图书馆杂志

图书馆杂志 ›› 2023, Vol. 42 ›› Issue (384): 88-96.

• 数字人文 • 上一篇    下一篇

XR 技术驱动下的非遗仿真数据服务方案探索

李 川1, 2 朱学芳1 冯秋燕1(1 南京大学信息管理学院 2 安徽财经大学管理科学与工程学院)   

  • 出版日期:2023-04-15 发布日期:2023-04-27
  • 作者简介:李 川 南京大学信息管理学院,博士研究生;安徽财经大学管理科学与工程学院,助教。研究方向:多媒体信息处理、数字人文。作者贡献:确定研究框架、分析实验数据、撰写论文初稿。E-mail: lichuan_nuaa@126.com 江苏南京 210023 朱学芳 南京大学信息管理学院,教授。研究方向:数字信息资源管理及服务、多媒体信息处理、信息可视化、数字人文、模式识别与人工智能等。作者贡献:规划研究命题、设计整体思路、评阅修改全文。江苏南京 210023 冯秋燕 南京大学信息管理学院,博士研究生。研究方向:机器学习、信息管理。作者贡献:收集数据、修改论文。 江苏南京 210023

A Scheme Exploration of Simulation Data Service Driven by XR for Intangible Cultural Heritage

Li Chuan1, 2, Zhu Xuefang1, Feng Qiuyan1(1 School of Information Management, Nanjing University; 2 School of Management Science and Engineering,Anhui University of Finance and Economics)   

  • Online:2023-04-15 Published:2023-04-27
  • About author:Li Chuan1, 2, Zhu Xuefang1, Feng Qiuyan1(1 School of Information Management, Nanjing University; 2 School of Management Science and Engineering,Anhui University of Finance and Economics)

摘要:

随着XR(VR、AR、MR)技术的快速发展,非遗项目保护和传承工作对沉浸感、交互性、多元信息感知有了更高的服务要求。实现物理空间与虚拟空间的交互和融合,有助于提升非遗项目信息的组织效率、展示质量、传播效率和服务黏性。通过分析XR 技术的交互特性和应用现状,讨论XR 技术对数字人文研究的参考意义,研究基于数字孪生架构的非遗数据服务策略,探索XR 技术场域下的非遗项目保护与推广方案,以华佗五禽戏为例分析XR 技术如何应用于非遗项目服务。运用KINECT+Unity3D 平台组合来模拟运维非遗项目,验证XR 技术场域下保护和推广非物质文化遗产的可行性和优越性;提出一种综合应用智能技术的非遗项目运维方案,为数字人文技术探索提出建议。

Abstract:

With the development of XR (VR, AR, MR) technology, the protection and promotionof intangible cultural heritage have higher service requirements. These requirements are distributed atimmersion, interactivity and multi-information perception. The interaction and integration of physicaland virtual space will help intangible cultural information to improve the organization efficiency,display quality, communication efficiency and service stickiness. The research analyzes the interactivecharacteristics and application status of XR technology first. The reference of XR to digital humanitiesis discussed. Then the strategy of data service for intangible cultural heritage based on digital twinarchitecture is studied. Finally the research explores the protection and promotion scheme for intangiblecultural heritage driven by XR. Taking the Five-Animal Exercise as an example, it analyzes how XR isapplied to intangible cultural services. The research uses the combination of Kinect & Unity3D platformto simulate projects. The feasibility and superiority of protecting and popularizing intangible culturalheritage driven by XR have been verified. The research puts forward a scheme for intangible culturalheritage project with comprehensive technology application in order to put forward suggestions for thetechnology exploration of digital humanities.