Marcello Carrozzino - Il processo di digitalizzazione dei patrimoni culturali delle città e dei musei italiani costituisce una grande opportunità per costruire percorsi e…..
Design of 3D interactive applications for museumsDaniel PletinckxPresentation at the Digital Museum Expo in Amsterdam, about the design of innovative 3D interactive applications for museums. Integrating 3D in a museum context means also that easy interaction with 3D for a wide range of users is a must. We focus in this presentation on the design process and requirements of different types of interactive applications based on 3D digital heritage assets and how they can be applied in different museum activities.
Space, time and memory: tales from a long roadAlan DixKeynote at ICSC 2018, 7th International Conference on Spatial Cognition.
why life is like spaghetti and there is no now
http://alandix.com/academic/papers/ICSC-2018/
Points, lines and surfaces are the basic elements of Euclidean geometry. In this paper, accompanying a keynote at ICSC 2018, we will explore how, in physics, cognition and our lived experience, it is often better to think in terms of interconnected threads than an evolving state of the world now. In physics 'now' is an illusion, merely a convenient construction, each particle and person is more like an independent strand in space–time and, similarly, in our minds, strands of memories from different roles and contexts flow almost independently. Paths create lines on the map and may be inscribed as signs in the landscape, but our journeys along paths create temporal threads, that interweave as we meet along the way. This paper draws on my research over many years on time and user interaction, and also my personal experiences during a thousand mile walk around the periphery of Wales in 2013.
Antonella Guidazzoli Technolgyforall TALK Antonella GuidazzoliCineca is a consortium of 70 Italian universities working in high performance computing (HPC) for research and education. It manages virtual heritage projects using open source tools like Blender for 3D modeling and simulation. Recent projects include a 3D movie about the history of Bologna and its Etruscan origins made in Blender. Cineca is developing smart historical city platforms to create emotional and participatory virtual spaces for cultural dissemination using transmedia technologies like virtual reality, augmented reality, and social media. The goal is to deal with the complexity of cultural heritage and promote Italy's historical and artistic heritage.
Museum Next Program 2012Laura FoxThe document is a program for the MuseumNext conference in Barcelona, Spain in 2012. It provides details on the various sessions to be held over multiple days, including keynote speakers, topics of discussion, and event locations. Some of the sessions will explore using new technologies like augmented reality, mobile apps, and games to enhance audience engagement. Others will focus on analytics, collaboration, and developing digital strategies. The overall conference aims to bring museum professionals together to share best practices and push the boundaries of incorporating new media and participation.
Augmented encounters with heritageShelley Mannion1) Augmented reality and mobile devices can be used to enhance museum experiences by providing additional interpretive content about exhibits and expanding access to information.
2) They allow for diverse interactions like on-demand translation, collaborative activities between visitors, and role-playing games that can challenge typical spatial experiences in a museum.
3) Effective implementations require considering factors like appropriate content, facilitating collaboration, intuitive interaction styles, and testing and evaluating experiences with users.
Natural interaction and tangible interfaces for museumsDaniel PletinckxThis document discusses natural interaction and tangible interfaces used in the Keys2Rome project. It describes using body movements, hand gestures, and touch to interact with augmented reality, virtual reality, and interactive 3D prints of historical artifacts. Technologies discussed include Microsoft Kinect, Leap Motion, AdMotum, TimeGate, and Virtex/Virtex Light. Several museum installations are highlighted that allow visitors to interactively scan artifacts, explore virtual historical sites, and interact with 3D printed objects through touch. The goal is to provide layered, multi-perspective storytelling and reveal the human experiences behind museum collections through interactive storytelling.
Walking through the Bronze Age: The value of virtual reality environments for...FAROThe document discusses using virtual reality environments in museums to enhance understanding of collection objects. It focuses on a VR experience at the British Museum that allows users to walk through a Bronze Age village. The talk outlines why VR was used, how it was implemented, and practical considerations. User feedback indicated VR helped visualize objects and feel present at the site in a way not otherwise possible. The museum sees VR as a way to reach broader audiences.
The Digital Museum as platform v1Jacob WangPresentation given at the Sharing is caring seminar i Denmark, december 2012.
