A phygital approach to cultural heritage: augmented reality at Regaleira

In 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 t...

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Main Authors: José Gabriel Andrade, Patrícia Dias
Format: Article
Language:English
Published: Universitat Politècnica de València 2020-01-01
Series:Virtual Archaeology Review
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Online Access:https://polipapers.upv.es/index.php/var/article/view/11663
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author José Gabriel Andrade
Patrícia Dias
author_facet José Gabriel Andrade
Patrícia Dias
author_sort José Gabriel Andrade
collection DOAJ
description In 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, affords 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 the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the 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.
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spelling doaj-art-a77e9f24f12c4b1c899c67ec1f55e24a2025-08-20T02:51:14ZengUniversitat Politècnica de ValènciaVirtual Archaeology Review1989-99472020-01-011122152510.4995/var.2020.116637665A phygital approach to cultural heritage: augmented reality at RegaleiraJosé Gabriel Andrade0Patrícia Dias1Universidade do MinhoUniversidade Católica PortuguesaIn 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, affords 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 the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the 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.https://polipapers.upv.es/index.php/var/article/view/11663phygitalcultural heritagedigital mediaaugmented reality (ar)ar apps
spellingShingle José Gabriel Andrade
Patrícia Dias
A phygital approach to cultural heritage: augmented reality at Regaleira
Virtual Archaeology Review
phygital
cultural heritage
digital media
augmented reality (ar)
ar apps
title A phygital approach to cultural heritage: augmented reality at Regaleira
title_full A phygital approach to cultural heritage: augmented reality at Regaleira
title_fullStr A phygital approach to cultural heritage: augmented reality at Regaleira
title_full_unstemmed A phygital approach to cultural heritage: augmented reality at Regaleira
title_short A phygital approach to cultural heritage: augmented reality at Regaleira
title_sort phygital approach to cultural heritage augmented reality at regaleira
topic phygital
cultural heritage
digital media
augmented reality (ar)
ar apps
url https://polipapers.upv.es/index.php/var/article/view/11663
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