Different sources of cultural content will be used initially for the implementation of the platform, such as thematic museums, folk tradition institutions, 3D reconstruction of activities, etc., in order to enrich the base of intangible cultural content of the platform. The database will then be enriched with additional intangible heritage content from online sources, social networks and open data, through targeted real-time information retrieval techniques.
This data, together with data from the reconstruction of spaces and folklore activities, will be used to train technological tools that will allow the creation of a temporally and culturally cohesive virtual reality environment. Such tools include image and video editing techniques for understanding cultural content activities (eg traditional dances, weaving techniques, etc.), as well as text creation and analysis tools for translating intangible content for use in other formats (e.g. 3D representation of songs, stories and myths).
The material will be organized based on its specific local, temporal and cultural parameters, so that the resulting product will be an organic total, which contains valid scientific data. The information that will result from the analysis will be visualized in 3D space and will be available to users in a virtual reality environment through a system of agile architecture and communication. Complete spatial compositions or individual spatial excerpts will be produced, resulting in each case in coherently designed sets with documented integration into the space, location and related cultural context.
The result will be the creation of a virtual reality environment that will allow the design of either a) relevant exhibitions for the preservation of intangible cultural heritage, but also b) new uses of the existing content.
Content of intangible cultural heritage
This section includes (1) the collection and curation of existing intangible heritage material, (2) the creation of new material, (3) the retrieval and excavation of additional material from public repositories and the web, and (4) the organization and integration of the material in the appropriate frame.
Head of unit: Friends Of Music Society
Intangible cultural heritage representation technologies
This section includes (1) the reconstruction of 3D spaces from intangible heritage data, (2) the identification and categorization of dance motifs and dances, (3) the export and 3D representation of human figures, (4) the transcription of 3D dance representations in LABAN notation , (5) the recognition of emotion from audio signal and text, and (6) the semantic integration of information.
Head of unit: Centre For Research & Technology Hellas (CERTH)
Implementation of a platform and technologies for the revival of cultural heritage
This section includes (1) defining the technical specifications of the platform, (2) designing the system architecture, and development of (3) the platform integration system, (4) the intangible heritage imaging subsystem in a virtual reality environment, and (5) of the emotion imaging subsystem in a virtual reality environment.
Head of unit: U2M
User requirements and platform evaluation
This section includes (1) the recording of user requirements, (2) the description of usage scenarios, (3) the development of pilot applications, (4) their evaluation and validation, and (5) the dissemination and exploitation of project results.
Head of unit: TETRAGON
Participation in trade fairs
This section includes the participation of companies TETRAGON, U2M, FMS in trade fairs.
Co‐financed by the European Union and Greek national funds through the Operational Program Competitiveness, Entrepreneurship and Innovation, under the call RESEARCH – CREATE – INNOVATE (project code:Τ2EDK-01856)