#sharecare12
More info here: http://www.dr.dk/kulturarv/sharecare12/
Daniel Pletinckx a SCE 2012SmartCityExhibitionDaniel Pletinckx gave a presentation on smart historical cities and digital cultural heritage. He discussed projects in Bologna, Cologne, and Amsterdam that used 3D modeling and virtual reconstructions to tell stories about the cities' histories. He also described the Ename archaeological park project, which reconstructed 16 periods of the city's evolution over 1000 years. Pletinckx argued that technology allows history to be experienced outside of museums and that cities themselves can become museums through augmented reality, virtual reconstructions, and location-based storytelling.
presentation of Museomix at Makerfaire Rome (oct 2013)arthur schmittThis document describes Museomix, an international event where participants spend 3 days prototyping new digital experiences for museums. The 2013 edition involved "makeathons" at multiple museums simultaneously. Participants included designers, developers and others interested in innovating museums. During Museomix, interdisciplinary teams invented prototypes like interactive games, apps and exhibits to engage visitors in new ways. The goal is to experiment with cultural mediation and open new possibilities for collaborative, connected museums of the future.
The Future for our Past: ICT supports cultural heritage understanding (Daniel...heritageorganisations.euThe Allard Pierson museum in Amsterdam celebrates its 75th anniversary by showcasing new technologies that help to understand and enjoy cultural heritage in the exhibition ‘The Future for our Past’. This exhibition focuses not only on innovative ways to digitise and showcase cultural heritage, but provides a rich, visual language that is in line with the current youth culture. The exhibition shows augmented reality on mobile devices (showing for example the Forum in Rome in 320 AD), allows to walk your avatar through the ruins and reconstructions of the villa of Livia (the wive of emperor Augustus) or shows the broken statue of a pharao being transported in time to its original state. By focusing on heritage education for youngsters, the exhibition makes a firm statement on where the Future of the Past lies.
Together with this exhibition, a series of workshops for cultural heritage experts will be held that shows the workflow behind each setup at the exhibition and allows to get acquainted with the do’s and don’ts of these new technologies.
Visual Dimension
Lidija Kozina.pptxbvtricksThe document discusses plans to create the first virtual European museum for STEM education. The museum will include 60 collections across four exhibitions to provide an immersive, interactive experience that motivates students and accommodates those with learning disorders. The collections will cover topics in science, technology, engineering, and mathematics. The goal is to make STEM fields more accessible and engaging for secondary-level students through an innovative virtual platform.
Digital Heritage - Principles, tactics, trends and perspectivesJacob WangTalk given at the CARARE Final Policy Conference at The National Museums of Denmark in Copenhagen, November 8-9 2012.
http://www.carare.eu/eng/Activities/CARARE-Final-Conference
Serious Games in the museum: an overviewDaniel PletinckxThis document discusses using serious games and interactive storytelling in museums. It provides examples of projects that use natural interaction technologies like hand gestures, augmented reality, and body motion to bring museum artifacts and historical sites to life. These include allowing visitors to interactively explore restored frescoes, virtual tomb reconstructions, and reconstructed heritage sites. The goal is to enhance the museum experience and make heritage more engaging through multimedia storytelling and educational games.
eCultvalue PresentationSophie TAN - EHRHARDTThe document outlines a project that aims to encourage the use of new technologies in cultural heritage by promoting EU-funded technological solutions to stakeholders. It faces challenges of access to ICT, communication between cultural and technology groups, and addressing user needs. The project will raise awareness of technologies, promote solutions to stakeholders through events, validate technologies, and create a sustainable community around cultural heritage and technology. It is supported by an expert group and brings together technology providers, cultural institutions, and end users in its consortium.
VirtualHeritage, Gaming, & CulturalTourism (ITCF 2019 Keynote)University of South AustralliaConference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
Virtual museums and educational online environmentsGreg JonesResults from 2010-11 pilot study on virtual museum education related to knowledge acquisition. Journal article is in-press. It examines the effectiveness, usability, and knowledge acquisition between the Leopoldo Flores Museum, located at the UAEM, and an online virtual environment replica. The primary results show a) students using the virtual environment first and then visiting the museum exhibited better knowledge acquisition about the museum and had higher level of discourses when on the guided tour, and b) the virtual museum experience, when used alone, was a comparable experience to the actual museum guided tour in both knowledge gained and satisfaction.
