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A phygital approach to cultural heritage: augmented reality at Regaleira

dc.contributor.authorAndrade, José Gabriel
dc.contributor.authorDias, Patricia
dc.date.accessioned2021-03-18T15:58:17Z
dc.date.available2021-03-18T15:58:17Z
dc.date.issued2020-01-01
dc.description.abstractIn 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.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.doi10.4995/var.2020.11663pt_PT
dc.identifier.eid85079667256
dc.identifier.issn1989-9947
dc.identifier.urihttp://hdl.handle.net/10400.14/32270
dc.identifier.wos000509997000003
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/pt_PT
dc.subjectAR appspt_PT
dc.subjectAugmented reality (AR)pt_PT
dc.subjectCultural heritagept_PT
dc.subjectDigital mediapt_PT
dc.subjectPhygitalpt_PT
dc.titleA phygital approach to cultural heritage: augmented reality at Regaleirapt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage25pt_PT
oaire.citation.issue22pt_PT
oaire.citation.startPage15pt_PT
oaire.citation.titleVirtual Archaeology Reviewpt_PT
oaire.citation.volume11pt_PT
person.familyNameAndrade
person.familyNameNunes da Encarnação Marques Dias Soares
person.givenNameJosé Gabriel
person.givenNameFátima Patrícia
person.identifier.ciencia-idD415-EF0E-1DA7
person.identifier.ciencia-idFE10-B528-DF32
person.identifier.orcid0000-0002-9778-5865
person.identifier.orcid0000-0001-7948-4439
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublicationba957501-7fe9-4319-9fb4-029c0fc85acc
relation.isAuthorOfPublicationf9605b34-1ff6-449d-9d34-4c5a27a270a6
relation.isAuthorOfPublication.latestForDiscoveryba957501-7fe9-4319-9fb4-029c0fc85acc

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