The role of virtual and augmented reality in digital storytelling for cultural heritage

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Digital storytelling has revolutionized the preservation and dissemination of cultural heritage by integrating Virtual Reality (VR) and Augmented Reality (AR). These technologies provide immersive experiences that engage diverse audiences, particularly the younger generation accustomed to digital media. VR offers fully immersive environments, transporting users to different times and places, while AR overlays digital information onto the real world, enhancing interaction with physical surroundings. This dual approach enriches storytelling, fostering emotional connections and active participation, thereby transforming users from passive observers into co-creators of cultural narratives. The application of VR and AR supports cultural institutions facing resource limitations, offering innovative solutions without extensive physical infrastructure. Theoretical frameworks like the Narrative Immersion Model and transmedia storytelling emphasize the shift from passive consumption to interactive engagement, highlighting the role of digital storytelling in enhancing cultural identity and memory. By fostering inclusivity and diversity, these technologies ensure multiple voices are represented, promoting social justice and community engagement. This paper explores the roles of VR and AR in digital storytelling for cultural heritage, analyzing their impact on audience engagement and effectiveness in preserving cultural narratives across various contexts.

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  • BMC Oral Health
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Transition toward Technological Transformation: Challenges of Implementing Virtual Reality and Augmented Reality in the Health Sector
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Impacts of the Application of Virtual and Augmented Reality on Teaching-Learning Processes in Engineering Courses
  • Nov 4, 2021
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  • Fernando Elemar Vicente Dos Anjos + 3 more

Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches used to measure the impacts on student learning who used virtual reality (VR) and augmented reality (AR) in the teaching-learning processes of engineering courses, the impacts on learning, and student satisfaction. The surveys showed that 70% of research analyzed, students who used virtual reality or augmented reality learned more, and 90% of the research described that students who used virtual or augmented reality were more satisfied with the new approach than the traditional teaching approach. The conclusion is that there are positive impacts, in the vast majority of cases, on learning and the satisfaction of students who use virtual or augmented reality in the teaching-learning processes applied in engineering courses.

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  • 10.11113/aej.v12.18009
EFFECTIVENESS ON TRAINING METHOD USING VIRTUAL REALITY AND AUGMENTED REALITY APPLICATIONS IN AUTOMOBILE ENGINE ASSEMBLY
  • Nov 29, 2022
  • ASEAN Engineering Journal
  • Lai Lai Win + 6 more

Training and education have become increasingly crucial in obtaining new skills in a variety of fields, especially in assembly and disassembly operations. The main issue in mechanical engineering, particularly in the assembly department, was that automobile engine components assembly was found to be complicated and challenging to assemble using an existing method, where they only rely on a video-based method. The purpose of this paper is to create interactive Virtual Reality (VR) and Augmented Reality (AR) applications that allow users to efficiently assist and complete the assembly tasks. In this work, the authors designed and developed a fully immersive VR application using an HTC Vive headset and two AR applications (marker-less AR application and marker-based AR application) using EPSON MOVERIO BT-300 (AR Smart Glasses). Fourteen engineering students from Universiti Putra Malaysia were selected for the experiment. They were divided into four groups: video-based group, VR-based group, marker-less AR group, and marker-based AR group. They are required to complete all four experiments (video-based experiment, VR-based experiment, marker-less AR experiment, and marker-based AR experiment). The results showed that the marker-less AR application is the best impressive method (37% better), the VR application is the second impressive method (23% better) followed by the marker-based AR application is the third impressive method (3% better) compared to the existing video-based guideline. Therefore, the students favored AR and VR applications rather than the existing method to be used in automobile engine assembly tasks.

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