Design for Participation: Three Lessons from MuseumsNina SimonA presentation about participatory design techniques that can be applied to reduce participation inequality, increase the quality of user-generated content, and support social interaction among users. Presented by Nina Simon of Museum 2.0 at the BayCHI program on March 9, 2010.
Intervention In Interactive EnvironmentsPeter DalsgaardPeter Dalsgaard's presentation discusses designing engaging mixed reality environments. It provides a framework for understanding situated engagement through social, temporal, technological, and spatial aspects. Examples are given of large-scale interactive installations that foster exploration, participation, and appropriation by users to spark reflection and connect experiences. Ethnomethodology, which studies how people make sense of their world, is discussed as important for intervention and adaptation designs that evolve with user behaviors over time.
Intervention In Interactive EnvironmentsPeter DalsgaardPeter Dalsgaard's presentation discusses designing engaging mixed reality environments. It provides a framework for understanding situated engagement through social, temporal, technological, and spatial aspects. Examples are given of large-scale interactive installations that promote exploration, participation, and appropriation through embodied experiences. Ethnomethodology is discussed as a way to study how intervention and design experiments can reveal people's methods for making sense of and interacting with the world. The goal is to design experiences and environments that spark reflection on one's unique situation and connect to social and cultural experiences.
Virtual Museumscaseyrose714Virtual museums allow global access to museum collections through digital means. They began as basic webpages in the early 1990s linking images and information. Technological advances now enable high-resolution 360-degree views of galleries. Virtual museums provide accessibility for those unable to visit physically and can complement classroom learning when used appropriately. However, they cannot replace the full experience of being in a physical museum environment.
Cultural ring, future internet,learningArtur Serra1. The document discusses using living labs to promote culture and learning across Europe.
2. It proposes creating an open cultural network between cities, research institutions, and cultural organizations to experiment with digital culture and new cultural industries.
3. Key projects mentioned include the Cultural Ring, which connected local theaters for cultural sharing, and INDICATE, a digital heritage infrastructure project linking institutions.
Participatory Design Workshop for MuseumsNina SimonPresentation for museum exhibit and content developers on designing experiences for visitor participation. First presented in the context of a workshop for Seattle-area museums at the University of Washington on April 24, 2009. A Nina Simon/Museum 2.0 presentation.
Videogames as ArtformFabio ViolaToday video games represent an important cultural and artistic expression; they have entered the permanent collections of museums (MOMA), videogames museum are born (Computerspiele Museum in Berlin) and they are an embody evidence of new intangible heritage.
Furthemore they represent an extraordinary tool to support cultural policies (audience development, audience engagement, audience activism...)
Everyone's SmithsonianNina SimonA presentation for the Smithsonian Institution on designing multi-platform museum experiences. Offered on May 18, 2009 by Nina Simon of Museum 2.0.
Revolutionizing Museum Experiences: How Technology is Shaping Visitor EngagementjaafarshaikhIn recent years, museums worldwide have undergone a significant transformation, leveraging technology to revolutionize visitor experiences.
Presentation for mFest'09 by Jackie CalderwoodJackie CalderwoodJackie Calderwood creates collaborative filmmaking mediascapes that allow people to contribute user-generated content across physical and digital spaces. Her projects include e-merge, a filmmaking walk in St. James Park that mapped participant films onto a website, and Ambience, which mapped films from a public call onto a mediascape using PDAs and large-format projections. Her current project Soundlines will use film, sound, and web to engage communities with local landscapes over time. Calderwood's work explores how digital technologies can foster democratic cultural participation and community imaging through movement, collaboration, and shared experience.
Cultural ring, future internet culture and peopleArtur SerraThis document discusses using an "Internet for Culture and People" to connect cultural centers and share cultural events. It describes the Cultural Ring project, which connected local theaters using an IP network and equipped them as audiovisual studios. The project helped share opera performances, increasing audiences. Ongoing challenges include organizing vast cultural repositories and engaging more people. Open living labs are proposed as a way to involve citizens in user-driven cultural innovation. Europeana is discussed as a potential European cultural laboratory.
