Real-World Applications of 3D and XR.
3D digitisation and XR in cultural heritage
The use cases explore and deliver diverse XR applications, taking into account both the type of content and the most suitable devices and formats for different experiences. They include virtual reality (VR), augmented reality (AR, including holographic projection), and mixed reality (MR) technologies, applied in real-world contexts such as heritage at risk, heritage tourism, dispersed heritage, lost heritage assets, and museum collections.
These experiments are designed to test the full range of tools and assets developed in other parts of the project. The resulting multimedia experiences can also serve as the basis for educational initiatives or for outreach to museums, digital curators, cultural institutions, and public authorities exploring new ways of presenting heritage content.
XR for heritage at risk
We are exploring how XR technologies can support the training and education of individuals working in conflict zones or extreme weather conditions to document cultural heritage for 3D preservation. This will include guidance on how to capture visual elements and metadata under challenging conditions. The work builds on tools and methods developed by the 4CH project (Competence Centre for the Conservation of Cultural Heritage), which focuses on documenting and safeguarding heritage at risk.
XR for heritage tourism
We present the capabilities of the AR hologram function within the 3DWEAVER viewer, a technology developed in the project. The focus is on the practical application in cultural heritage tourism, repurposing existing 3D models to create immersive XR experiences, specifically projections using hologram pyramids. This is a hybrid outdoor experience using mobile phones and a low-cost foldable hologram kit, making it accessible to a wide audience. The aim is to demonstrate the potential of the AR hologram function within the 3DWEAVER to create AR visualisations without specialised software or high-end hardware.
XR for dispersed heritage
We explore how the latest MR hardware, such as Meta Quest 3, can be used to virtually reunite movable, immovable, and intangible cultural heritage. By seamlessly blending digital representations with physical environments, MR offers a powerful way to bridge historical and geographical divides. This exploration will show how MR can improve visitor engagement, support a deeper understanding of cultural heritage, and encourage a sense of global interconnectedness.
XR for education
We develop and implement practical activities that promote the use of the 3D models and XR resources developed within the project. The main audience includes schools, educators, and cultural heritage professionals, and the aim is to help them integrate these digital tools into education, making cultural heritage more engaging and accessible, especially in the context of lost or at-risk heritage. We also introduce methods to evaluate how XR is used in education, including its emotional impact and its potential to raise awareness and interest in cultural heritage.