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The main ideas behind the re-exhibition of the permanent collections of the Museum and the use of digital media are presented. For the first time in the Museum, the re-exhibition is supported by digital means. The Museum has focused on touchscreen displays together with mobile devices for organising and supporting the visitors. The Museum tablet application presented, allows the user to get a multilingual integrated approach for each item on display. The plans of the museum are focusing on augmented reality applications running on visitors’ smartphones. It is also shown that despite the restricted nature of the museum artifacts (fragments of stones with partial inscriptions) digital presentations can be successfully created, if complementary combined information from other archaeological fields and published research is employed.
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The conservation of the inscriptions and the order of their location in galleries 11 and 9 were coordinated by the head of the Laboratory of Conservation Stergios Tzanekas and the conservator Theodoros Mavridis. The bases and the presentation of room 11 with wooden partitions were designed by the architect-engineer Nikolaos Kyriakopoulos. The general coordination of the works was done by the architect-engineer Dr. Marianna Savrami.
One such case is the inscription related to the construction of the skeuotheke (arsenal) of Philon in the port of Piraeus, where the equipment battleship was stored [ 12].
Mendoni, L.G.: ‘Το ιστορικό πλαίσιο της πολιτικής ένωσης των πόλεων της Κέας στον 4ο και 3ο αι. π.Χ.’ In: Lagogianni-Georgakarakou, M. (ed.) Πολιτεύεσθαι του Κείους κατά πόλεις: Athens, pp. 22–28 (2007)
H2020 home page. https://ec.europa.eu/programmes/horizon2020/
iMARECULTURE: Advanced VR, iMmersive serious games and Augmented REality as tools to raise awareness and access to European underwater CULTURal heritagE. https://imareculture.eu/
EMOTIVE: Emotive virtual cultural experiences through personalized storytelling. https://www.emotiveproject.eu/
GIFT meaningful personalization of hybrid virtual museum experiences through gifting and appropriation. https://gift.itu.dk/
ViMM Virtual Multimodal Museum. https://www.vi-mm.eu/
PLUGGY: Pluggable social platform for heritage awareness and participation. https://www.pluggy-project.eu/
Liestøl, G.: Sequence and access, storytelling and archive in mobile augmented reality. In: Goodman, L., Addison, A. (eds.) 2017 Proceedings of the 23rd International Conference on Virtual System and Multimedia (VSMM), Dublin, Ireland, pp. 1–7. IEEEXplore Digital Library (2018)
Phalassarna sitsim app. https://www.youtube.com/watch?v=lphW5YbQaEo
Liestøl, G.: Storytelling with mobile augmented reality on Omaha beach: design considerations when reconstructing an historical event in situ. In: Proceedings of Museums and the Web 2018 MW18, Published 16 February 2018. Consulted 26 March 2018
Situated Simulations (SitsimLab), Designing a Mobile Augmented Reality platform for experimentation with locative storytelling and new genres. http://www.sitsim.no/
Inscription relating the conditions for the construction of the sheuotheke of Philon. http://odysseus.culture.gr/h/4/eh430.jsp?obj_id=4545
- The Epigraphic Museum of Athens Revisited