TeLearn - DigiCult

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Digital culture

Research on ICTs for digital culture explores the use of leading edge technologies (e.g. knowledge management systems, semantic tools, graphics, interfaces) to empower applications that improve the meaningful use and experiences users get from cultural resources.

Examples for EU-funded research projects in this field are:

  • 3D-COFORM - Tools and Expertise for 3D Collection Formation
    3D-COFORM will focus on digitisation of cultural heritage artefacts and deliver new tools in the areas of 3D-capture, 3D-processing, the semantics of shape, material properties etc., resulting in richer and more realistic representations, better documentation and increased cost effectiveness of the digitisation process.
    Fact sheet
  • ARtSENSE - Augumented Reality supported adaptive and personalized experience in a museum based on processing real-time sensor events
    ARtSENSE will create a new generation of mobile museum guides based on the novel concept of Adaptive Augmented Reality (A2R), bridging the gap between the digital and physical worlds. It will make use of low weight bidirectional see-through displays that enable transparent overlays of real images with digital information. This cutting-edge technology will include gaze-and gesture-controlled interaction, giving visitors the feeling that physical objects are directly responding to them. In that way artworks will become active artefacts that react on users’ attention and emotions and provide more information about them.
    Fact sheet
  • AXES - Access to Audiovisual Archives
    The goal of AXES is to develop tools that provide various types of users with new engaging ways to interact with audiovisual libraries, helping them to discover, browse, navigate, search and enrich archives. Research includes better understanding of user groups and their new media behavior; robust and scalable automatic tools for semantic enrichment; and novel, more intuitive and pro-active access schemes for experiencing digital libraries. All final components will be implemented as services in a flexible, layered system.
    Fact sheet
  • CHESS - Cultural Heritage Experiences through Socio-personal interactions and Storytelling
    CHESS will integrate interdisciplinary research in personalisation and adaptivity, digital storytelling, interaction methodologies, and narrative-oriented mobile and mixed reality technologies, with a sound theoretical basis in museological, cognitive, and learning sciences. The result will be an innovative conceptual and technological framework that will enable both the experiencing of personalised interactive stories for visitors of cultural sites and their authoring by the professional curators. These narrative-driven cultural 'adventures' will adapt continuously to their visitors, extend over space and time, and involve multiple users with different interfaces.
    Fact sheet
  • CINeSPACE - Experiencing urban film and cultural heritage while on the move
    CINESPACE aims to enable users to access and interact with location-based audiovisual cultural information while navigating a city through a special device. The device developed by the project consists in a low-cost wireless head mounted high definition screen, audio phones and a small camera enabling mobile collaborative experiences over WLAN hotspots or 3G connections. The project team has validated its R&D work in three pilot experiences.
    Fact sheet
  • CULTURA - Cultivating Understanding and Research through Adaptivity
    CULTURA will deliver innovative adaptive services and an interactive user environment which dynamically tailors the investigation, comprehension and enrichment of digital humanities artefacts and collections. This will offer genuine user empowerment and unprecedented levels of engagement with digital cultural heritage collections and communities.
    Fact sheet
  • DECIPHER - Digital Environment for Cultural Interfaces; Promoting Heritage, Education and Research
    Digital heritage and semantic web technologies hold out the promise of nearly unlimited access to cultural knowledge. The problem is that cultural meaning does not reside in individual objects but in the patterns of knowledge and events, belief and thought that link them to each other and to the observer. DECIPHER will, through combining event-based metadata with casual reasoning models, enable the presentation of digital heritage objects as part of a coherent narrative that is directly related to the user’s interests. Users will be able to interactively assemble, visualise and explore not only collections of objects, but also the knowledge structures that connect them and give them meaning.
    Fact sheet
  • EPOCH - Excellence in Processing Open Cultural Heritage
    This Network of Excellence has collected information on the use of ICTs in cultural heritage and performed research on toolkits for creating cultural heritage applications. EPOCH also helped spreading excellence through dissemination and training activities, studying the socio-economic impact of cultural heritage, and exploring mechanisms for ICT deployment in heritage organisations.
    Fact sheet
  • ISAAC - Integrated e-Services for Advanced Access to Heritage in Cultural Tourist Destinations
    ISAAC's main objective is to valorise the relationship between digital heritage and cultural tourism by developing a novel user-centric ICT environment for tourism e-services. These services will meet the needs of both tourists and citizens in European cultural destinations through facilitating virtual access and stimulating learning experiences with European cultural heritage assets before, during and after a real visit.
    Fact sheet
  • iTACITUS - Intelligent Tourism and Cultural Information through Ubiquitous Services
    iTACITUS enables the customisation of personalised walking and public transport aware tours in urban areas facilitating novel cultural experiences based upon AR and VR technologies and on a dispersed repository of historical and cultural resources. These resources are being exploited by a combination of location-based and location-independent services delivered in a flexible and timely fashion.
    Fact sheet
  • MOSAICA - Semantically Enhanced, Multifaceted, Collaborative Access to Cultural Heritage
    MOSAICA has designed a technology toolbox for intelligent presentation, knowledge-based discovery and interactive and creative educational experience of cultural heritage resources. The showcase selected is Jewish heritage.
    Fact sheet
  • PATHS - Personalised Access To cultural Heritage Spaces
    The primary research goals of PATHS are to provide innovative user-driven personalised access to cultural heritage collections and to support user’s knowledge discovery and exploration. The project will create a system that acts as an interactive personalised tour guide through existing digital library collections by extending the state of the art in user-driven information access and by applying language technologies to analyse and enrich online content, with links to related items and background information. The project will make use of content from Europeana.
    Fact sheet
  • P2P-FUSION - Peer to Peer Fusion
    P2P-FUSION addresses the current difficulties in the legal creative reuse of audio and video media in the internet environment. The project aims to create an open, accessible, legal and economically efficient environment for creative audiovisual cultural activities that can also be based on the work of others and on materials from cultural institutions, through built-in, easy-to-use support for suitable licensing schemes.
    Fact sheet
  • QVIZ - Query and context based visualization of time-spatial cultural dynamics
    This project has created a collaborative time- and map-based environment for accessing digital archival resources. It allows searching archives without knowing the language of a record or the institution holding it, and can be enhanced through knowledge contributed by communities of practice.
    Fact sheet
  • V-City - The Virtual City
    V-City will create a system that integrates computer vision, 3D-modelling and virtual reality research for rapid and cost-effective reconstruction, visualisation and exploitation of interactive urban environments. This will lay the ground for large scale geospatial libraries.
    Fact sheet

This page is maintained by the European Commission, unit 'Cultural Heritage and Technology Enhanced Learning'.