Daniel Pletinckx a SCE 2012SmartCityExhibitionDaniel Pletinckx gave a presentation on smart historical cities and digital cultural heritage. He discussed projects in Bologna, Cologne, and Amsterdam that used 3D modeling and virtual reconstructions to tell stories about the cities' histories. He also described the Ename archaeological park project, which reconstructed 16 periods of the city's evolution over 1000 years. Pletinckx argued that technology allows history to be experienced outside of museums and that cities themselves can become museums through augmented reality, virtual reconstructions, and location-based storytelling.
presentation of Museomix at Makerfaire Rome (oct 2013)arthur schmittThis document describes Museomix, an international event where participants spend 3 days prototyping new digital experiences for museums. The 2013 edition involved "makeathons" at multiple museums simultaneously. Participants included designers, developers and others interested in innovating museums. During Museomix, interdisciplinary teams invented prototypes like interactive games, apps and exhibits to engage visitors in new ways. The goal is to experiment with cultural mediation and open new possibilities for collaborative, connected museums of the future.
The Future for our Past: ICT supports cultural heritage understanding (Daniel...heritageorganisations.euThe Allard Pierson museum in Amsterdam celebrates its 75th anniversary by showcasing new technologies that help to understand and enjoy cultural heritage in the exhibition ‘The Future for our Past’. This exhibition focuses not only on innovative ways to digitise and showcase cultural heritage, but provides a rich, visual language that is in line with the current youth culture. The exhibition shows augmented reality on mobile devices (showing for example the Forum in Rome in 320 AD), allows to walk your avatar through the ruins and reconstructions of the villa of Livia (the wive of emperor Augustus) or shows the broken statue of a pharao being transported in time to its original state. By focusing on heritage education for youngsters, the exhibition makes a firm statement on where the Future of the Past lies.
Together with this exhibition, a series of workshops for cultural heritage experts will be held that shows the workflow behind each setup at the exhibition and allows to get acquainted with the do’s and don’ts of these new technologies.
Visual Dimension
Lidija Kozina.pptxbvtricksThe document discusses plans to create the first virtual European museum for STEM education. The museum will include 60 collections across four exhibitions to provide an immersive, interactive experience that motivates students and accommodates those with learning disorders. The collections will cover topics in science, technology, engineering, and mathematics. The goal is to make STEM fields more accessible and engaging for secondary-level students through an innovative virtual platform.
Digital Heritage - Principles, tactics, trends and perspectivesJacob WangTalk given at the CARARE Final Policy Conference at The National Museums of Denmark in Copenhagen, November 8-9 2012.
http://www.carare.eu/eng/Activities/CARARE-Final-Conference
Serious Games in the museum: an overviewDaniel PletinckxThis document discusses using serious games and interactive storytelling in museums. It provides examples of projects that use natural interaction technologies like hand gestures, augmented reality, and body motion to bring museum artifacts and historical sites to life. These include allowing visitors to interactively explore restored frescoes, virtual tomb reconstructions, and reconstructed heritage sites. The goal is to enhance the museum experience and make heritage more engaging through multimedia storytelling and educational games.
eCultvalue PresentationSophie TAN - EHRHARDTThe document outlines a project that aims to encourage the use of new technologies in cultural heritage by promoting EU-funded technological solutions to stakeholders. It faces challenges of access to ICT, communication between cultural and technology groups, and addressing user needs. The project will raise awareness of technologies, promote solutions to stakeholders through events, validate technologies, and create a sustainable community around cultural heritage and technology. It is supported by an expert group and brings together technology providers, cultural institutions, and end users in its consortium.
VirtualHeritage, Gaming, & CulturalTourism (ITCF 2019 Keynote)University of South AustralliaConference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
Virtual museums and educational online environmentsGreg JonesResults from 2010-11 pilot study on virtual museum education related to knowledge acquisition. Journal article is in-press. It examines the effectiveness, usability, and knowledge acquisition between the Leopoldo Flores Museum, located at the UAEM, and an online virtual environment replica. The primary results show a) students using the virtual environment first and then visiting the museum exhibited better knowledge acquisition about the museum and had higher level of discourses when on the guided tour, and b) the virtual museum experience, when used alone, was a comparable experience to the actual museum guided tour in both knowledge gained and satisfaction.
