Abstract

The interest in the development of virtual museums is nowadays rising rapidly. During the last decades there have been numerous efforts concerning the 3D digitization of cultural heritage and the development of virtual museums, digital libraries and serious games. The realistic result has always been the main concern and a real challenge when it comes to 3D modelling of monuments, artifacts and especially sculptures. This paper implements, investigates and evaluates the results of the photogrammetric methods and 3D surveys that were used for the development of a virtual museum. Moreover, the decisions, the actions, the methodology and the main elements that this kind of application should include and take into consideration are described and analysed. It is believed that the outcomes of this application will be useful to researchers who are planning to develop and further improve the attempts made on virtual museums and mass production of 3D models.

Highlights

  • The 3D virtual spaces and modern technology are more and more used especially in the development of applications in elearning and edutainment by cultural organisations and museums

  • This paper focuses on the development of a virtual museum that hosts some of the exhibits which can be found on the ground floor of the Stoa of Attalos, in the Ancient Agora of Athens

  • The objective of this paper was to highlight the use and exploitation of 3D models in general, that can result from a photogrammetric process and be further used to alternative and innovative products like virtual museums, virtual reconstructions, serious games, etc

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Summary

Introduction

The 3D virtual spaces and modern technology are more and more used especially in the development of applications in elearning and edutainment by cultural organisations and museums. The abilities, the restrictions and the limits of technology in this area have not yet been explored and defined, as the advantages that virtual reality offers constantly increase. The virtual museum can be defined “...as a logically related collection of digital objects composed in a variety of media which, because of its capacity to provide connectedness and various points of access, lends itself to transcending traditional methods of communicating and interacting with visitors...; it has no real place or space, its objects and the related information can be disseminated all over the world” (Schweibenz, 2004). 2. SCOPE AND MEANS OF VIRTUAL MUSEUMS

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