A phygital approach to cultural heritage: augmented reality at Regaleira

Detalhes bibliográficos
Autor(a) principal: Andrade, José Gabriel
Data de Publicação: 2020
Outros Autores: Dias, Patrícia
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/1822/63527
Resumo: 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, provides 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 Portuguese cultural heritage, Quinta da Regaleira. We explore this unique case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamization of cultural heritage, and for 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.
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spelling A phygital approach to cultural heritage: augmented reality at RegaleiraUn enfoque figital al patrimonio cultural: la realidad aumentada en RegaleiraPhygitalCultural heritageDigital mediaAugmented realityAR appsFigitalPatrimonio culturalMedios digitalesRealidad aumentadaAplicaciones de RAaugmented reality (AR)Ciências Sociais::Outras Ciências SociaisSocial SciencesIn 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, provides 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 Portuguese cultural heritage, Quinta da Regaleira. We explore this unique case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamization of cultural heritage, and for 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.En las últimas dos décadas, la sociedad contemporánea ha conceptualizado y discutido en torno a la suposición de que las tecnologías digitales son su característica más definitoria. La versión de Jean Baudrillard sobre la Fable de Borges sugiere un reemplazo del mundo físico por una experiencia virtual de la vida, estableciendo el tono para una actitud pesimista y algo temerosa hacia el desarrollo tecnológico. Al borde de la diseminación de innovaciones disruptivas que se pueden describir bajo el "paraguas" de Internet of Things (IoT), observamos no un reemplazo, sino un entrecruzamiento profundo y complejo de experiencias en línea y fuera de línea, esbozando los contornos de lo que puede convertirse en una sociedad figital. Esta conceptualización alternativa de nuestra sociedad contemporánea, combinada con las posibilidades del desarrollo tecnológico, ofrece nuevas oportunidades para la expresión y la experiencia de la cultura, y también para las industrias creativas. En nuestra investigación, exploramos el impacto de una aplicación de realidad aumentada (RA) diseñada para uno de los hitos del patrimonio cultural portugués, Quinta da Regaleira. Exploramos este estudio de caso único utilizando técnicas de recopilación de datos cualitativas, con el objetivo de analizar los resultados positivos y negativos de esta innovación, tanto para la dinamización del patrimonio cultural como para los visitantes. El artículo proporciona información útil para los espacios del patrimonio que desean seguir este camino. Describe los pasos principales a seguir en la producción de contenido y proporciona ejemplos del modelo narrativo que ayuda a las personas a visitar el espacio y obtener información, conociendo historias relevantes pasadas y presentes del patrimonio cultural. El objetivo es aclarar, finalmente, debido a la investigación desarrollada en el caso de estudio Quinta da Regaleira, qué tipo de historias y experiencias se pueden narrar, las fuerzas de esta aplicación y sus posibles limitaciones, así como identificar caminos para futuras investigaciones.UIDB/00736/2020; UID/CCI/00736/2019Editorial de la Universidad Politecnica de ValenciaUniversidade do MinhoAndrade, José GabrielDias, Patrícia2020-01-282020-01-28T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/1822/63527engAndrade, J. G. & Dias, P. (2020). A phygital approach to cultural heritage: augmented reality at Regaleira. Virtual Archaeology Review, 11(22), 15-25. https://doi.org/10.4995/var.2020.116631989-99471989-994710.4995/var.2020.11663https://polipapers.upv.es/index.php/var/article/view/11663info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-21T12:04:24Zoai:repositorium.sdum.uminho.pt:1822/63527Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T18:54:42.306485Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv A phygital approach to cultural heritage: augmented reality at Regaleira
Un enfoque figital al patrimonio cultural: la realidad aumentada en Regaleira
title A phygital approach to cultural heritage: augmented reality at Regaleira
spellingShingle A phygital approach to cultural heritage: augmented reality at Regaleira
Andrade, José Gabriel
Phygital
Cultural heritage
Digital media
Augmented reality
AR apps
Figital
Patrimonio cultural
Medios digitales
Realidad aumentada
Aplicaciones de RA
augmented reality (AR)
Ciências Sociais::Outras Ciências Sociais
Social Sciences
title_short A phygital approach to cultural heritage: augmented reality at Regaleira
title_full A phygital approach to cultural heritage: augmented reality at Regaleira
title_fullStr A phygital approach to cultural heritage: augmented reality at Regaleira
title_full_unstemmed A phygital approach to cultural heritage: augmented reality at Regaleira
title_sort A phygital approach to cultural heritage: augmented reality at Regaleira
author Andrade, José Gabriel
author_facet Andrade, José Gabriel
Dias, Patrícia
author_role author
author2 Dias, Patrícia
author2_role author
dc.contributor.none.fl_str_mv Universidade do Minho
dc.contributor.author.fl_str_mv Andrade, José Gabriel
Dias, Patrícia
dc.subject.por.fl_str_mv Phygital
Cultural heritage
Digital media
Augmented reality
AR apps
Figital
Patrimonio cultural
Medios digitales
Realidad aumentada
Aplicaciones de RA
augmented reality (AR)
Ciências Sociais::Outras Ciências Sociais
Social Sciences
topic Phygital
Cultural heritage
Digital media
Augmented reality
AR apps
Figital
Patrimonio cultural
Medios digitales
Realidad aumentada
Aplicaciones de RA
augmented reality (AR)
Ciências Sociais::Outras Ciências Sociais
Social Sciences
description 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, provides 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 Portuguese cultural heritage, Quinta da Regaleira. We explore this unique case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamization of cultural heritage, and for 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.
publishDate 2020
dc.date.none.fl_str_mv 2020-01-28
2020-01-28T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/1822/63527
url https://hdl.handle.net/1822/63527
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Andrade, J. G. & Dias, P. (2020). A phygital approach to cultural heritage: augmented reality at Regaleira. Virtual Archaeology Review, 11(22), 15-25. https://doi.org/10.4995/var.2020.11663
1989-9947
1989-9947
10.4995/var.2020.11663
https://polipapers.upv.es/index.php/var/article/view/11663
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eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Editorial de la Universidad Politecnica de Valencia
publisher.none.fl_str_mv Editorial de la Universidad Politecnica de Valencia
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