Design for Participation: Three Lessons from MuseumsNina SimonA presentation about participatory design techniques that can be applied to reduce participation inequality, increase the quality of user-generated content, and support social interaction among users. Presented by Nina Simon of Museum 2.0 at the BayCHI program on March 9, 2010.
Intervention In Interactive EnvironmentsPeter DalsgaardPeter Dalsgaard's presentation discusses designing engaging mixed reality environments. It provides a framework for understanding situated engagement through social, temporal, technological, and spatial aspects. Examples are given of large-scale interactive installations that foster exploration, participation, and appropriation by users to spark reflection and connect experiences. Ethnomethodology, which studies how people make sense of their world, is discussed as important for intervention and adaptation designs that evolve with user behaviors over time.
Intervention In Interactive EnvironmentsPeter DalsgaardPeter Dalsgaard's presentation discusses designing engaging mixed reality environments. It provides a framework for understanding situated engagement through social, temporal, technological, and spatial aspects. Examples are given of large-scale interactive installations that promote exploration, participation, and appropriation through embodied experiences. Ethnomethodology is discussed as a way to study how intervention and design experiments can reveal people's methods for making sense of and interacting with the world. The goal is to design experiences and environments that spark reflection on one's unique situation and connect to social and cultural experiences.
Virtual Museumscaseyrose714Virtual museums allow global access to museum collections through digital means. They began as basic webpages in the early 1990s linking images and information. Technological advances now enable high-resolution 360-degree views of galleries. Virtual museums provide accessibility for those unable to visit physically and can complement classroom learning when used appropriately. However, they cannot replace the full experience of being in a physical museum environment.
Cultural ring, future internet,learningArtur Serra1. The document discusses using living labs to promote culture and learning across Europe.
2. It proposes creating an open cultural network between cities, research institutions, and cultural organizations to experiment with digital culture and new cultural industries.
3. Key projects mentioned include the Cultural Ring, which connected local theaters for cultural sharing, and INDICATE, a digital heritage infrastructure project linking institutions.
Participatory Design Workshop for MuseumsNina SimonPresentation for museum exhibit and content developers on designing experiences for visitor participation. First presented in the context of a workshop for Seattle-area museums at the University of Washington on April 24, 2009. A Nina Simon/Museum 2.0 presentation.
Videogames as ArtformFabio ViolaToday video games represent an important cultural and artistic expression; they have entered the permanent collections of museums (MOMA), videogames museum are born (Computerspiele Museum in Berlin) and they are an embody evidence of new intangible heritage.
Furthemore they represent an extraordinary tool to support cultural policies (audience development, audience engagement, audience activism...)
Everyone's SmithsonianNina SimonA presentation for the Smithsonian Institution on designing multi-platform museum experiences. Offered on May 18, 2009 by Nina Simon of Museum 2.0.
Revolutionizing Museum Experiences: How Technology is Shaping Visitor EngagementjaafarshaikhIn recent years, museums worldwide have undergone a significant transformation, leveraging technology to revolutionize visitor experiences.
Presentation for mFest'09 by Jackie CalderwoodJackie CalderwoodJackie Calderwood creates collaborative filmmaking mediascapes that allow people to contribute user-generated content across physical and digital spaces. Her projects include e-merge, a filmmaking walk in St. James Park that mapped participant films onto a website, and Ambience, which mapped films from a public call onto a mediascape using PDAs and large-format projections. Her current project Soundlines will use film, sound, and web to engage communities with local landscapes over time. Calderwood's work explores how digital technologies can foster democratic cultural participation and community imaging through movement, collaboration, and shared experience.
Cultural ring, future internet culture and peopleArtur SerraThis document discusses using an "Internet for Culture and People" to connect cultural centers and share cultural events. It describes the Cultural Ring project, which connected local theaters using an IP network and equipped them as audiovisual studios. The project helped share opera performances, increasing audiences. Ongoing challenges include organizing vast cultural repositories and engaging more people. Open living labs are proposed as a way to involve citizens in user-driven cultural innovation. Europeana is discussed as a potential European cultural laboratory.
