1,739 research outputs found
New Opportunities in Digital Archaeology: The Use of Low-Cost Photogrammetry for 3D Documentation of Archaeological Objects from Banks Island, NWT
This thesis investigates the use of low-cost three-dimensional (3D) modelling programs (Agisoft Photoscan and 123D Catch) to create and disseminate digital replicas of archaeological features and artifacts in the context of the Ikaahuk Archaeology Project, a community-based archaeology project on Banks Island, Northwest Territories. It aims to 1) assess the benefits and challenges of low-cost photogrammetry for in-situ documentation of hunter-gatherer archaeological features; 2) determine the usefulness of low-cost photogrammetry for replicating small-scale artifacts in comparison to 3D scanning methods; and 3) explore how Internet media can be used to disseminate 3D models. This thesis demonstrates that low-cost methods of 3D modelling are sufficiently able to replicate many types of archaeological objects, and are accessible due to their low cost, ease of use, and compatibility with online dissemination. As a result low-cost 3D modelling has a promising future in archaeological documentation, conservation, and engagement with non-specialist audiences
The Herbert Virtual Museum
In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user's experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors
An investigation to examine the most appropriate methodology to capture historical and modern preserved anatomical specimens for use in the digital age to improve access: a pilot study
Anatomico-pathological specimens constitute a valuable component of many medical museums or
institutional collections but can be limited in their impact on account of both physical and intellectual
inaccessibility. Further concerns relate to conservation as anatomical specimens may be subject to
tissue deterioration, constraints imposed by spatial or financial limitations of the host institution, or
accident-based destruction. In awareness of these issues, a simple and easily implementable
methodology to increase accessibility, impact and conservation of anatomical specimens is proposed
which combines photogrammetry, object virtual reality (object VR), and interactive portable document
format (PDF) with supplementary historical and anatomical commentary. The methodology was
developed using wet, dry, and plastinated specimens from the historical and modern collections in the
Museum of Anatomy at the University of Glasgow. It was found that photogrammetry yielded excellent
results for plastinated specimens and showed potential for dry specimens, while object VR produced
excellent photorealistic virtual specimens for all materials visualised. Use of PDF as output format was
found to allow for the addition of textual, visual, and interactive content, and as such supplemented the
virtual specimen with multidisciplinary information adaptable to the needs of various audiences. The
results of this small-scale pilot study indicate the beneficial nature of combining these established
techniques into a methodology for the digitisation and utilisation of historical anatomical collections in
particular, but also collections of material culture more broadly
Tirtha -- An Automated Platform to Crowdsource Images and Create 3D Models of Heritage Sites
Digital preservation of Cultural Heritage (CH) sites is crucial to protect
them against damage from natural disasters or human activities. Creating 3D
models of CH sites has become a popular method of digital preservation thanks
to advancements in computer vision and photogrammetry. However, the process is
time-consuming, expensive, and typically requires specialized equipment and
expertise, posing challenges in resource-limited developing countries.
Additionally, the lack of an open repository for 3D models hinders research and
public engagement with their heritage. To address these issues, we propose
Tirtha, a web platform for crowdsourcing images of CH sites and creating their
3D models. Tirtha utilizes state-of-the-art Structure from Motion (SfM) and
Multi-View Stereo (MVS) techniques. It is modular, extensible and
cost-effective, allowing for the incorporation of new techniques as
photogrammetry advances. Tirtha is accessible through a web interface at
https://tirtha.niser.ac.in and can be deployed on-premise or in a cloud
environment. In our case studies, we demonstrate the pipeline's effectiveness
by creating 3D models of temples in Odisha, India, using crowdsourced images.
These models are available for viewing, interaction, and download on the Tirtha
website. Our work aims to provide a dataset of crowdsourced images and 3D
reconstructions for research in computer vision, heritage conservation, and
related domains. Overall, Tirtha is a step towards democratizing digital
preservation, primarily in resource-limited developing countries.Comment: Accepted at The 28th International ACM Conference on 3D Web
Technology (Web3D 2023
Developing an interoperable cloud-based visualization workflow for 3D archaeological heritage data. The Palenque 3D Archaeological Atlas
In archaeology, 3D data has become ubiquitous, as researchers routinely capture high resolution photogrammetry and LiDAR models and engage in laborious 3D analysis and reconstruction projects at every scale: artifacts, buildings, and entire sites. The raw data and processed 3D models are rarely shared as their computational dependencies leave them unusable by other scholars. In this paper we outline a novel approach for cloud-based collaboration, visualization, analysis, contextualization, and archiving of multi-modal giga-resolution archaeological heritage 3D data. The Palenque 3D Archaeological Atlas builds on an open source WebGL systems that efficiently interlink, merge, present, and contextualize the Big Data collected at the ancient Maya city of Palenque, Mexico, allowing researchers and stakeholders to visualize, access, share, measure, compare, annotate, and repurpose massive complex archaeological datasets from their web-browsers
From Physical to Digital, From Interactive to Immersive: Archaeological Uses of 3D, AR, VR, and More
The combination of improved methods and tools, widespread adoption,
and continuously-falling barriers to entry has prompted the claim that we
are currently living in a âgolden age of digital archaeologyâ. This paper provides
a background discussion of the use and evolution of digital methods
and tools in archaeology, as well as a summary of the conference session
âFrom Physical to Digital, from Interactive to Immersive: Uses of Threeâ
Dimensional Representation, Mixed Reality, and More in the Sharing and
Exploration of Archaeological Data,â held at the CAA 2017 conference in
Atlanta
Visions of Substance: 3D Imaging in Mediterranean Archaeology
With the advent of low-cost and easy to use 3D imaging tools, the discipline of archaeology is on the cusp of a major change in how we document, study, and publish archaeological contexts. While there are a growing number of volumes dedicated to this subject, Visions of Substance: 3D Imaging in Mediterranean Archaeology represents an accessible and conversational introduction to the theory and practice of 3D imaging techniques in a Mediterranean and European context
A framework study on the use of immersive XR technologies in the cultural heritage domain
Most cultural promotion and dissemination are nowadays performed through the digitization of heritage
sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality
(AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality
and educational effect of these sites by stimulating usersâ senses in a more natural and vivid way. In this
respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites
by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a
more immersive experience that engages the visitor both physically and emotionally.
This study contributes to the development and incorporation of AR, MR, and VR applications in the
cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems,
such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to
handheld devices. We propose a framework study to identify the key features of headset-based Extended
Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence,
and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over
more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to
improve the guestsâ experience and the appreciation of the cultural heritage.
An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online
Library databases was conducted, including papers published from January 2018 to September 2022.
To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses
(PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending
on the studyâs purpose: education, entertainment, edutainment, touristic guidance systems, accessibility,
visitor profiling, and management.
Immersive cultural heritage systems allow visitors to feel completely immersed and present in the
virtual environment, providing a stimulating and educational cultural experience that can improve the
quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural
heritage domain
Accessing 3D Data
The issue of access and discoverability is not simply a matter of permissions and availability. To identify, locate, retrieve, and reuse 3D materials requires consideration of a multiplicity of content types, as well as community and financial investment to resolve challenges related to usability, interoperability, sustainability, and equity. This chapter will cover modes, audiences, assets and decision points, technology requirements, and limitations impacting access, as well as providing recommendations for next steps
Digital 3D Technologies for Humanities Research and Education: An Overview
Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods
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