording: an accessible, diver-based approach. J. Marit. Archaeol. 9(1), 95–114 (2014)CrossRefGoogle Scholar
  10. 10.
    Castro, F., Gomes-Dias, D.: Moulds, Graminhos and Ribbands: a pilot study of the construction of saveiros in Valença and the Baía de Todos os Santos area. Brazil. Intl. J. Naut. Archaeol. 44(2), 410–422 (2015)CrossRefGoogle Scholar
  11. 11.
    Leidwanger, J.: Modeling distance with time in ancient Mediterranean seafaring: a GIS application for the interpretation of maritime connectivity. J. Archaeol. Sci. 40, 3302–3308 (2013)CrossRefGoogle Scholar
  12. 12.
    Bruno, F., Lagudi, A., Gallo, A., Muzzupappa, M., Davidde, B.P., Passaro, S.: 3D documentation of archaeological remains in the underwater Park of Baiae. Intl. Arch. Photogramm. Remote Sens. Spatial Inf. Sci. - ISPRS Arch. 40(5W5), 41–46 (2015)CrossRefGoogle Scholar
  13. 13.
    Petriaggi, B.D., de Ayala, G.G.: Laser scanner reliefs of selected archaeological structures in the submerged Baiae (Naples). Intl. Arch. Photogramm. Remote Sens. Spatial Inf. Sci. 5, 79–83 (2015). doi:10.5194/isprsarchives-XL-5-W5-79-2015 CrossRefGoogle Scholar
  14. 14.
    Balogh, T., Forgacs, T., Agocs, T., Bouvier, E., Bettio, F., Gobbetti, E., Zanetti, G.: A large scale interactive holographic display. In: IEEE VR2006 Conference, Virginia, USA (2006)Google Scholar
  15. 15.
    Rizvic, S., Skalonjic, I.: Reconstructing cultural heritage objects from storytelling - virtual presentation of Sultan Murat’s Fortress in Sjenica. In: Proceedings of 2nd International Congress on Digital Heritage, vol. 2, ISBN:978-1-5090-0047-0 (2015)Google Scholar
  16. 16.
    Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., de Freitas, S.: Developing serious games for cultural heritage: a state-of-the-art review. Virtual Reality 14(4), 255–275 (2010). SpringerCrossRefGoogle Scholar
  17. 17.
    Mortara, M., Catalano, C.E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., Petridis, P.: Learning cultural heritage by serious games. J. Cult. Heritage 15(3), 318–325 (2014)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG 2016

Authors and Affiliations

  • D. Skarlatos
    • 1
  • P. Agrafiotis
    • 1
    • 2
  • T. Balogh
    • 3
  • F. Bruno
    • 4
  • F. Castro
    • 5
  • B. Davidde Petriaggi
    • 6
  • S. Demesticha
    • 7
  • A. Doulamis
    • 2
  • P. Drap
    • 8
  • A. Georgopoulos
    • 2
  • F. Kikillos
    • 12
  • P. Kyriakidis
    • 1
  • F. Liarokapis
    • 9
  • C. Poullis
    • 10
  • S. Rizvic
    • 11
  1. 1.Cyprus University of TechnologyLimassolCyprus
  2. 2.National Technical University of AthensAthensGreece
  3. 3.Holografika Hologrameloallito Fejleszto Es Forgalmazo KftBudapestHungary
  4. 4.3D Research s.r.l.University of CalabriaRendeItaly
  5. 5.Universidade Nova de LisboaLisbonPortugal
  6. 6.Ministero dei Beni e delle Attività Culturali e del TurismoISCRRomeItaly
  7. 7.University of CyprusNicosiaCyprus
  8. 8.Aix-Marseille UniversityMarseilleFrance
  9. 9.Masaryk UniversityBrnoCzech Republic
  10. 10.Concordia UniversityMontrealCanada
  11. 11.Sarajevo UniversitySarajevoBosnia and Herzegovina
  12. 12.Pierides FoundationLarnacaCyprus

Personalised recommendations