Lesser-known facts about Kedarnath and Badrinath in Chardham Yatra.pdfSuYatraLesser-known facts about Kedarnath and Badrinath in Chardham Yatra-The Chardham Yatra is more than just a pilgrimage; it’s a transformative journey through the majestic mountains of Uttarakhand. Nestled high in the Himalayas, Kedarnath and Badrinath stand as twin pillars of spiritual significance, drawing millions to their sacred grounds each year. While many are familiar with their allure, there are layers of history and tradition that remain lesser-known yet deeply enriching.
As you embark on this divine odyssey, prepare to uncover fascinating facts about these revered destinations that go beyond the surface. From ancient legends to unique rituals that color everyday life in these towns, there’s so much waiting to be discovered for those willing to look deeper. Join us as we explore what makes Kedarnath and Badrinath truly special—not just for pilgrims but for anyone seeking connection with culture and spirituality amid breathtaking landscapes. Whether you’re planning your first visit or have trekked these paths before, this guide aims to enhance your experience on the Chardham Yatra Package from Haridwar like never before!
The Significance of Kedarnath and Badrinath in the pilgrimage
Kedarnath and Badrinath hold a special place in the hearts of pilgrims. Nestled in the majestic Himalayas, these sacred sites attract millions seeking spiritual solace.
Kedarnath is revered as one of the twelve Jyotirlingas dedicated to Lord Shiva. Its ancient temple, perched at an altitude of 3,583 meters, stands as a testament to devotion and resilience. The legend surrounding this holy site speaks of Pandavas seeking forgiveness from Shiva after the Kurukshetra war.
On the other hand, Badrinath is among the Char Dham’s most significant shrines. Dedicated to Lord Vishnu, it is believed that he meditated here for centuries. The atmosphere radiates peace and spirituality, drawing devotees year-round.
Both temples not only embody faith but also represent India’s rich cultural heritage. They are integral parts of many pilgrims’ journey toward spiritual awakening in their quest for liberation or ‘moksha.’
Lesser-known historical facts about Kedarnath and Badrinath
Kedarnath and Badrinath are steeped in history that often goes unnoticed. For instance, the Kedarnath Temple was believed to be established by the Pandavas after their victory in the Mahabharata. Legend has it that they sought Lord Shiva’s blessings here.
Badrinath, on the other hand, is linked to Saint Adi Shankaracharya who played a pivotal role in revitalizing Hindu philosophy in India. He is credited with establishing the temple as we see it today around 800 AD.
Another fascinating titbit involves Kedarnath’s architecture. The temple stands at an elevation of about 3,583 meters and showcases intricate stone carvings that date back centuries.
The annual opening of Badrinath Temple coincides with Akshaya Tritiya, signifying its deep-rooted connections to celestial events.
"Velas: The Next-Gen Blockchain for Speed and Scalability"dmpinstitutecomVelas is a high-speed, AI-powered blockchain offering up to 75,000 TPS with low fees and EVM compatibility. It’s designed for DeFi, NFTs, and Web3 applications, ensuring scalability and security
Sicily Travel Packages: Experience the Best of Sicily in Luxury & ComfortClassic SicilySicily is a destination rich in history, culture, and breathtaking landscapes. Whether you dream of exploring ancient ruins, indulging in world-class cuisine, or relaxing on sun-kissed beaches, a well-planned Sicily travel package ensures a seamless and luxurious experience.
The Ultimate Guide to Tanzania SafariToursKimgoni Tanzania SafarisTanzania safari toursoffer an incredible opportunity to explore one of the most diverse and beautiful countries in Africa. With its breathtaking landscapes, abundant wildlife, and rich cultural experiences, a safari in Tanzania promises to be a trip of a lifetime. By choosing the right safari company, selecting the best tour package, and being well-prepared, you can ensure a memorable adventure in the heart of the African wilderness. Start planning yourTanzania safaritoday and get ready for an unforgettable experience!
Reliable Private Airport Transfer & Transportation in Liverpool – Book NowLiverpool Airport Trips LTDExperience seamless private airport transportation in Liverpool with Liverpool Airport Trips LTD. In today's fast-paced world, convenience and comfort are key to airport transfer services.
