A phygital approach to cultural heritage: augmented reality at Regaleira
DOI:
https://doi.org/10.4995/var.2020.11663Keywords:
phygital, cultural heritage, digital media, augmented reality (AR), AR appsAbstract
In the last two decades, contemporary society has been conceptualized and discussed around the assumption that digital technologies are its most defining feature. Jean Baudrillard’s take on the Fable of Borges suggests a replacement of the physical world by a virtual experiencing life, setting the tone for a pessimistic and somewhat fearful attitude towards technological development. On the verge of the dissemination of disruptive innovations that can be described under the “umbrella” of Internet of Things (IoT), we observe not a replacement, but a deep and complex intertwining of online and offline experiences, sketching the contours of what can become a phygital society. This alternative conceptualization of our contemporary society, combined with the possibilities of technological development, affords new opportunities for the expression and experiencing of culture, and also for the creative industries. In our research, we explore the impact of one augmented reality (AR) app designed for one of the landmarks of the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the visitors. The article provides useful information for heritage spaces that wish to follow this path. It describes the main steps to be taken in the production of content and provides examples of the narrative model that helps people to visit the space and obtain information, knowing stories relevant to the past and present of the cultural heritage. The objective is to clarify, finally, due to the research developed in the Quinta da Regaleira case study, what kind of stories and experiences can be narrated, the strengths of this application, its limitations, and paths for future investigations.
Downloads
References
Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., & Freitas, S. (2010). Developing serious games for cultural heritage: A state-of-the-art review. Virtual Reality, 14(4), 255-275. http://dx.doi.org/10.1007/s10055-010-0177-3
Ardisonno, L., Kufflik, T., & Petrelli, D. (2012). Personalization in cultural heritage: the road travelled and the one ahead. User Model User-Adapter Interaction, 22(1-2), 73-99. https://doi.org/10.1007/s11257-011-9104-x
Bardin, L. (2011). Análise de Conteúdo. S. Paulo: Edições 70.
Barrile, V., Fotia, A., Bilotta, G., & Carlo, D. (2019). Integration of geomatics methodologies and creation of a cultural heritage app using augmented reality. Virtual Archaeology Review, 10(20), 40-51. https://doi.org/10.4995/var.2019.10361.
Baudrillard, J. (1994). Simulacra and Simulation. Michigan: University of Michigan Press. https://doi.org/10.3998/mpub.9904
Blanco-Pons, S., Carrión-Ruiz, B., Lerma, J., & Villaverde, V. (2019). Design and implementation of an augmented reality application for rock art visualization in Cova dels Cavalls (Spain) Journal of Cultural Heritage, 39, 177-185. https://doi.org/10.1016/j.culher.2019.03.014
Brumana, R., Oreni, D., Caspani, S., & Previtali, M. (2018). Virtual museums and built environment: narratives and immersive experience via multi-temporal geodata hub. Virtual Archaeology Review, 9(19), 34-49. https://doi.org/10.4995/var.2018.9918
Castells, M. (2005). A era da informação: Economia, Sociedade e Cultura. Volume I: A sociedade em rede (p. 489). Lisboa: Fundação Calouste Gulbenkian.
Cortimiglia, M. N., Ghezzi, A., & Renga, F. (2011). Social applications: revenue models, delivery channels, and critical success factors: An exploratory study and evidence from the Spanish-speaking market. Journal of Theoretical and Applied Electronic Commerce Research, 6, 108-22. http://dx.doi.org/10.4067/S0718-18762011000200010
Champion, E. (2016). Entertaining the similarities and distinctions between serious games and virtual heritage projects. Entertainment Computing, 14, 67–74. https://doi.org/10.1016/j.entcom.2015.11.003
Chung, N., Han, H., & Joun, Y. (2015). Tourists’ intention to visit a destination: The role of augmented reality (AR) application for a heritage site. Computers in Human Behavior, 50, 588-599. https://doi.org/10.1016/j.chb.2015.02.068
Damala, A., & Stojanovic, N. (2012). Tailoring the Adaptive Augmented Reality (A2R) Museum Visit: Identifying Cultural Heritage Professionals’ Motivations and Needs. In IEEE International Symposium on Mixed and Augmented Reality 2012 Arts, Media, and Humanities Proceedings. Atlanta, USA. (pp. 71-80). https://doi.org/10.1109/ISMAR-AMH.2012.6483992
Floridi, L. (2003). The Blackwell Guide to the Philosophy of Computing and Information, Londres: Blackwell. https://doi.org/10.1111/b.9780631229193.2003.00002.x
García-Crespo, A., Chamizo, J., Rivera, I., Mencke, M., Colomo-Palacios, R., & Gómez-Berbís, J. M. (2009). SPETA: Social pervasive e-Tourism advisor. Telematics and Informatics, 26, 306-15. https://doi.org/10.1016/j.tele.2008.11.008
Jung, T., Chung, N., & Leue, M. C. (2015). The determinants of recommendations to use augmented reality technologies: The case of a Korean theme park. Tourism Management, 49, 75-86. https://doi.org/10.1016/j.tourman.2015.02.013
Ilharco, F. (2003). Filosofia da Informação: Introdução à Informação como Fundação da Acção, da Comunicação e da Decisão, Lisboa: Universidade Católica Portuguesa Editora.
Kounavis, C., Kasimati, A., & Zamani, E. (2012). Enhancing the Tourism Experience through Mobile Augmented Reality: Challenges and Prospects. International Journal of Engineering Business Management 4(10), 1-6. https://doi.org/10.5772/51644
Miles, M., Huberman, M., & Sandaña, J. (2013). Qualitative Data Analysis: A Methods Sourcebook. London: Sage.
Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15, 318-325. http://dx.doi.org/10.1016/j.culher.2013.04.004
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Trans. on Information and Systems, E77-D(12), 1321–1329.
Natal, D., Corcuera, A., Carruesco, F. & Alonso, J. (2017). Consumer Engagement Trends For 2017. Developing Ideas by Llorente & Cuenca. Retrieved from https://ideas.llorenteycuenca.com/wp-content/uploads/sites/5/2016/12/161219_DI_Report_Consumer_Trends_ENG.pdf
Puyuelo, M., Higón, J. L., Merino, L., & Contero, M. (2013). Experiencing Augmented Reality as an Accessibility Resource in the UNESCO Heritage Site called "La Lonja", Valencia. Procedia Computer Science, 25, 171-178. https://doi.org/10.1016/j.procs.2013.11.021
Stricker, D., Pagani, A., & Zoellner, M. (2010). In-Situ Visualization for Cultural Heritage Sites using Novel Augmented Reality Technologies. Virtual Archaeology Review, 1(2), 37-41. https://doi.org/10.4995/var.2010.4682
Turkle, S. (1997). A vida no ecrã: a identidade na era da internet. Lisboa: Relógio d´Água.
Yin, R. (2017). Case Study Research and Applications: Design and Methods. London: Sage.
Yovcheva, Z., Buhalis, D., Gatzidis, C., & van Elzakker, C., (2014). Empirical Evaluation of Smartphone Augmented Reality Browsers in an Urban Tourism Destination Context, International Journal of Mobile Human Computer Interaction, 6(2), 10-31. https://doi.org/10.4018/ijmhci.2014040102
Downloads
Published
How to Cite
Issue
Section
License
This journal is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.