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Mortgage Data Entry Services | ComputyneComputyneMortgage data entry services involve digitizing, processing, and managing mortgage-related documents.
These services ensure accurate data management, reducing errors and delays in mortgage applications.
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Winter Vacation Packing Guide by alpenature the ultimate ski travel planner.pdfalpenature79Planning a ski trip? Alpenature’s Winter Vacation Packing Guide has you covered! Pack essential layers, waterproof gear, ski accessories, and après-ski essentials. Don’t forget sunscreen and travel-sized toiletries! With our ultimate ski travel planner, you’ll be prepared for every adventure on and off the slopes. #SkiTravel #WinterPacking
Char Dham Helicopter Tours Travel Guide.pdfDigital Marketing Services IndiaChar Dham Helicopter Tours have made pilgrimage to four sacred shrines of Yamunotri, Gangotri, Kedarnath, and Badrinath; accessible, luxurious and time-efficient for senior citizens and families https://www.youtube.com/watch?v=tD_bjtgU2eA
#chardham #helicopter #chardhambyhelicopter #chardhamyatra #yatrachardham #chardhamtours #luxurytour
UFO or Hoax_ Manchester Airport Responds to Orb Sighting Claims.pdfJos PhineUFO or Hoax: Manchester Airport Responds to Orb Sighting Claims explores the recent reports of mysterious orb-like objects spotted near Manchester Airport, sparking debates over whether the sightings are evidence of extraterrestrial activity or simply a case of misidentification. The article delves into eyewitness accounts, video footage, and the airport's official response, which emphasizes the likelihood of conventional explanations, such as drones or weather phenomena. This useful information is provided by https://www.ezybook.co.uk/
Family friendly vacation homes Puerto Ricocomfortrentalspr1Puerto Rico, with its stunning beaches, rich culture, and warm weather, is the perfect destination for a family vacation. Whether you're looking for an adventurous getaway or a relaxing retreat, Puerto Rico offers a range of options to make your stay comfortable and memorable. Among the best choices are family-friendly vacation homes Puerto Rico, that provide the space, amenities, and privacy that make traveling with loved ones even more enjoyable.
How to Plan Your Char Dham Yatra Tour.pdfDigital Marketing Services IndiaExpert Travel Guide for 2025 Char Dham Yatra, Uttrakhand. Significance, Opening and Closing Dates, Travel Season, Route Map Itinerary, Registration, Transport, Hotels, Booking options and more to help you plan your Plan Your Char Dham Yatra Tour
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Explore Hulhumale:Top Exciting Places to Visit in Hulhumale IslandMaldives Islands ResortsHulhumale Island, the most picturesque artificial island of the Maldives, is the perfect blend of nature and city comforts. With its stunning beaches, exciting water sports, sites of historical interest, and serene parks, the island provides the perfect blend of fun and tranquility.
Spanish Familial Culture Jordan DimentOne of the reasons that Spain is such a popular destination for family holidays is its genuine affability towards parents and their children. Spanish familial culture involves maintaining close-knit relationships, attending social events, spending quality time together and appreciating cultural heritage. These are things that visiting families can also identify with.
Tumburu Theertham – The Sacred Waterfall of Tirumalatirupati tour packagesTumburu Theertham – The Sacred Waterfall of Tirumala 🌿✨
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Tamil Nadu & Thailand: A 2,000-Year Secret You Never Knew!VisitsmilesDid you know Tamil Nadu and Thailand share a 2,000-year-old connection? 🌏 From ancient trade routes and Chola conquests to shared language, Buddhism, and the Ramayana—this hidden history will amaze you! Swipe through to explore the deep cultural and historical ties that still exist today. Don't just read history—experience it with VisitSmiles! ✈️✨
8. University College of London (UK)
Museum of Pure Form
“The Museum of Pure Form (MPF)
is a virtual reality system where
visitors can interact with digital
models of sculptures through the
sense of touch”
28. Thank you for your attention
Marcello Carrozzino
PERCeptual RObotics Laboratory
TeCIP Institute, Scuola Superiore Sant’Anna, Pisa
Marcello.carrozzino@santannapisa.it
http://percroace.wordpress.org
http://www.percro.org